Zero (Mid range DPS frost mage)

Bârd·4/26/2017, 10:40:58 PM·1 votes·377 views

Passive: Frozen Over Damaging abilities apply stacks of Frost, each of which apply a 10% movement slow, with each instance of damage, lasting 2 seconds. If the slow is stacked 10 times, the target will be stunned for 1 second and dealt 20 (+5 per level) (+.25 AP) magic damage. After the stun wears off, the slow will be limited to 2/4/6 stacks on that target for 8 seconds.

Q: Rite of Freezing 12/11.5/11/10.5/10 second CD, 90/100/110/120/130 mana (drained over the duration of the spell) For up to four seconds, channel a beam of freezing wind towards your cursor, extending 550 units. This beam deals 10/13.3/16.6/20/23.3 (+.066 AP) magic damage per tick, three times per second. (30/40/50/60/90 (+20% AP) magic damage per second) While channeling the beam, you move at 20% speed and cannot basic attack. Reactivate to cancel.

W: Cold Snap 15 second CD, 110 mana All enemies in a 300 radius of the target enemy (700 range) take 8/10/12/14/16 (+.075 AP) magic damage for each stack of Frost caught within that area. All enemies damaged by this ability have frost stacks applied to them equal to the highest stacked unit in the area (plus one from the damage).

Minions and small monsters caught in the area cause 25% of the normal damage.

E: Chilling Aura 2 second CD, 20/25/30/35/40 mana per second Toggle: Enemies within 650 units are chilled. Chilled units move and attack 8/10/12/14/16% more slowly, and their cooldowns tick down 10% more slowly.

For each chilled enemy champion, Zero regenerates 10/12.5/15/17.5/20 mana per second.

R: Rune of True Ice 110/100/90 second CD, 100 mana For the next eight seconds, your other abilities are empowered.

Frozen Over Stun increased by 0.25/0.5/0.75 seconds. Damage increased by 10/20/30%.

Rite of Freezing Reduce base CD by 2/3/4 seconds. Extend range by 100/200/300 units. Change from a line to a 30 degree cone.

Cold Snap Reduce base CD by 2/4/6 seconds. Increase radius by 50/100/150. Extend range by 200/250/300/.

Chilling Aura Now deals damage every 1/0.75/0.5 seconds, equal to the damage dealt by one tick of "Rite of Freezing" CD increase amped by 5/7.5/10%.

1 Comments

Fine Ionian Silk4/27/2017, 1:32:44 AM1 votes

Hello, I thought I'd leave my thoughts about your champion concept. First off, there's the name. Zero is just... a bit too generic for a name, wouldn't you think? While yes there is the tie of subzero and all that fun jazz, it just feels as if it lacks luster. For recommendations in the regards of names, may I suggest using mythological references or the like? This is just one of the options you can use, but it can definitely be a start. Oh, and don't forget a title that fits the character as well, those are equally important in my opinion. :D

Now I'd like to delve into what sort of identity are you going for on your character, as it seems a bit confused. When DPS mages come to mind, I think of someone that is really able to be in the thick of things that can deal damage (that is generally shorter ranged than most mages) while having defensive capabilities. For example, let's look at Cassiopeia who I'd consider a DPS mage (albeit she's more like a machine gun). She has a fairly shorter range with her E, and it relies on her landing her poison in order to show it's true shine. Once it does though, it allows her to continuously pour our dmg... and she has defensive capabilities with her ult and her e's heal (which does exist besides it's low stats). I just can't seem to find how your character would be able to survive a battle really, as his only defense seems to be his CC (his CC poses some issues as well, but I'm not an expert regarding that, so I'll try to think on it and come up with a good way of stating it later).

Finally, there's the lore. It's what makes a character a character, and allows people to be really attracted to a character... well, helps anyways. Imagine your favorite champion and take away their personality. Not quite as fun, huh? The lore allows your champion to develop into something that's... well... great. Additionally, by creating the lore you can come up with some mechanics that you hadn't thought about before creating it.

That about wraps it up, let me know if you have any questions and I'll try to answer them... albeit I'm only saying what I'm thinking at the moment.

P.S. the cooldown portion of the E is a mechanic that is pretty unhealthy, and I would recommend rethinking it.