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Aa'n The Conjurer

Prøpäin··1 votes·664 views

Player Stats and info:

                                                                                     **Role: Mage,Caster,Support/Midlaner**

(From levels 1-18)

Health: 453-1664 Health Regen: 5.7-14.6 Mana: 358-1289 Mana Regen: 5.4-19.3 Ranged: 450 Attack Damage: 53-110 Attack Speed: 0.625(+0%-27.3%) Armor: 18.9-86.9 Magic Resist: 30 Mov. Speed:330

Lore: This is sort of the half assed part of the project so sorry for anyone reading this part or likes this part the most, but I want to envision this guy as your standard human acolyte archetype coming from Noxus or Ionia (Was even thinking of making this guy a rogue "summoner" that wants to take matters into his own hands on the fields of justice, i'm sure i'm messing up with the lore but that is just the rough idea). I might revisit this later when I get off work and have some spare time. Also don't got any art as I'm not skilled in that category but I might try my hand at some rough drafts later on.

                                                                                                                  **Skills:**

Passive: Instability- After each spell cast Aa’n summons unstable excess mana around him for anybody to gather. When gathered they instantly restore 4% of your max mana and increase a person’s ability power by 5/7/12 for 8 seconds, has the ability to stack 3 times increasing at levels 1/11/18. The pools of excess mana spawn 200-250 units from Aa’n. The enemy could potentially grab these if he’s paying attention since they spawn fairly far away from Aa’n. The excess mana pools dissipates after 4 seconds. Think Zac's passive but with a larger range.

First Spell: Tether- Aa’n marks a target for 25/40/70/115/145 (+75% AP) magic damage, and is able to recast the spell to another target for the same amount of damage refreshing the original tethered targets duration. When two targets are marked they both share damage (50/50) taken by Aa’n for it’s duration as long as they stay within’ a 1350 range of eachother. Lasts 6 seconds, reactivation window is open for only 3 seconds. Skill shot. Note Aa'n can just recast the skill twice on a target for it's base damage.

Range:900 Cost:45/45/45/45/60 mana Cooldown:11 seconds.

Some tips: Cast tether on a champion, then a minion and attack the minion with auto attacks/spells to deal some damage to the enemy.

**Second Spell: Force- **Aa’n focuses on a single area to summon a passable wall of force that reflects the first non-ultimate projectile it comes into contact with for 80%/85%/90%/95%/100% (+10% AP) of the damage that dissolves once reflected. Allies that pass through the wall animation increase their speed by 20% for 4 seconds.

Range:1000 Cost:70/75/80/85/90 mana Cooldown: 24/23/22/21/20 seconds Wall length: 475

Third Spell: Rune Attunement- Aa’n summons a rune to an area instantly for 5 seconds that reveals the area dealing 80/125/160/190/235(+70% AP) magic damage snaring the first person that steps on it for 1.5 seconds, in addition if Aa'n cast's Rune Attunement on a target with tether the 2nd tethered target is snared as well.

Range: 900 Cost:50/60/75/85/90 mana Cooldown: 12 seconds Radius of Rune: 125

Ultimate: Domination- Aa’n delves into deep thought taking control of a enemy character for 1.25/1.75/2.25 seconds in addition to reducing their armor/magic resist by 5/15/20 for 5 seconds. During this time Aa’n is unable to move himself or cast any skills, and cannot use the targets abilities,items,or auto attack. Re Click the spell to deactivate it. Once Aa'n comes out of this channeled effect he gains a 30% movement speed bonus that decays slowly over 4 seconds. Can be cleansed to remove.

Range: 725 Cost: 120/110/110 mana Cooldown: 150/140/125 seconds

Thanks for reading would love some tips/or feedback on what seems OP, UP, or if the kit seems wonky all together.

9 Comments

Quints1 votes

His ultimate is entirely overpowered, having the ability to take control of an enemy champion. The IDEA of taking the fed adc and kiting the entire enemy team to death, or possibly making a 5v5 a 6v4 is far too much. Or even taking their only front liner out of a team fight exposing squishies is just disturbing.

Prøpäin1 votes

The descriptions says he can't control the targets abilities(I didn't mention auto attack, added this to the OP), and can only move the target. And while this is happening Aa'n would be immobile+unable to cast skills. It would work more like a 4v4 since both Aa'n and his target are vulnerable but could potentially make the person he is controlling more out of position with movement controlling. I feel it's a risky Ultimate to use that has a downside and an upside. Can even be QSS'd or Cleansed.

I feel Malzahar's ultimate is the most similar since he is immobile+his target is vulnerable during the channel, they last the same time (2.5 seconds) except Malz ult actually does a ton of damage.

Quints1 votes

So it's a directional charm basically? If that's the case It'd then be like a Malzahar Ult that cc's himself when cast and for the duration. That doesn't mean that Malzahar is taken out of the fight, it just means he's cc'd. Also that would bring up the topic of the range of the ability?

Prøpäin1 votes

Yeah I feel that could be the best way to describe it. A channeled controlled directional charm that renders Aa'n immovable, and unable to use items/skills or auto attack for the duration.

No, it doesn't mean Malz is taken out of the fight but it sure does make him vulnerable during his channel to give the enemy team a window of opportunity to eviscerate him. The range could be lowered by a good 200 units I agree, comparing to Malz which has a 700 range i'd like to think that the current range is a little too safe.

I feel with no damage to the ability, Aa'n being immobile,the decently short-ish range now, and the clarification that neither Aa'n nor his target is able to cast,attack, or use items this makes the ultimate a little more balanced considering it has downsides. Plus there is a counter's like cleanse, QSS, or that one support item :3

Quints1 votes

The damage part isn't really relevant as it already has high utility, the range is a bit much and should be lowered. Also item 3222 . Also now that you've explained it better I can see it as a more viable ability, rather than a super op, press-one-button-and-win ability. Other than that it can be seen as a direct upgrade to a skarner ult, in that I can just aa once and have you walk into my turret and either force a flash or make it stupidly easy for my jungler to gank/catch someone. That's not even considering the possibility for roams, making 1v2s/outplays nearly impossible.

Prøpäin1 votes

All good points except I noticed the AA part, again the person ulted cannot auto attack, use items, or abilities same with Aa'n, if you auto attack under turrent while such a deadly ultimate is up it's a big fault on said person. Didn't even think about skarner but I feel the two are different and can't really be determined as an upgrade or even a downgrade in that Skarner is free to move himself, auto attack, and use skills/items.

It would be easy to gank with this skill, yes--but I feel the same could be said when Malz hit's 6, the jungler can just come to lane and gank for an easy kill. Counter ganks, wards, awareness etc...all are counters to ganks and skills like this.

I could see why roaming with this would be valued but it's also the reason I gave the skill a high cooldown, decent mana cost, and a rather short CC duration the first and second levels. Outplaying would be difficult, yes but cooldown,wards,early CC duration being rather low, and cleanse being an innate counter I feel there is windows to spot, minimize, and prevent such a situation from being unstoppable early on.

In any case I did nerf the range by 25 more units, and reduced the duration at all levels by .25 seconds because I can see where your coming from in your points and rethinking it, it does seem a little strong.

Quints1 votes

I mean aa BEFORE the ult, so that they aren't executed and the kill goes to you. Also if they can't use anything, it's an unclense-able suppress, which is horrendous. Skarner can only use 2 other abilities when ulting, which is a weak move speed buff(W), and a weak un-stacked Q. I mean the idea that after level 6 you're guaranteed to die to a gank no matter what you do is a bit absurd, also we all know you can't ward against some ganks, plain and simple.Rengar Sion Nocturne Pantheon Hecarim . The CD would have to be no shorter than 2 and a half minutes however

Prøpäin1 votes

I think that would be the player's fault if he's so close to the tower and auto attacks when such a deadly ultimate is up at 6, in any case if he's somewhat close to a tower 1.25 seconds would probably be enough for 1 maybe 2 tower attacks tops which actually isn't much considering the skill does no damage.

Hmm, I might have to make an exception since the not being able to use spells or skills statement that I made directly contradicts the whole "can be cleansed/QSS'd" thing, if possible I'd want those options to be available to use of course with things like randuins, or flash being disabled.

As for the jungler statement, again the same can be said for Malzahar mid or even skarner top (lol) come level 6 with these champions ganking for you and it is going to be a free kill according to you. Ganking for malz at level 6 would be nearly twice as effective actually since it's CC lasts 2.5 seconds at level 6, and deals like 250 damage to boot.

I dunno maybe the whole concept of this guy is OP or bad, but I gotta get going though so I can't argue anymore for a bit.

Quints1 votes

See now that I know its duration it seems underpowered, I idea of the inescapable gank with an unclenseable ult offers no counterplay, but you're saying it can be qss'd now? Malzahars ult isn't going to do anything to anyone who he counters because they aren't going to be that far up, and anyone that counters him is going to abuse the advantage that they have.

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