Champion Concept - Fenlore, the Spellkeeper

Rerric·5/11/2015, 8:51:50 PM·1 votes·1,247 views

Hey guys here is a big idea I've had for a while for a very unique and fun-looking champion that I call, Fenlore. Let me know what you think of my idea. Be sure to answer my poll if you have the time. Comment, Question, and Criticize.

**Fenlore - the Spellkeeper ** Role: Mage, Support

Damage: 43.5 Health: 512 Mana: 375 Movespeed: 340 Armor: 22 Magic Resistance: 32 Health Regen: 6.42 Mana Regen: 6.5 Attack Speed: 0.6 Attack Range: 420

Lore

Long ago, the magics of runeterra remained nameless. No written accords of the ageless legends of magic roamed the land. Long before the scrolls of the Rogue Mage, the incantations of the Card Master, or even the sonnet of the great Deathsinger, there were 3 keepers.

Each of their own merit, the 3 keepers each contributed to the hidden powers scattered across Runeterra. A very specially tasked keeper, by the name of Fenlore, was to keep records of magics and arcane forces being utilized across the land.

Because of this task, the ageless Fenlore traveled very often, meeting many folk of which he learned of their ways. Similar to the Chronokeeper, Fenlore suffered a curse of his own. Chrono-displasia? Not quite. Fenlore's curse involved something of far greater suffering. He could not forget anything he witnessed.

Due to the immortal nature of the keeper, the man saw the horror of his elephant-like memory over his years of travel. Village after Village, he saw slowly fade away.

After Fenlore's 5th time across Runeterra, he could not bear the loss, screams of agony, or last breaths any longer. Though he knew much of healing magics, Fenlore felt it better to let the suffering suffer. Better to die sooner in the light of glory, he thought, than to live forever in the shadow of death. All things must die eventually.

But not Fenlore, or his sacred knowledge. Fenlore at last attempted to utilize his centuries worth of experience, and give purpose to his records, on the Fields of Justice. So he joined the League of Legends, in hopes of acquiring any missing records, or somehow unknown traces of magic yet to be discovered.

Kit

Passive: Spellbound- Fenlore's progressive mastery of almost any magical skill allow him to better resist against enemy attacks the more combat he does with them. For each active spell in the enemy's arsenal, Fenlore acquires that spell icon in his special item, known as the Lexicon. Coming in contact with the spell will cause him to gain a stack of Mastery on that specific skill. For each stack of Mastery, Fenlore gains a 5% damage resistance and tenacity buff against the spell. Fenlore can gain up to 5 stacks for normal spells and 3 stacks for ultimate spells.

**Q- Defying Blast: ** Fenlore summons an AOE of dark magic a moderate distance away from his location, revealing it upon cast. The AOE rumbles for a brief delay before erupting in a blast of energy, damaging, slowing, and silencing enemies.

Blast Delay: 1.2 seconds Magic Damage: 90/160/230/300/370(+0.55 Ap) Slow: 40% Slow Duration: 1.5/1.75/2.0/2.25/2.5 Silence Duration: 1.5/1.75/2.0/2.25/2.5 Mana Cost: 90/100/110/120/130 Cooldown- 14/12/10/8/6 seconds

W- Mind Bend: Fenlore uses his intensive powers to shift the mental state of an enemy champion, causing all of their skills to be randomly shifted from their designated hotkeys for a duration. The enemy will also be confused globally, causing their minimap to scramble, disorienting information.

Disable Duration: 3/3.25/3.5/3.75/4(+0.25 per 50 ap) Mana Cost: 70/70/70/70/70 Cooldown: 16/14/12/10/8 seconds

E- Chronic Barrier: Passively, Fenlore and nearby allies gain increased resistance to AOE Spells.

Actively, Fenlore summons a mystical barrier of reactive energy in a line a short distance in front of himself. Enemies who attempt to run or dash through the barrier are enveloped in its energy, gradually being slowed, with the slow increasing the farther they walk through the barrier. After several seconds, or if the barrier expires, the energy elastically snaps back to its original position, flinging the enemy backwards in the opposite direction of which they entered the barrier, dealing magic damage.

The damage and distance of the fling are increased the farther the enemy travels through the barrier.

Projectiles are also reflected if they enter the barrier. Going through causes the missile speed of the projectile to slow rapidly, similarly to the slow of enemy heroes, then reflects the projectile in the opposite direction it entered, converting it into Fenlore's projectile (meaning it will instead affect enemy heroes).

Enemies can simply exit out of the barrier in the direction in which they entered to have no effect inflicted. (Slow lessens with backtrack distance)

AOE Resistance: 5/10/15/20/25% Barrier Width: 500/600/700/800/900 Barrier Duration: 4.5/5/5.5/6/6.5 Pull Intensity: 10/15/20/25/30% slow per 100 units Snap Time: 3/3/3/3/3 Snap Damage: 50/75/100/125/150(+0.25 Ap) per 100 units Mana Cost: 85/90/95/100/105 Cooldown- 11/11/11/11/11 seconds after Barrier has expired

R- Arsenal of the Aegis: Passively, Fenlore possesses a special trinket, known as the Lexicon. This item is unique to Fenlore and cannot be sold. Activating the Lexicon will bring up Fenlore's Arsenal of Spells he has acquired from his Spellbound passive. Clicking on a spell will assign it to Fenlore's ultimate spell slot. Fenlore can only assign a spell every so often. (Has a cooldown)

Actively, Fenlore can use the assigned spell from his Lexicon as his own. The spell's level depends upon Fenlore's current amount of Mastery of the spell. Each spell has it's own individual cooldown, displayed in the Lexicon. Fenlore also acquires any costs and active effects of the ability. He does not acquire passive effects.

Assign Cooldown- 15/10/5 Cost: Any Costs of the Current level of chosen Spell Cooldown- Any Cooldown of the current level of chosen spell

3 Comments

Qazgir5/12/2015, 2:12:33 AM1 votes

Coooooool, what are his ults?

OBRN5/15/2015, 11:08:35 PM1 votes

Sounds really OP, but most suggestions are. I like the idea of a more tanky mage that actually uses spells to work the field, but most of his kit sounds too straightforward with little counterplay or skill involved other than "I now declare enemies cannot go here" plus his abilities have too much going on with each one.