Amber: an original character concept.

CrimsonCobra3·3/21/2016, 7:00:18 PM·4 votes·424 views

I was reading some comments, and we were talking about the complexity of League Champions recently, and lamenting the loss of simplicity. I decided to challenge myself to make a relatively simple concept that still had excellent combos and a high level of uniqueness.

Enjoy!

Amber:

Principle colors: gold/amber, brown. (Purple/blue/red cape.)

Passive: Dying Embers: When Amber dies, his death animation slows, and all of his pent up power is released in a flare of golden flames. The range of this passive is 400 units in radius, and it deals (4 per level)(+10% current mana) magic damage immediately, and (7 per level)(+20% current mana) magic damage over 4 seconds.

Q: Polarize: Marks a target unit, ally or enemy. Abilities that have active effect in the same position as the marked unit trigger a burst of damage 350 in radius around the unit. The damage does not affect the marked unit and is equal to 30/80/130/180/230(+70% AP) magic damage. The mark lasts 7 seconds. If two marked targets come within 300 units of each other, the mark triggers. Note that the mark will remain for the entire duration regardless of the number of times it’s been triggered. Cooldown: 12/11/10/9/8 seconds. Range: 800 Cost: 20/30/40/50/60 mana

W: Set to Spark: Fires a slow-moving golden, nebulous/ethereal skillshot that extends up to max range, dealing 40/55/70/85/100(+40% AP) magic damage to enemies it extends over. If the skillshot collides with a marked enemy, it sparks across the entire length, dealing an additional 40/65/90/115/140(+50% AP) magic damage. Cooldown: 14/13/12/11/10 seconds. Range: = 900 Cost: 50/60/70/80/90 mana

E: Ember Guard: sets a wall of golden flames around himself with a radius of 250 and thickness of 25 that lasts for 5 seconds and deals 100/120/140/160/180(+80% AP) magic damage to all enemies that pass through it, and deals 10/20/30/40/50(+20% AP) magic damage per second to them if they stay inside it’s effect. Cooldown: 18 seconds. Range: on self. Cost: 80 Mana.

R: Ascendant Light: Target ally champion (including yourself). Sets a 600 radius AOE of Golden Light around them that swirls for 1.2 seconds before blazing into the sky dealing 90/145/200(+90% AP) true damage to all enemies within the field. Cooldown: 120/100/80 seconds. Range: 850 Cost: 100/120/140 mana

I should say what his theme is: in my mind he's sort of like a fallen star. (Aurelion Sol influences us all.) He is luminous but with a vague, sort of 'lost-luster' dynamic akin to tarnish on a shining work of bronze. That is why a lot of his abilities are powerful but a touch awkward. I imagined that he's lost a lot of his glory but is still magnificent by nature. The idea of a dying star is also where the idea from the passive came from. (If any of you have an idea for the passive, please tell me. I'm not sold on what I've got now.)

I would greatly appreciate any feedback you may have on the idea. He is supposed to be an 'immobile' mage, and I would love to see if you can guess at the other champions that inspired him.

But above all, thank you for reading.

~CrimsonCobra3

5 Comments

CrimsonCobra33/21/2016, 9:03:47 PM1 votes

Two dislikes with no criticism? I would prefer feedback, if you dislike the idea and can think of a clear reason for it, I would appreciate it if you helped me understand why. Thanks!

~CrimsonCobra3

CrimsonCobra33/22/2016, 1:57:58 PM1 votes

Alright, I changed the passive From: Passive: When Amber dies, 6 + (level number)/2 circles of fire spawn in arbitrary positions ranged 500 units around him, and persisting for 4 seconds. Enemies who step in these circles are dealt 7 x (level number) magic damage and take a further (3 x (level number)) (+12% AP) true damage over 3 seconds. The true damage can only stack once, but the magic damage from entering a circle may be procced multiple times.

To: Passive: Dying Embers: When Amber dies, his death animation slows, and all of his pent up power is released in a flare of golden flames. The range of this passive is 400 units in radius, and it deals (4 per level)(+10% current mana) magic damage immediately, and (7 per level)(+20% current mana) magic damage over 4 seconds.

fugertech3/22/2016, 3:48:34 PM1 votes

I like the idea you have going here. Amber seems pretty balanced as a champion as far as damage and scaling, but god are his ranges shit. If you're going to give him abilities that surround someone with something, make the areas a bit more than 400. That's a decently sized area, but it's not even as far as a ranged champion's auto attacks. His Q is OP. No joke. It costs so little mana for an ability that deals a ton of damage if another of his abilities hits the target. His W has a ton of potential damage with his Q, which, if unchanged, would make him probably the burst-iest champion ever created. Plus, no offense, it sounds a bit like Aurelion Sol's Q, which isn't a bad thing, but maybe come up with different wording or maybe change it somehow? Up to you. His W needs a bigger range if it's going to be effective. Make the range too big and it gets too powerful: if you want big range, trade some of it's initial damage. Or, make it so that enemies suffer the continuous damage in a larger amount in a larger area. Just a suggestion, this is still your idea. His R is good. The range is eh, again, but the damage and scaling is pretty ok. Maybe make the AP scaling less, because imagine him fully AP built with Rabadon's and everything. Then imagine him putting that on a Lee sin with Flash and his Q. Boom. Instant enemy team jelly.

Otherwise, I like this idea. It's well thought out and structured, and the concept is pretty cool. If you want, take my suggestions to improve Amber, but otherwise it's totally up to you. They're just suggestions.

Peace out, and as always, stay frosty.

CrimsonCobra33/22/2016, 9:09:48 PM1 votes

Thank you for responding! I appreciate the feedback.

Note that the Q's mark will produce damage, but that any unit marked will not take damage from the burst. Therefore, a simple Q + W combo only deals the W's extra damage. (There are ways to get both though, like marking an adjacent minion.) So it's real strength is more as a zoning tool when applied to minions and a teamfighting AOE. And early game he can only proc it effectively with his W. However, there might be a real issue with it's high AOE damage. And I'm not sure how it is similar to Aurelion Sol's Q... ?

The W is supposed to be slow moving as a note. But you're right, it has too much power, and the Q's mana costs are too low. I'll adjust those quickly, and increase the W's range. I'm also going to take a look at the scaling on the true damage. I might lower it a little, while I used Cho'Gath's as a base to see whether or not it was OP, taking into account the fact that it's an AOE is rather hard, and it does have a rather large skill threshold.

CrimsonCobra33/22/2016, 11:42:05 PM1 votes

I took another look at the ranges a lot of other champions had and increased most of mine. Thanks for the tip.