Herald of Madness (champion concept)
i took some inspiration in World of Warcraft for this champion.
i meant this champion as AP mage/support jungler with focus on single target dot spells.
concept tries to give counterplay options to all spells while leaving options for mastering.
champion should be placed as follower of
.
champion survibility is gained through dealing dmg meaning champion have low hp but gets high amount of heals and shield
Passive: Spreading madness All non minion dmg and healing you deal heals you for %. shielding ally provides % of that shield to you aswell. this shield decays 2 times faster.
second passive: Madening visage when out of combat you gain visage of enemy champion (you dont get information about enemy lvl and %hp) this breaks when you deal dmg other than from E instantly or 1,5 after recieving dmg or casting E
Q: Void ray (old swain q/fiddle w) Open a rift to void that channels energy to chosen target.
Allies: increasing movement speed and applying decaying shield. If channeled for full duration target is healed and takes reduced dmg.
Enemies: deals dmg and slows. these effects increase over time. IF channeled for full duration target takes additional dmg and is feared. deals bonus dmg to monsters.
W: Touch of Shadows
Enemies: dot gradually reducing vision range. heal or shield from ally stops further vision reduction. if not removed the target is silenced.
Allies: heal over time + bonus to tenacity. enemy spells and attacks removes this effect. full duration empowers next spell or attack of the target to deal addtional magic dmg
E: Void blast/Void Gate (anivia q/Kassadin r Void blast: Fires a projectile in a chosen direction, demaging enemies, shield allies.
Void Gate: Warps to a projectile location, deals dmg to nearby enemies and fears targets in the center
R: Void star Active: after 1 sec create zone around you. all enemies take 15% current hp as magic dmg. all allies are shielded for 10% max Hp decaying. gain Cooldown reduction on basic ability cooldowns. this is capped at 100% cdr. duration is increased with AP. The created zone stays in place for rest of the game.
Passive: when you are in the zone you spells cost 0 mana and are empowered. Q : targets nearby units chosen by primary target for same effect. W: over the duration tries to spread to nearby units (varus r) E: Void blast: Increased range E : void gate: increased size of area and fear aplies to all enemies in area. R: initial dmg and shield connects to previous zones.