Champion kit #33, Enchanter's sacrifice
Lately, the mood here on the boards feels kinda grim as League really seems to be falling apart as a game. So much that my posts feel out of place, just wanted to acknowledge that. Anyway...
Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.
Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.
I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):
- Yoshitsugu Ōtani (names are merely for inspiration and representation)
- Enchanter core traits: high healing and shielding power, ally boosting, unreliable damage, moderate crowd control
Passive: Friendship oath: Yoshitsugu can choose one of the allied champions to sacrifice himself for. When the selected allied champion dies, a calculation is made based on a percentage of all the damage his ally took since he entered combat with enemy champions. If the value is enough to kill Yoshitsugu, taking into consideration his currenth Health and that it will be dealt as True Damage, the selected allied champion has his Health restored and Yoshitsugu enters a dying process, taking said value as damage over 6 seconds. If the value is not enough to kill Yoshitsugu from the start, the effect isn't triggered.
During the death process, all heals and shields used on Yoshitsugu have their effectiveness reduced by half and not even stasis can stop the damage. If he is able to survive, Yoshitsugu has his Health altered to a certain percentage of his Maximum Health and the Passive enters a long Cooldown. If he ends up dying, his death timer is reduced by a percentage.
Yoshitsugu can unmark an allied champion moments before he dies. The Health restored to the allied champion is equal to all the damage he took in the last 6 seconds.
-Percentage of damage transferred: 200% -Health altered to: 30/40/50% of Yoshitsugu's Maximum Health -Cooldown: 180/150/120 seconds -Death timer reduced by: 60/70/80%
Values at levels 1/7/13.
1st Skill: Yoshitsugu throws his saihai towards the selected direction. It stops at the first enemy champion it hits in a median-sized line, dealing damage and energizing itself. It then returns above Yoshitsugu's head before returning to his hands, distributing the energy to all nearby allied champions in the form of healing.
The heal is based on a percentage of the damage dealt to the enemy champion hit and is equally divided between all affected allied champions. It also grants 30% additional Movement Speed for 2 seconds.
-Damage: 70/115/160/205/250 (+ 70% AP) as Magic Damage -Percentage of damage dealt as healing: 50/55/60/65/70 (+ 12% AP)% -CD: 10/9.5/9/8.5/8 seconds
2nd Skill: Yoshitsugu grows the seed of hope on himself or on the targeted allied champion. For the next 2 seconds, all the damage the allied champion takes is reduced by a percentage.
After 2 seconds, the seed flourishes, exploding in the form of damage to nearby enemies. Additionally, the allied champion receives a shield based on a percentage of all the damage he took in the last 2 seconds (counted before resistances). The shield lasts for up to 2 seconds.
-Damage reduction: 7/9/11/13/15 (+ 4% AP)% -Explosion damage: 70/110/150/190/230 (+ 60% AP) as Magic Damage -Shield value: 60/65/70/75/80 (+ 12% AP)% of the damage taken in the last 2 seconds -CD: 14/13/12/11/10 seconds (begins after 2 seconds)
3rd Skill: Yoshitsugu rises his saihai and then brandishes it forward, creating a power mist that slowly flies towards the selected direction. The mist causes a series of effects to both allied and enemy champions that enter contact with it, all of them lasting for 3 seconds.
Yoshitsugu and allied champions receive additional Movement Speed and are healed. Enemy champions are slowed while taking damage. Keeping contact with the mist resets the duration of the effects. The mist lasts for 5 seconds.
-Bonus Movement Speed: 10/12.5/15/17.5/20% -Slow: 10/15/20/25/30% -Damage/healing: 30/35/40/45/50 (+ 15% AP) (as Magic Damage) every second for 3 seconds -CD: 16 seconds (begins on use)
Ultimate: After activating the ability, 3 combinations of elite guards begin to rotate above Yoshitsugu's head. Targeting himself or an allied champion selects one of these options:
-A squire and an archer; -Two squires; -Two archers.
Yoshitsugu targets himself or an allied champion to whom he will trust the chosen combination of elite guards. They walk side by side with the allied champion, have Maximum Health and can be hit by basic attacks and abilities.
Each squire deals damage to enemies within melee range (prioritizes enemy champions), dealing damage and slowing. The slow stacks up in quantity and duration if more than one squire attacks the same target.
Each archer attacks enemies within 525 range but follow the attack of the allied champion they are protecting, independently of the distance, dealing damage.
When the Maximum Health of the ally that the guards protect gets below 20%, they sacrifice themselves to create a shield whose value is equal to 30% of the sum of their remaining Healths that lasts for up to 3 seconds. If it doesn't happen, their services end after 12 seconds or when they are killed.
-Squire:
** -Health: 250/625/1000 (+ 80% AP) -Damage: 20/30/40 (+ 15% AP) as Magic Damage -Slow: 25/35/45% for 0.75 second**
-Archer:
** -Health: 200/400/600 (+ 60% AP) -Damage: 45/60/75 (+ 30% AP) as Magic Damage**
Both have no resistances and 0.8 Attack Speed.
-CD: 150/135/120 seconds (begins when the effect ends)
Ranged, uses Mana