Adrian, The Spell Blade

nasu010··1 votes·1,953 views

(http://www.keywordbasket.com/a3kga2lza2UgZmFuIGFydA/)

Passive: Mage Masher; Adrian wields an anti magic blade enchanted with thunder that grants him magic resistance which scales by 20% with his ability power, every 20 secs mage masher is able to cast a shield that negates 2 Absorbs a magic spell (AP based abilities) refunding 20% 40% of the damage as mana health.

[Q] vaccum wave; sends forth an electrical wave traveling 600 units slowing units hit by 10% and draining health and secondary energy (mana or energy only) by 1/2/3/4/5% dealing ~~~~80/95/105/125/150 +30%AP and 10% AD~~ 50/75/100/125/150 +35% AP & 25% AD.

[W] arcane burst; stabs his sword into the ground dealing 55/70/85/100/115 +20% AP 55/90/125/160/195 +20% AP silencing and knocking back units within 500 units to 700 units for .6/.9/1.2/1.5/1.88 secs.

[E] Flash thunder; fires a projection 800 units in a target direction dealing 70/90/110/1300/150 +10% AP, 20% AD 70/85/100/115/130 +25% AP & 50% AD and stunning champions hit for 1.5 secs. This ability can be recast to warp to the tip of the projection causing the stunned champions to explode a burst of thunder in a 200 unit area around them dealing 20/40/60/80/100 +40% AP 20/40/60/80/100 +60% AP at the end of the stun.

[R] Seal Break; channel for 5 secs to release the seal on the sword transforming it into mage eater. [visual effect] seal opens beneath Adrian, sword glows blue and air/dust circles around the seal as he runs his fingers down the blade.

passive: After 3 basic attacks the next hit to that enemy champion paralyzes(roots and silences) them for .3/.6/1 secs causing them to take 10/20/30 % increased damage. In this form the blade gains + 15/30/45 magic penetration and lethality and grants Adrian 10/20/30 % increase to attack and movement speed.

10 Comments

aaaustindestroy11 votes

Seems like a good concept, definitely would need some numbers tweaked to be balanced, but seems to be overall pretty good. He definitely seems to be alright early game based on the numbers, with his mid game being his strongest and his late game being pretty average and more based on auto attacks in the late game.

nasu0101 votes

when you say tweeked, are you saying these damage values are too high ?

aaaustindestroy11 votes

No, actually, the numbers seem to be very low, however a lot of his strength is in his ultimate, but if a little bit of power is taken out of the ult and put into the spells, as well as just buffing the spells in general, I think he could be pretty good.

aaaustindestroy11 votes

Oh, and, the passive is insanely strong vs AP champions

nasu0101 votes

Ok now this is progress I was kinda worried about the ap percentages and how much scaling can actually be done since there are All these new changes to the game. So check out my gallery and tell me what you think https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Eal50gAL-nasu-010-concepts-gallery

Mr Voidling1 votes

Seems like a really cool concept. Almost anti-Kassadin. Definitely needs numbers adjusted though.

Passive should be closer to 10-20% AP ratio, since you wouldn't need to build ANY magic resist items. Full late game build getting more than 200 bonus MR(around 400 for him or about 81% reduction) while still being pure damage is pretty ridiculous. MR items usually give about 40-50, AP gives around 80-100. Getting 40 MR from an AP only item is fairly broken. And the blocking abilities is absolutely broken, as Malzahar passive is exactly this except weaker, so I would remove that completely to keep Malz with a unique passive.

Not sure if W is just pushing enemies back 200 units or literally pushing them to 700 units away from Adrian. 700 units for an AOE is huge. Janna R is 725, so it is pretty much matching her ultimate in terms of knockback. In turn this makes it fairly broken as well especially when combined with his E, though if it is intended to just be a 200 unit push then that distance is fine. Though still seems very strong when paired with Yasuo R... We all know Malphite R is a great pair, and that only effects 300 units on a ultimate cooldown, essentially teleporting in and instantly knocking everyone within 500 units airborn can be busted.

As for R I am confused at it having no increasing ratios? What do you benefit from leveling it up past rank 1? Can the Magic Pen start lower and work towards 40? Since that is more than all Magic Pen items combined(33), and ADC will usually only have around 39 MR. I think 10/15/20 would be good, already getting higher than any magic pen item offers. And maybe even have an additional 1% AP scaling, for +10 at full build. This would give him a possible 63 magic pen end-game instead of 73 after boots + 1 item.

And lastly his AP damage ratios are pretty low. He only gets 100% from using every single ability and procing his 2nd E damage. Supports usually end up with around 180-240%. Even THRESH gets 190%. Adrian DOES have large magic pen, so lower numbers make sense, but not this low. Increase it a only little bit, since he has very good utility, great poke, and free tank stats.

Damage adjusted: Q = 50/75/100/125/150 +35% AP & 25% AD

  • Before it is not worth it to even level up Q, as rank 5 didn't even deal twice the base damage as rank 1. The increased AD scaling helps with the lower rank 1 base damage. W = 55/90/125/160/195 +20% AP
  • This makes the damage more negligible at lower ranks since AP ratio is still low, but leveling it up is a lot more impactful now as the base damage scales very nicely. E = 70/85/100/115/130 +25% AP & 50% AD | 20/40/60/80/100 +60% AP
  • This gives him a single more burst-y ability, but most the damage will only come if reactivated during their stun, this ability focuses more on the items giving damage rather than ranks.

Overall giving less base damage but higher ratios = Mid lane instead of powerful utility Support.

Sorry, long post, I'm a big numbers guy... [sg-lulu]

nasu0101 votes

OK so first thanks for reviewing these champs it means alot and you are helping in a ton of ways [slayer-jinx-catface]

Now I can't really change the passive since that's the swords thing, mage masher is ment to be an anti magic sword created to bring hell on all mages, it provides the best offence and defense against magic users a spell shield and mobility in the form of the lightning enchant, now I get that I can't have it competing with another champions passive but at the time of writing i was completely unaware of this, so changing it now is a real nerf to this concepts core strength. Thanks for bringing this to my attention however, I will work to find a suitable adjustment. 2. It's good that you do your numbers cuz honestly its kind of a pain doing them and finding gooallowable so a concept isn't absolutely broken, eg the ones that you have stated, I went with a risky option scaling mr on ap instead of armor since he's not a tank but this concept was written after the lethality update and i 2asnt really sure how it would work exactly, the reason the r has no scaling . Now to answer your questions, all scaling here IMO can be changed since I don't really take item building into account when I do them I just have an average idea of how much damage is allowable when creating certain rotations, I'll address this now before I continue. How dare you call this man a support character, with such a powerful kit he was built specifically for mid lane and is suppose to fight even the tankiest Darius in a top lane ( not sure about the new aatrox though) lol so thanks for the nessary adjustments to his scaling to make him more suited for it. Now as for his w it is supposed to push enemies away 200 units a fair distance since he's still kind of in range anyway. It's an ability to break up a team fight or keep off pesky assassins if things get critical, his rotation would be very situational but goes like this

Engage by moving in using q to poke and harrass the enemy, using e to stun and close distance to follow up with a series of basic attacks R empowered for best effects. the recast is a tricky one to time since the stun is short, am thinking of scaling its duration a bit, and the w is the utility, if used in this rotation it can knock back the target sending them to your allies or turret and allows you to repeat this rotation. I have an idea to change the passive and have it absorb magic damage storing it to form a shield similar to how Kassadin absorbs spell power for his wave. That way Malzahar can keep the passive.Ill do these updates from a computer in the morning.

Mr Voidling1 votes

I might be biased but I think a passive similar to Galio's pre-rework Bulwark would be useful :P where he shielded himself and healed from magic damage. That was a ton of fun to see champs like Malz and Brand suffer against that monster of an ability. Given, his ability blocking is -from what I am assuming- due to his lack of tenacity and stick. Which would make him really need tenacity and movespeed. Similar to Yi's R... I think lacking tenacity is fine(giving him one kind of weakness, which wouldn't do too much with a healing passive), but the R's move/attack speed could go up per level, or at least the attack speed since he needs 4 total attacks to proc. I called him a support because they usually have poor scalings to allow utility items to not gimp them xP His best scaling was tied with his passive MR boost, does that not sound like a support? xD So lowering base damage and ramping up ratios helps him break that role, since if you can go bot and get TWO champions ahead, then why would you ever go mid? Hence why I now take Vel'Koz support... and usually still end up with the most damage.

nasu0101 votes

hmmm an innate heal i tend to avoid direct heals in passives unless its just a hr buff but thats not a bad idea. think ill ad that

Mr Voidling1 votes

Yeah, it also gives him good sustain, whilst still making him weaker against AD midlaners.

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