Champion Idea: Sandaelus, The Hope of the Beyond

ThrustingTurtlez·10/4/2015, 6:57:39 PM·2 votes·616 views

In video games, I enjoy making ideas or concepts for things that are... different, even though I have no intention of them going through at all. So, I made a support Champion that I thought would be interesting!

Sandaelus, The Hope of the Beyond

Base Stats: Health- 510.6 (+82) Attack Damage- 51.17 (+3.4) Health Regen- 7.0 (+0.59) Attack Speed- 0.657 (+2.8%) Mana- 357 (+62) Armor- 22.49 (+3.2) Mana Regen- 9 (+0.4) Magic Res.- 32.1 (+1.25) Range- 125 Mov. Speed- 335

Primary Role- Support

Passive- Unyielding Spirit: Gives Sandaelus and all allies affected by his abilities 5/10/15/20 mana per 5 seconds.

Q- Consecrated Blast 60/70/80/90/100 Mana 7 second cooldown Deals 60/100/140/180/220 (+50% AP) magic damage in a wide cone in front of Sandaelus, slowing enemies by 20% for 1.25 seconds. Enemies within 125 range are slowed by 50%, instead.

W- Eternal Vigor 70/85/100/115/130 Mana 14/13/12/11/10 second cooldown Passive- 12%/14%/16%/18%/20% of healing received from abilities and items is reapplied to the most wounded allied Champion in 800 range. Active- After a short delay, Sandaelus heals himself for 50/95/140/185/230 (+8% Bonus Health) (+35% AP) over 4 seconds, while also restoring 7% of missing mana over 4 seconds.

E- Soothing Grace 75/85/95/105/115 Mana 9 second cooldown Heals up to 2 allied Champions within 800 range for 30/55/80/105/130 (+5% Bonus Health) (+25% AP) health and restores an additional 16/32/48/64/80 (+3% Bonus Health) (+10% AP) health over 2 seconds. Healing is increased by 30% if there is only 1 allied Champion in range.

R- Ushera's Lash 100/125/150 Mana 100/90/80 second cooldown After channeling for .65 seconds, fires a ball of light that explodes upon hitting an enemy Champion, reaching max range, or reactivating this ability, dealing 125/275/425 (+50% AP) magic damage. Enemies caught in the blast are snared for 2 seconds, while allies caught in the blast receive Ushera's Blessing for 6/8/10 seconds. Ushera's Blessing increases the effectiveness of Sandaelus's heals on applied targets by 25%. If Soothing Grace heals an ally affected by Ushera's Blessing, Soothing Grace's cooldown is reduced by 40%.

Recommended Items Essential- item 3117 Boots of Mobility, item 3027 Rod of Ages, item 3065 Spirit Visage Offensive- item 3089 Rabadon's Deathcap, item 3800 Righteous Glory, item 3003 Archangel's Staff Defensive- item 3110 Frozen Heart, item 3222 Mikael's Crucible, item 3190 Locket of the Iron Solari

In case it wasn't obvious, I wanted to make a support Champion who's more focused on sustain than damage or other forms of utility. I didn't want to make him seem too similar to Sona or Soraka, though, so I went for something I thought was a little different. He has a distinct lack of stuns, and only one snare- which is attached to his ultimate. Aside from his Consecrated Blast, Sandaelus has no reliable damage spells, as the idea behind Ushera's Leash is that you use it with the intent of at least hitting your allies in a teamfight. Ideally, he would be typically be built tanky, as his Eternal Vigor scales with Bonus Health. As it is his only self-healing ability, I figured I would make it scale harder off health than AP, but still make it rewarding for those who built AP. As such, this requires a balance between good self-healing and good ally-healing. Also, he was designed with the idea that you would never have a reason to build Mana Regen, and that you would instead build AP/Tanky with some sort of Cooldown Reduction.

In lane, I wanted him to be like... a medic, I guess. But that's IT. For example, to start a fight, really all he can do is use his ult (as his Q is just a slow and he's a tanky sort of guy, not to mention his lack of range and CC across the board). However, if a fight has started, he can ult his ADC and enemies to snare his enemies and start casting a slew of heals upon his ADC. He won't directly fight people unless they go in on him (which is the point of his Q- it's a form of self-protection or mid-ranged poke), so when in a fight, he'll take to the backlines and heal rapidly from afar. During a teamfight, he generally works the same way. However, he doesn't have to initiate with his ult. He could always save it for later use, like if his team is in a losing situation- Sandaelus can throw out his ult to snare the opposing team and allow for some breathing room, or he can use it to start throwing out heals faster than his allies can take damage. While he does appear to have rather strong heals, this is countered by the fact that this is all he has. If you can get someone to attack him or distract him, he has almost nothing. He's a strong ally when left alone, and a weak fighter when confronted.

Potential Changes

  1. Eternal Vigor- Change passive effect to heal all allies within range, decrease effect to 10% at all levels.
  2. Eternal Vigor- Change % of missing mana restored from "7% at all levels" to vary based on level. Will have to do a bit of math involving mana values.
  3. Soothing Grace- Reduce bonus healing for only one ally (perhaps 30% --> 25%).
  4. Ushera's Lash- Reduce Ushara's Blessing effectiveness; Decrease cooldown reduction of Soothing Grace from 40% to ~30%.
  5. Unyielding Spirit- Change effect to "Gives all allied Champions within 800 range 5/10/15 mana per 5 seconds.
  6. Soothing Grace- Change/Remove "Bonus Health" scaling, add "% Missing Health" scaling.

So, yeah- feedback would certainly be appreciated! While I have no intent on sending this in to Riot or something, I'd certainly like to hear what everyone has to say- I do find this fun!

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