CHAMPION IDEA Quell the Voodoo shaman!

lichlord42··1 votes·1,034 views
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Quell the voodoo shaman! Quell is a mage who excels at dealing high damage after a long time. He is very good at zoning the enemy. He is unique in the since that he denies his enemy's CS!

Passive sacrifice You have the ability to attack your own minions if your basic attack would kill them. Whenever you kill a enemy or allied minion you gain 4 dark energy

Sacrifice is a very powerful passive. The ability to deny your opponents CS is very strong and a good Quell player can make it extremely hard for your opponents to CS Quell is very powerful with high dark energy but weak without it. Make sure you always have some dark energy at the ready!

Q Locust swarm Dark energy 10. Cool down 8 You send out a swarm of locusts dealing 80/110/150/180/210 (70% AP) damage over 4 seconds. If locust swarm kills the unit it refunds the dark energy and goes to the nearest enemy.
DARK FORM_ Well in dark form locust swarm is changed to a passive sending out swarms every 5/4/3 seconds. The swarms also deals 40/60/80 (20% AP) extra damage.

W Black hole Dark energy 12. Cool down 8 PASSIVE: Your basic attacks deal an extra 2/4/6/8/10% missing health damage. Whenever you kill a unique enemy with your black hole you gain 2% missing health damage! ACTIVE:You send a black hole flying to target location for 5 seconds. The black hole deals 40/70/100/130/160 (30% AP) damage per second and refunds 4 dark energy for each chap it hits. DARK FORM Your black hole sucks in nearby enemy's and deals an extra 20/40/60 (20% AP) damage per second.

_E Dark ritual _ Dark energy 28. Cool down 0 You cast a dark ritual over 1 second around target black hole, area on the map or enemy or ally. Ally: For 5 seconds the target ally gains 30% Movement speed and a shield for 50/100/150/200/250 (100% AP) damage! Black hole: You open a gate to another world. The black hole now summons a minion every 5 seconds that will push the wave the minion has 30/50/70/90/110 (40% AP) HP and deals 15/25/35/45/55 (10% AP) damage per hit. The black hole will last until destroyed it has 5 hit points, you have a max of 1 black hole at a time. Enemy/ Neutral monster: You fear them for 1 second and deal 100/130/160/200/230 (100% AP) Damage. Location: You summon a red circle which lasts 7 seconds. During this time you can shoot 3 black beams from the location each dealing 40/60/80/100/120 (50% AP) damage. DARK FORM Your ritual now has a 0 energy cost, a 5 second cool down and each thing has there own additional effects Ally: they also gain 30/50/70 (20% AP) attack damage for 4 seconds Black hole: Now every 3 seconds a extra minion spawns from the gate. It deals 40/70/100 (40% AP) Damage, and 200/300/500 (50% AP) Health. You can control this minion and you have a max of 1 minion at a time. Enemy: Well channeling the ritual the enemy's are suppressed and take an extra 50/100/150 (90% AP) damage. Location: You can now shoot 4 bolts. Also you can click on the location to teleport to it!

R DARK FORM Dark energy 2 per second. Cool down 2 You transform into your dark form upgrading your ability's, when you transform enemy's that have not been feared by you in the last 100 seconds get feared for 1/2/3 seconds.

Lore COMING SOON Gameplay and final thoughts COMING SOON THIS IS A DRAFT!!! GIVE ME FEED BACK!!!

9 Comments

TequilaZombie1 votes

Remove the CS denying and the missing health dmg on auto attacks. Too easy to abuse. Build as an ADC and your enemies get no farm and you will deal a shit load of damage with TEN FUCKING % MISSING HEALTH ON EVERY SINGLE AUTO.

lichlord421 votes

First of all he is melee. Also his ability's scale with ap. Thanks for your thoughts

TequilaZombie1 votes

Range is the kind of stuff you wanna make clear in the post.

Also, can still be build as a tanky bruiser and fuck shit up with the missing health.

If he's meant to be played as a damage dealing mage, making his AA's melee will fuck him up. Specially since his passive and W's passive will be almost useless due to short range.

lichlord421 votes

YEs I know the reason he is melee is to balance out the missing health damage. IF you can get up to your opponent u do a ton. But if you cant your going to do less!

TequilaZombie1 votes

The problem is: he has no gap closers. No hard CC outside of Viktor-esque thingie. He has no real reason to be in melee range aside from the weird W passive that seems to be there just for the sake of it.

Right now that passive does not synergize with his kit and proposed playstyle. It's mostly one extra thing added for the sake of it, which consumes some of his power budget for no real reason.

lichlord421 votes

Where do you think I should put the power budget? He needs some type of damage. That's why I add the passive! So that when hes caught with no dark energy he has some damage!

lichlord421 votes

SO is he OP or UP? I want to here what you think!

TequilaZombie1 votes

Being OP or UP is all about number changes. It can be easily changed. Right now, you have a more important problem:

The champion kit is broken, with an ability that has no place in his kit (w's passive).

The usual route is first fixing the concept, them messing around with numbers.

TequilaZombie1 votes

Remove the passive and put the power into the ability you feel it's either: A) His main ability; or B) One that is a tad too weak.

Or keep it, but with a decent CD (like 10 to 20 seconds). Maybe lower the CD a bit every time he uses an ability. And more importantly: make him ranged so he can use it.

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