Oul, the Grand Mage

Jellycake Demon·2/17/2015, 1:33:43 AM·1 votes·313 views

Primary: Support. Secondary: Mage. Additional Roles: Player Choice. Statistics: Attack Power: 2. Defense Power: 4. Ability Power: 7. Difficulty: 7. Place of Origins: Demacia. Upon Selection: Time for us to take to the battlefield Gaul.

Friends: Lux/JarvanIV. Enemies: Swain.

Appearance: Oul is an elderly Caucasian man in his 60's that is about 4'6ft tall, has deep brown eyes & dark grey hair & beard. Oul wears a long wizards robe that is dark brown that is very rugged & worn out, the sleeves have armbands & elbow plating, he wears a pair dark grey pants & a pair of old leather boots. he is always seen with his familiar Gaul who is a great horned owl & his trusty wand that is usually hidden within his right sleeve.

Play-Style: as a mage who favors the use wind Oul uses his life experience & knowledge as a Bottom Lane Offensive AP Support/Mage. Pros: with his trope of spells Oul is great at 2 things, lane zoning using his Abilities A.O.E coverage & his Abilities hard hitting Crowed Control effects & minimal Debuff's to put the enemy in a pickle while giving his allies the utmost advantage. Cons: while he is great at covering wide areas & providing great damage for both himself & his allies Oul lacks any form of escape or any form of Movement & any means of cleansing himself of any hard hitting CC also because of the start time that his most damaging Abilities take Oul needs to predict where to place his damaging A.O.E before hand either wise he will miss a crucial moment in the fight.

Summoner Spells: summoner 4 & summoner 7.

Item Builds: Starting Items: item 2003/item 3303/item 2044/item 3341. Essential Items: item 3092/item 2049/item 3158. Offensive Items: item 3001/item 3174/item 3165/item 3157. Defensive Items: item 3102/item 3512/item 3026/item 3190.

Health: 377(+32). Health Regen.: 2.0(+0.38) Mana: 284(+31). Mana Regen.: 1.9(+0.37) Range: 520(Range). Attack Damage: 21(+1.5) Armor: 14(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Passive: Vast Knowledge. When Oul uses an Ability he will gain a stack of Knowledge, when he has 2 stacks Oul’s next Ability Cast will be Free & he will restore 5% of his missing Mana & HP. Once this Passive is used it will go on a 6 second Cool Down.

Q-Ability: Oul’s Familiar. Range: 500. Cool Down: 16/14/12/10/8. Cost: 60/70/80/90/100. Passive: after a rank of this Ability Oul will summon forth his owl Gaul. While this Ability is not on Cool Down Gaul will attack the same target that Oul is Auto-Attacking deal 5%(+2% per Rank) of Oul’s current Attack Damage as Magic Damage. Activate: after Oul has chosen 250-radius location within this Abilities Casting Range then upon its activation Oul will have Gaul fly to the targeted location & will act as a ward providing True Sight within the radius for 4.5 seconds. while Gaul is at the targeted location the first enemy Champion to enter the area will be marked with Gaze, an enemy Champion with Gaze on it will take 8/9/10/11/12% increased Damage from all non-Tower sources as long as they remain in the area.

W-Ability: Wind Chamber. Range: 450. Cool Down: 15/14/13/12/11. Cost: 70/75/80/85/90. D.O.T: 15/25/35/45/55(+40% bonus AP). Total Damage: 75/125/175/225/275. Activate: after Oul has chosen 150-radius location within this Abilities Casting Range then upon its activation Oul will wave his wand to create a vortex of air at the targeted area, after a 0.5 second delay the vortex will create a swirling vacuum that will Stun all enemies within the area at the time it activates for 1.25 seconds. while an enemy is Stunned it will start to take Magic Damage every 0.25 seconds.

E-Ability: Refined Strike. Range: 450. Cool Down: 19/18/17/16/15. Cost: 100. Attack Damage Boost: 10/12/14/16/18%. Attack Speed Boost: 15/20/25/30/35%. Passive: every 3rd Basic Attack that Oul makes will have him send out a bolt of wind at the target that will deal 6% of his current Attack Damage as Magic Damage which will Slow the targets Movement Speed by 20% for 1 second. Activate: after choosing a single allied Champion within this Abilities Casting Range Oul will wave his wand to cast an enchantment on his ally, for a 6 second duration the allied Champion will have their Attack Damage & Attack Speed be increased by set percentage.

R-Ability: Culling the Storm. Range: 1650. Cool Down: 190/170/150. Cost: 110. Movement Speed Slow: 40/50/60%. D.O.T: 70/90/110(+40% bonus AP). Total Damage: 350/450/550. Activate: after Oul has chosen a 350-radius within this Abilities Casting Range then upon its activation Oul will start to Channel for 0.75 seconds resisting a chant, after the Channel Oul will flick his wand that will release the chant that a massive tornado is created at the target location. For 1.25 seconds the tornado will remain active & any enemies within the area of the tornado will have their Movement Speed Slowed by a set percent while also taking Magic Damage every 0.25 seconds they remain in the tornado.

1 Comments

Avorok2/17/2015, 9:08:57 AM1 votes

Allo there, Lets start with his passive. So you have combined a, Xer, Moai, and nunux2 passive in one. That seems a bit overwhelming, most passives only do one thing. I'm sure picking either or would be fine, or creating a more unique one would be better. And before I give my opinion on the abilities, I just want to say, tooooooo many percentage based... Anyway, Q - I do like the idea, and I think the percent is fine on this, but may need to be reduced, don't burn me if I am wrong, but I don't think most percent increase abilities, go over 6%, but I am not sure, since I cannot remember every champs abilities. W - Not sure about this, because if it is based on how fast .2 seconds is, that's fast.. so if it is that, then a stun with that seems a bit overpowered, if it's leagues .2, then that's reaaaallly slow. 40% is a bit excessive too. E - I would be ok with this, if it was "His passive is given to the ally champ when casted on them" but if he gets the passive and is able to give allies another additional set, that seem excessive for one ability. I see the balance when he loses it and gives it to the ally, if that is what it is, then it sounds great. If not, then...yea. R - As much as I want to see realistic tornado pulls in league, that would be op, but slowing seems nice too, nothing really bad here, I would actually like it to, maybe, as it goes in its direction casted, it pulls them in a random direction and after it stopped, they were slowed, kind like Ori, but with a longer throw range.

Well there's my two cents D; sorry for long reply

I like it tho!