[Champion Concept] Ullidar the Warmage
First off, this is my first attempt at posting a champion concept here. Any advice, tips, tricks, or templates would be greatly appreciated. Secondly, if this garners a little interest, I can work up some artwork this weekend to illustrate the character or abilities. Since I don't know the average stats, I'm going to list them in very general terms. The numbers and percentages listed are all the roughest of estimates, and subject to change as needed.
Overview
Ullidar is intended as a top-lane fighter, but he's designed like a hybrid AD/AP champ. He specializes in taking down tanks, fighters, and bruisers, while remaining protected and healthy himself. He does almost all of his damage with auto-attacks, but he has some uncommon preferences when it comes to item builds.
Appearance
Ullidar looks like a cross between a mage and a soldier, with pieces of armor covering part of his chainmail robes. His hands are surrounded by energy, which spreads across the staff he wields. It's a simple bo-staff, but the energy around it can take several forms for various animations. The energy around his staff takes the form of an axe or halberd when he makes critical strikes, a hammer when he uses his Q - Infused Strike, and a javelin or spear when he uses his ultimate, R - Onslaught of Evocation.
Stats
Health & HP Regen - Above average Manna & MP Regen - Low Range - Melee (a little longer than most melee champs, perhaps) Attack Speed - Average Move Speed - Below average Armor & Magic Resistance - Average
Abilities
Passive: Might of the Warmage When Ullidar gains health from Lifesteal effects, he also gains MP equal to 20% of the health he gained. When Ullidar makes a basic attack, he gains a stack of Warmage's Might, to a maximum of 10 stacks. For each stack he possesses, Ullidar gains a bonus to his AD equal to 2% of his AP (20% AP to AD at maximum stacks). Stacks fall off at a rate of 1 per second when not attacking.
Q: Infused Strike The energy around Ullidar's staff takes the form of a warhammer hammer as he strikes.
Ullidar's next basic attack deals bonus magic damage (10/20/30/40/50 + 10% total AD) and briefly silences the target (0.1 second). While off cooldown, the damage and silence duration of Ullidar's next "Infused Strike" increase by 25% each second, to a maximum of +150% after 6 seconds (25/50/75/100/125 + 25% total AD; 0.25 second silence). The rate at which this ability increases scales with CDR (full charge in 3.6 seconds at 40% CDR).
Auto-attack reset. Cooldown pretty short (1 second at all ranks) and mana cost average. This ability is intended to work much like Thresh's "Flay", except that it builds power between uses rather than between attacks. There's a tradeoff between using the ability more frequently, or using it for maximum efficiency.
W: Aethermail Ullidar sends out a bolt of energy that strikes the target before returning to him and taking the form of large, luminescent armor.
Ullidar shreds a percentage (12/14/16/18/20%) of the target's armor and magic resist for a short time (3 seconds) and gains a corresponding shield. The shield absorbs an amount of damage equal to the total armor and MR reduced x (6/7/8/9/10).
Cooldown pretty long (12 seconds or so) and mana cost should be moderately expensive. This ability is Ullidar's primary defensive tool. Note that he does not gain the armor and MR that he takes from his enemy; he only gains the shield. While Ullidar does have other options for starting a fight, the debuff and shield granted by this ability make it the centerpiece of his "windows of power".
E: Valiant Charge Ullidar conjures a heavy shield of magic energy, and then charges forward while behind it.
Ullidar dashes a moderate distance and takes reduced damage (-10/15/20/25/30%) from all sources during the charge (about 0.5 or 0.75 seconds). This damage reduction is doubled (-20/30/40/50/60%) against creatures in front of him while he's charging. Any enemies Ullidar collides with while he is charging are pushed back to the end of the charge, and take physical damage (30/60/90/120/150 + 20% AP).
Cooldown average (8-10 seconds) and mana cost average. This ability is Ullidar's main gap closer/dodge/escape tool. With good timing, you can even use it to block a lot of the damage from ADC ults and other powers (Nidalee Spears, Ez Ults, and getting right up in Miss Fortune's face when she tries to ult).
R: Onslaught of Evocation Passive: Dealing magic damage to an opponent with attacks, items, and other abilities afflicts them with the "spellfire" debuff for 2 seconds. Units afflicted with Spellfire are revealed and take magic damage equal to a percentage of their current health (2% per second). Enemy units in close proximity (an area roughly the size of Sunfire Cape's AoE) to an affected unit take the same damage the afflicted unit is suffering. This passive is lost while Onslaught of Evocation is on cooldown.
While active, Ullidar surrounds his staff in bright energy in the form of a spear or javelin, allowing him to throw it for increased range.
Active: Ullidar's basic attacks gain drastically increased range for 4 seconds. The range increases immediately (to the range of most ADCs) and then continues to expand over the course of the effect (to an end result comparable to Caitlyn's ult range). His attacks still proc item effects (like Frozen Mallet and Ravenous/Titanic Hydra) as though they were melee attacks. During this time, Warmage's Might stacks grant twice their benefit, and Spellfire burns for twice as much damage, but Ullidar is greatly slowed (-40% move speed). Each attack Ullidar makes during this time costs him additional MP.
Cooldown low for an ult (60 seconds) Initial mana cost below average, cost per attack low, total cost at reasonable attack speed (1.5) should be pretty hefty. This ability is used to pick off fleeing opponents (using the vision granted by Spellfire) or to safely contribute to a team-fight while wounded, using item procs like Hydra, Statikk Shiv, etc.
Story and Lore
(Coming Soon; this took longer to type out than I was expecting)
Items and Build Ideas
There's a couple different goals you can build for that work off of various mechanics.
Attack Speed and AP work well together (passive stacks and procs)
- Getting the most out of W's defense shredding opportunities.
Lifesteal restores MP, so a really aggressive build can stay more aggressive for longer.
CDR for more powerful Qs, as well as more frequent Ws and Es.
If you have any other build ideas, let me know what jumps out at you.
Specific notable interactions include:
- Magic proc effect puts Spellfire on multiple targets simultaneously
and
- The quintessential AD/AP hybrid items, Gunblade is especially good for Ullidar.
and
- Whether you want sustain or tanky combat, the AOE proc on your ult's ranged attacks is pretty good.