(Champion concept) Support Champion

Rozair·9/3/2016, 1:41:31 AM·1 votes·295 views

Base stats

health 512 - 2092 health regen 5.1 - 19.7 mana 430 - 1610 mana regen 11.1 - 18.2 range 475 attack damage 58 - 113 attack speed .633 (+0% - 49%) armor 23 - 89 magic resist 24 - 101 move speed 330

Passive: Using a trinket does not consume a charge but

warding totem: can only place one and health of wards increases by 1/2/3 at levels 6/9/12

Sweeping lens/Oracle alteration: Places a pink ward and gives vision of invisible units (including champions) for 15 seconds (Note this has a 60 second cooldown)

Farsight Alteration: Reveals an area of the map for 10 seconds. duration increases by 2/4/6 at levels 6/9/12. (Note this has a 20 second cooldown)

Sightstone: Sightstone charges recharge at a rate of 1 ward per min. Destroying an enemy ward grants 1 charge.

Q: Enhancement totem: Gives a buff to a ward or places a marker (12 second cooldown)

Stealth ward: If an enemy comes near the ward the ward will explode into a mist dealing 40/70/110/140/180 (+20% AP) magic damage over 6 seconds during this time their damage is reduced by 30% and they are revealed

Pink wards: When an enemy gets close it will let off a shockwave that will slow nearby enemies by 80% for 3 seconds and deal 50/85/130/165/210 (+40% AP) magic damage and they are revealed for 6 seconds.

Marker: After an ally stands on the marker it will activate after a short delay and give that champion 5/10/15/20/25 (+10% AP) armor, magic resist, AP, and AD for 5 seconds and then the marker is destroyed and that ally cant receive another marker for 1 minute. An enemy can stand on the marker to destroy it.

W: Places a Totem on the ground with 3/4/5/6/7 health (28/26/24/22/20 second cooldown) allies standing within 800 units of the totem gain 200/250/300/350/400% base health regen and gain a rapidly growing shield (just like the old towers used to). The shield decays when not standing within 800 units.

E: Pulse charge:

First cast: Champion gains 20/30/40/50/60% damage reduction for up to 4 seconds and slows movement speed by 70% 15% of the damage dealt to the champion during this time is stored (no matter how outrageously high)

Second cast: Release a pulse that gains power the longer it was charged knocking enemies back and giving all allies it hits movement speed boost for 2 seconds Minimum damage 30/50/80/120/180 (+40% AP) + damage stored Maximum damage 70/120/175/250/310 (+60% AP) + damage stored

R: Mist wave: Champion emits a huge shockwave that shrouds the area for 8 seconds (3000 units)

Allies and enemies in the mist are immune to damage, crowd control, and any summoner spells but are slowed by 50% Enemies have their vision radius reduced while inside the mist.

Any enemies standing in the mist when it ends will have their damage reduced by 30% for 2 seconds

2 Comments

Terakali9/3/2016, 1:55:56 AM1 votes

I would change your ult a bit, and you forgot to specify a duration for the ending damage reduction, but overall this champ seems pretty much perfect. The only problem I can see isn't with his design, but with his ults mechanic in general. Immunity has been used, obviously, with champs like Taric and Kayle, but this is on a whole new level. If your team loses team fights, you can press a button and literally cancel a teamfight.