Tenebris, The Shadow Seeker(Champion Concept)
I did not create the art. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/ba13fe64-ad1b-4914-88e2-083490f4cb46/d8ja1fn-01fe8bfb-a806-4431-8fdd-b4e43ed85b6b.png/v1/fill/w_1348,h_593,strp/arcra_by_circuitdruid_d8ja1fn-pre.png https://www.deviantart.com/circuitdruid/art/Arcra-516110531
Tenebris, The Shadow Seeker
Wandering around Runeterra, not sure of what to do, but searching for a home, Tenebris was originally from The Shadow Isles but wound up being teleported far away to a foreign land after the curse affected him. Tenebris isn't really hostile, just lost and confused, which usually makes him end up in even worse trouble. Before he was the creature he currently is he was a father with a family who lived on The Blessed Isles, but the curse twisted him so much that he lost all memories of who he was... or even what he was. An internal instinct drives him to search for what he lost, but his lack of memories clouds him from knowing what that is, so he searches endlessly in hope to discover it. He worked as a candle maker on The Blessed Isles, and was very accustomed to vanquishing the darkness, but now the darkness is his only solitude. Fearing him as a monster most towns and villages pursue him and try to claim his head, so he hides in the shadows. Occasionally Tenebris gets hungry and must feast, which regrettably his newfound body craves human flesh.
STATS HP|450+60 H5|8+0.8 MP|450+60 MP5|6+0.6 AD|55+3 AS|0.63+3 AR|32+4 MR|32.1+1.25 MS|340 RG|525
Passive: Silent Shadow Tenebris has great control over all darkness and shadows. After casting 3 abilities Tenebris gains Silent Shadow, and his next basic attack gains 100 range and marks the enemy for 5 seconds.
Spells or attacks that hit marked targets do an additional effect and consume the mark. Consuming the mark silences the target for 1-2 seconds.
Basic attacks that consume the mark will deal 15-60+(20% AP) bonus magic damage, restore 5% of missing mana, and trigger spell effects.
Q: Black Tendril | CD 10/9.5/9/8.5/8 | Cost 60/65/70/75/80 | Range 1,100 Tenebris shoots out a long black limb after 0.3 seconds that passes through enemies and deals 30/50/70/90/110+(60% AP) magic damage to enemies hit.
Marked: Pulls enemies back 250 units and refunds 50% of cooldown.
W: Shade March | CD 14/13/12/11/10(2 second recast) | Cost 60/65/70/75/80 | Range 300 Tenebris commands a shade walker to march 300 units forward, marching through enemies and dealing 40/60/80/100/120+(25% AP) magic damage to enemies passed through. After marching the shade walker stands guard over a 500 unit radius, chasing any enemies that enter its range for 1.5 seconds and leaping to enemies within 150 units, dealing the same magic damage to targets before vanishing. Shade walkers have a 100 unit radius, last 4 seconds before chasing, and have a movement speed of 350+(5% Max Mana) units per second. Holds up to 3 charges.
Marked: Fears the target for 0.5/0.70/0.9/1.1/1.3 seconds.
E: Dark Separation | CD 20/19/18/17/16/15 | Cost 90/100/110/120/130 | Radius 350 Tenebris bursts into shadowy birds for 1+(0.01% of max mana) second(s), dealing 50/65/80/95/110+(20% AP) magic damage around himself and then becoming untargetable and able to move through walls and units for the duration, dealing 5% of max mana to units he passes through. Once the duration is over he reforms and deals 50/65/80/95/110+(20% AP) magic damage in the area around him. Recast to instantly reform.
Marked: Snares the champion for 1.5/1.75/2/2.25/2.5 seconds.
R: Consume The Shadows | CD 200/175/150 | Cost 200 Tenebris channels for 1.5 seconds, and then deals 200/350/500+(60% AP) to all enemies out of sight, healing himself for 25% of the damage dealt and revealing them for 5 seconds after they are hit.
Only deals 25% damage against enemies in sight.
Marked: target is hit for full damage even when in sight, and takes 5/6.5/8% of Tenebris' max mana as true damage while out of sight.
Passive: Darkened Power Killing enemies that are out of sight grants Abyss stacks which permanently increase Tenebris' mana by 50/75/100. Tenebris also gains 1% of max mana as bonus Ability Power.
"Tenebris" comes from the Latin "Darkness".
Tenebris is an interesting mage, focused on getting items like
.
Tenebris is also a VERY squishy mage, offering 1,470 max health at level 18, only 50 more than dismounted Kled. He has better base defenses than most other mages, but is exceedingly vulnerable to true damage.
He has no gap-closers or escapes, but can dodge skill-shots and heal with his E to help him in lane.
If you get ganked make sure to attack the jungler or whoever it is with Q/W first and then use E, as the snare should give you plenty of time to safely run away.
Tenebris is tied with Ivern on having the highest base mana in the game, at 1,470(same as his health), pairing this up with
and
will grant you 3,250+1,470 for 4,720 total mana, a bonus of 188 AP.
can also be included for 4,920 mana(+196 AP).
Your best option would probably be to build
and
, the health from ROA and Proto makes up for your naturally lower health and puts your stronger base defenses into action. Luden works nicely with your R. All the mana gain helps work with your R passive to really dish out bonus AP from Seraph's Passive. 2/3/4 AP per R passive stack. And Proto gives you a nice wave-clear or mini-escape.
Early game is not your friend, but late-game you will be able to deal insane amounts of damage with your R passive tying into Seraph's, granting 40 AP from 10 stacks, or 56 with Rab. If you can manage to get 10 stacks and also go for the full mana build with Rab, then you'll have around 1,240 AP. Or 1,310 with Elixir, and 1,338 with blue buff added. Add in 3 infernals for that 24% increase and you can go 1,500+ easily, or 1,600+ with Elder buff. Still gonna be squishy though. Every 1,000 mana adds 0.1 seconds to E's duration.
Try to lane against late-game champions, as early-game champs will shut you down before any power spikes can happen.
Karthus R does 550+(75% AP) at rank 3, for reference. At least, according to the website.
Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/6AtfrxNr-all-my-champion-concepts-page-2
shades that track solo champs? ( scratch that, am guessing its the first Cuz i cant see it working the other way, ( unless.... They all fly outward to a certain distance from you similarly to self cast aoe.... Hmm i should make a move like this).
The E, seems like you purposely left out the reposition in this ability, also how does this snare work on the burst or reform, if you had the relocation the snare would work beautiful but the way it is feels more like it should have a slow/bleed(dot) effect than a snare, (so switch that slow here, snare on w) (also makes a good combo, slow then stun or both at the same time, seems more likely).
Hahaha consume the shadows (check) good to see you left the name as is but whereas the life steal? This is a nice take don't get me wrong but the "consume" aspect is empty its more like a "chase/reveal" the shadows, damage is good thou (for what this is its name should be "see no evil")
The stack effect is your add-on but fits well with the concept. Again its not bad just as a bit of a pureist I'd prefer to see the full effects of the character. (Just my thoughts though).
becomes s viable option helps with utility and i think it can build into an Ap item cant really remember, yeah health is good at times*[galio-happy]*
^ (looks so gay) smh
comes to mind) of 500 unit area but the other values threw me off.