[Champion Concept] Easton, Keeper of the power
While sailing in the Conqueror's Sea, Easton and his crew were attacked by a fierce monster, the ship was torn in two, Easton and his crew sunk to the bottom of the sea. Easton awoke in a brightly lit cave. After surveying his surroundings he spotted a ball of light on a pedestal covered in unfamiliar markings. Upon contact with the ball it vanished, disappearing into Easton's hand. He could feel the power flowing through him, the power to do anything he wanted, whatever he pleased. He pleased to protect it. Knowing that this power could wreak havoc in the wrong hands, he transformed himself into a cage to protect it at all costs. He sat in the cave for centuries, fearing the outside world, but now he knows he must emerge, for his power is needed.
http://i.imgur.com/ENDMEko.jpg
Easton is a High range high cooldown mage, with a large amount of defense and damage but very little sustain and mobility.
Passive: Power Guard Easton and nearby allies within 1200 units gain 5 (+(2+level)% AP) armor and magic resist. In addition, After 5 spells Easton's power begins to overflow, doubling the passive boost and empowering his next spell.
Q: Super Blaze Cost: 60/70/80/90/100 mana CD: 12/11.5/11/10.5/10 seconds Easton fires a flare in a target direction that travels 1300 units, dealing 50/80/110/140/170(+70% AP) magic damage to the first unit hit. Passive bonus: Hyper Blaze: Damage becomes 100/160/220/280/340(+140%AP) and the flare passes through enemies, damaging each hit. Ultimate bonus: Zeta Blaze: Damage becomes 300/500/700(+140% AP) and the flare becomes a global projectile that travels 5000 units a second, damaging the first champion it hits.
W: Cut through space Cost: 120/90/60/30/0 mana CD: 30/25/20/15/10 seconds Passive: Easton takes 5/10/15/20/25% reduced damage from area of effect spells. Active: Easton channels his power to a target location up to 1600 units away 0.5 seconds later, an explosion with a 300 unit radius will appear dealing 100/110/120/130/140(+30% AP) magic damage to enemies in the blast and stunning enemies within 90 units of the center for 1.25 seconds. Passive bonus: Tear through space: The AP ratio is changed from 0.3 to 0.6, and for enemies effected by the stun the ratio becomes 1.2, the blast size is also increased by 50%. Ultimate bonus: Shred space to bits: The casting range is doubled and an additional 8/16/24 explosions happen around the main explosion, progressing out in waves. In addition, the main explosion deals 150/250/350(+100% AP) additional damage and has double the blast radius.
E: Runic Vault Cost: 100 mana CD: 20 seconds Passive: Enemies that attack Easton are dealt 5(+15% Armor) magic damage each strike. Active: Easton seals away his power, as well as the power of enemies around him, stunning himself and all enemies within 750 units for 1/1.25/1.5/1.75/2 seconds. Passive bonus: Runic Judgment: Easton frees himself from the seal twice as fast as enemies. Ultimate bonus: Runic Sentence: Runic Vault reduces enemy's AD and AP to 0 for double the duration instead of stunning them, and has no negative effect on Easton, as well as silencing them and having double the range.
R: Energy Lock / Power Within No cost CD: 180/160/120 seconds For 10 seconds Easton releases the lock he holds on his power, while still keeping it in check, snaring himself for the duration and increasing his passive effect on himself by 350/500/650% and becoming immune to crowd control effects. During this time, Easton can cast "Power Within" once, and cannot cast any other spells except ultimate enhanced spells. Power Within: Easton let's his power run wild. His next spell is ultimate enhanced, causing it to have immense power, and his passive is disabled for the rest of Energy lock's duration. Note: Ultimate enhanced spells do NOT have their passive bonus effect.