WIP champion concept: The Fire Monk

CobaltTheMadMage·7/31/2016, 5:04:10 AM·2 votes·364 views

Ok, so this is a champ concept I've been wanting to post for a while now but was held up by the lack of a name. But screw that noise, here's what I have right now, can always edit in more details later, right?

Lore's a bit complicated, but the long and short of it is that he was a former low-class Noxian cannon fodder fire mage until he deserted during his first field mission- a raid on Ionia. He was disgusted with the rampant and indescriminate destruction his army was wreaking on the Ionian landscape, its inhabitants, and even its own allies, and grew to view Noxians- nay, humanity itself- as a mindless, destructive force much like the flames he wielded in battle, and decided he wanted nothing more to do with them. And so he fled and wandered Valoran as a hermit, avoiding human contact where he could but still viewing them from a distance from time to time. His journeys ended up showing him the more positive sides of humanity- compassion, creativity, virtue- things touted as signs of weakness in Noxus proved to be a source of strength and betterment to many societies outside it, in spite of the shades of greed and destructiveness he could still see in its inhabitants. This led him to a bit of an epiphany- the humans of Noxus were no inherently different from the humans he saw living peaceful lives around Valoran, much like the flames that ravaged the battlefield and consumed the forest were the same flames that lit the forge, heated the ovens, and warmed the hearth. Whether it was for good or bad lay in the way they applied themselves, not in the force itself.

And so he returned to Ionia, joined a monastery for a time in order to learn to control his flames as more than a mere weapon, and now wanders Valoran on a journey to better himself and those around him.

Autoattacks:

[name here] carries a lantern on a chain that he wields like a meteor hammer, giving him short/mid ranged physical damage somewhat akin to Thresh.

(NOTE: All numerical values are tentative and subject to balance)

Passive: Stoke the Fires

Consecutive autoattacks grant stacks of Heat, which raise attack speed by 1% and grant bonus magic damage equal to 1% AD, stacking up to 5 times. These stacks decay at a rate of 1 per .x seconds (basically just long enough so that only sustained consecutive autoattacks will build stacks), but at full 5 stacks they are consumed to grant a buff called "Stoked", which grants +6% attack speed and bonus magic damage to autoattacks scaling with AD, which lasts for 5-8 seconds, scaling with level. Right-clicking on an ally while under the effects of this buff transfers it to them, the percent attack speed based on their stats but the bonus magic damage value being fixed based on a percentage of your stats. You do not accumulate Heat while under the effects of this buff, but you resume gaining stats in the normal fashion upon losing the buff due to time out or handing it over to an ally.

Q: Meteor Blow

[name here] throws his lantern forward in a line, dealing physical damage to each enemy hit that diminishes on consecutive hit, then pulls it back toward his current position at the end of its length or on recast. If an enemy is hit by the lantern twice in a single casting i.e. both when it is thrown out and called back, they are stunned for .75/1/1.25/1.50/2 seconds. Additionally, at the point where the lantern changes direction, a small cloud of embers is released in a tiny radius that blinds those caught in it for 1/1.25/1.50/1.75/2 seconds.

Cooldown: 5 seconds

W: Cauterize

When cast on self or an ally: clears all negative status effects and grants increased health regeneration over .25/.50/.75/1/1.25 seconds, as well as protection from further CC effects for that duration.

Casting on an enemy instead blocks all forms of health and mana restoration for the duration of the effect.

Cooldown: 15 seconds

E: Light the Way

Passive: extends sight to [name here] and his allies in a radius centered on self. This sight does grant vision over terrain, but cannot reveal stealthed units or units hiding in bush.

Active: Sight granted by passive effect becomes True Sight for 2/2.75/3.50/4.25/5 seconds, at the end of which Light the Way's passive effect goes inactive for as long as the ability is on cooldown. Area revealed during Light the Way's active effect is visible on the minimap to both teams.

Cooldown: 10 seconds

Ultimate: Inferno's Wrath.

[name here] roots himself for 3 seconds and exhales a narrow cone of flame that damages and ignites enemy champions caught in it. This cone may be "steered" using the right mouse button while the ability is being cast. Any brush the flames come in contact with is also lit on fire for 3/6/9 seconds, revealing and igniting enemy units that enter it or increasing damage per second from existing Ignited condition.

Cooldown: 120 seconds

(Will come back to this later, as of now it is very late and I need to be off to bed. Preliminary criticism is welcome but I reiterate these statistics are temporary and off-the-cuff, so actual numerical stats haven't had a lot of thought put into them as of yet)

1 Comments

CobaltTheMadMage4/1/2017, 2:10:38 AM1 votes

Just a heads-up for anyone who may care:

I have finally found the inspiration to rework this champ with an actual gameplay niche, a slightly more detailed lore, and, most of all, a name. Kit undergoes some rather drastic changes, but the concept of a utility fire mage that carries a lantern stays the same. Not sure if it'll be its own article or if I'll re-write this one; we'll see in due time.