Create Your Own Champion #16

Sparkert·10/3/2017, 11:39:42 PM·1 votes·234 views

Archorr, the Mage of the Arcane Roots Mid Lane Mage/Top Lane Mage

Passive: Arcane Mastery Gain +1 (Per level) magic penetration.

Q: Cerebral Blast Fire a magic bolt in a target direction for 800 units with a width of 300 units (It takes 2 seconds for the bolt to reach its destination). Upon striking an enemy champion, this will deal 30/40/50/60/70 + (20% AP) + (2% [Compounding growth] damage on this ability for each 1 magic penetration) magic damage. Cool down: 10/9/8/7/6.

W: Arcane Blades Sends out 3 arcane blades in a target direction for 1000 units, 1 at his location, and 2 on either side of him 100 units away from him (It takes 3 seconds for the blades to reach the end of the path and disappear). Each blade has a width of 100 units. These blades will pass through enemy champions that are in the path, dealing 60/80/100/120/140 + (75% AP) magic damage. This ability goes through 1% of the enemy's magic resist for each 1 magic penetration. This ability can be cast while moving. Cool down: 19/17/15/13/11.

E: Intellectual Amplification Increase damage output by 20%/25%/30%/35%/40% + (10% Per 10 magic penetration) for 4 seconds. Cool down: 34/33/32/31/30.

R: Flare of the Arcane Roots Passive: Increase damage dealt, and in the case of Intellectual Amplification, increase the damage amplification, by 1% for each 1% magic penetration. Active: Send forth a heavily-concentrated force of magic at a target enemy champion within 500 units (It takes 1 second for this force to reach its target). Upon striking the enemy champion, this deals 250/500/1000 + (200% AP) magic damage. Cool down: 160/155/150.

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