Champion Concept - Orcalium, the True Sight

figold666·7/2/2017, 2:41:27 PM·1 votes·331 views

Orcalium is a mage/ support who can choose to build damage or utility to benefit what his team needs. He however, relies on his team to take care of mobile threats, as his damage is applied better in aoe instances. A good Orcalium player can balance his damage and vision control so his team can dominate objectives in a way his enemies can't.

Base Stats Hp: 510 Mana: 375 Hp5: 5.4 Mp5: 6 AR: 22 MR: 30 AD: 52 AS: 0.625 MS: 335

Growth Stats: Hp: 80 Mana: 50 Hp5: 0.55 Mp5: 0.8 AR: 3.5 MR: 0.5 AD: 3 AS: 2%

Eyes of truth: Orcalium reveals all enemies in a cone in front of him. This cone doesn't reveal invisible enemies but does reveal camouflaged ones, as well as enemies in brush and ones over walls. The cone increases by size per lvl. (Think around Annie's W at lvl 1 and growing to a pizza slice of Caitlyn's auto attack range at lvl 18).

Orcalium also has a unique trinket; the soulsight ward. It recharges over 2 minutes and has one charge. Upon placing down the ward, all nearby enemy wards and traps are immediately disabled and destroyed. New ones are also destroyed if placed into its range. All targets in its range are revealed, even invisible, in bush, or over the wall ones. It has 5 health, scaling up to 10 by levels. Gives 50 gold upon being destroyed.

Q: Boundary Rites: Forms an eye over 1.3 seconds at an area. Enemies who hit the edge during this time are knocked back a little and take 40/70/100/130/160 (+40% ap) magic damage. After the eye forms, the edge is removed, causing it to no longer deal damage. After 0.5 seconds of the edge being removed, the inside of the eye detonates, slowing enemies by 15/25/35/45/55% for 2 seconds, as well as dealing 30/60/90/120/150 (+40% ap) magic damage. The targeting for this ability is similar to Viktor's laser. Cost: 80 mana Cooldown: 15/14.5/14/13.5/13 seconds

W: Burning Truth: Ignites your Eyes of Truth passive cone for 3/3/4/4/5 seconds, causing it to deal 20/30/40/50/60 (+25% ap) magic damage every 0.5 seconds to enemies in the area. Cost: 60/60/65/65/70 mana Cooldown: 15/13.5/12/10.5/9 seconds.

E: Tracking Pulse: Expands a pulse of energy from your location, revealing all units, as well as slowing them by 20%. It deals up to 80/110/140/170/200 (+70% ap) magic damage to enemy units, the closer they are to you, tapering down to 20/30/40/50/60 (+15% ap) magic damage. Lastly, leveling up the ability increases the range, speed, and how visible the beam is. At rank 5 the beam is invisible to enemies. This ability holds 2 charges. Cooldown: 5 seconds Charge cooldown: 50/45/40/35/30 seconds Cost: 40 mana

R: Blinding Radiance: Choose a visible enemy. After a 3 second channel time, blind the target, turning their screen entirely white, for 3/4/5 seconds as well as dealing 100/250/400 (+100% ap) magic damage. Enemies will be able to know if they are being channeled onto via a mark above them. Cost: 100 mana Cooldown: 100/90/80 seconds

1 Comments

LukeRR7/2/2017, 7:47:58 PM1 votes

I can tell by this bio you are the kind of guy that hates clearing wards. item 2055