[Champion Concept] Ragsmod, the Hand of Deathfire

TheHappyReaperz·10/17/2016, 10:59:15 PM·1 votes·572 views

Once, Ragsmod was nothing more than a lowly apprentice. However, he dreamed of becoming a world renowned mage. Despite this, his magical skills were less than average, preventing from actually accomplishing anything of value. His repeated failures resulted in his teacher, a powerful mage in his own right, refusing to continue to teach him. Filled with despair, Ragsmod left the town of his teacher, to return to his home along the coast. Years passed, and it seemed that Ragsmod was destined to fade into obscurity. One day, as Ragsmod was strolling along the beachfront, he noticed a strange light glowing from among the rocks. Approaching he found a strange staff, obviously broken. The staff was crowned with a strange hand, holding a pale flame. Transfixed, Ragsmod reached out to grab the staff, only to feel a blazing pain. The staff had reached out to grab him! Ragsmod watched in horror as the once broken staff fused with his arm, only to feel a rush of power. Filled with this newfound power, Ragsmod set off too become the mage he always wanted to be.

What I'm trying to make here is an AP ADC, capable of neutralizing single targets or dealing AOE damage in teamfights.

Health: 520 - 1890 Health Regen: 5.40 - 14.6 Armor: 21 - 81 Magic Resist: 30 Move Speed: 340

Passive: "I meant to do that": Still pretty new to being a mage, Ragsmod needs to build up his confidence, before unlocking his true potential. Passively: After connecting 4 skill shots, Ragsmod next spell will have bonus effects. The amount of connected skill shots can be seen below Ragsmod's mana bar, similar to Annie's stun. Stacks are gained from last-hitting minions, and hitting champions, and are lost at a rate of one every 10 seconds, when out of combat. When the staff giveth, it taketh away: Despite gaining a massive amount of magical power, Ragsmod's body was severely damaged, making him unable to basic attack. However, his AP now scales with 100% of his AD, and his Q can critically strike, scaling with his crit chance.

Q: Deathfire Bolt: CD: 1 at all ranks, CD scales not with CDR, but with attack speed. Fires a short blast of magical power from Ragsmod's Deathfire hand. Single target, executes minions below 15 health. Deals (70/75/80/85/90)% of Ragsmod's AP as magic damage. Apply's on hit effects, and hits turrets for 60% of the damage, and cannot critically strike against structures. Empowered Q: Deathfire Burst: Launches a skill shot, dealing damage to targets it passes through, reducing the damage for every target it passes through, capped at 35% damage reduction. Deals (100/110/115/120/125)% of Ragsmod's AP as magic damage.

W: Grasp: 20/17/15/12/10 scaling with CDR Ragsmod slams his staff-hand thing into the ground, snaring enemies in a small radius. Deals 20/25/30/35/40% of Ragsmod's AP in the snare AOE. Empowered W: Bursting Grasp: After slamming his staff-hand into the ground, Ragsmod will burst in a player determined direction, 800 units.

E: Deathfire Exchange: 15/12/10/9/8 scaling with CDR Ragsmod can fuel the fire of his next 3 Qs, making them deal an additional (20/30/40/50/60 + 5/7/9/11/13% of your AP) as bonus magical damage. However, using this burns your health, inflicting Grievous Wounds, until the third empowered shot is fired. These empowered shots are AOE, exploding outward on the first epic/large monster/champion/turret. However, each shot still only gives a single charge of Ragsmod's passive, regardless of the amount of things hit. Empowered E: Adds 10/15/20/25/30 MR shred to the target hit by the Qs, lasting 4 seconds. Additional shots to the same target don't stack the MR shred, but refresh the shred.

R: Doom: 110/90/80 scaling with CDR Ragsmod channels for 1.5 seconds, before firing a ball of Deathfire, that deals 100/150/200 as magic damage, and increase magic damage done by Ragsmod, and only Ragsmod, to his target. This ability is point and click, so it doesn't add a stack to Ragsmod's passive, and doesn't have an empowered form.

7 Comments

ready for combat10/18/2016, 12:55:09 AM1 votes

i like the idea you are putting forth into the character, but i feel it could be a bit more clear and a bit more unique.

an idea of how the q and passive could interact better:

Passive - I meant to do that: casting spells and hitting enemy champions with Deathfire Bolt fills his meter with Arcane Overload. once full his next 3 basic attacks with Deathfire Bolt gains 20/40/60/80% increased attack speed and fires three bolts in a cone. once empty he enters a State of Tiredness unable to use his basic attacks or cast for 8/7/6/5 seconds.

Q: Passive - Death fire Bolt: his basic attacks do not lock on, instead he fires a bolt in a zigg zagg pattern dealing (100% total AD+(12/14/16/18/20% AP)) damage and deal 40% of the damage in a 50 - 320 (+15 per level) cone behind them. critical strikes double the cones range

ready for combat10/18/2016, 1:02:05 AM1 votes

ok for some reason i cant post the last part of q but pretty much just saying he fires a large bolt of fire in a target direction dealing magic damage + a percent increased damage per 20 of Arcane Overload he currently has stored to every enemy it passes. the damage is reduced per enemy it passes. also putting him into a State of Tiredness

I feel that this for fills your fantasy on a mage / marksman archetype a bit more and thematically a bit closer (the zigg zagg projectile representing hes still got a ways to go in mastering his skill). the empowered ability passive i don't think would work on a character like this and i also worked his E into his Passive since i don't think it would be good as its own ability. i would also thing about reworking what his W into something a lot more interesting. i also feel with the R being able to amp his damage to the target without any counter play seems pretty overpowered.