Caroline and Storm Champion Concept

BlueFlamePheonix·10/30/2018, 9:19:44 PM·2 votes·1,576 views

Caroline- HP: 545 (+88) 527(+50) Mana 5.3 MP5 AD: 53 (+15) AS: 0.625 (+1.18%) AR: 27 (+3.4) MR: 30 (+2.4) MS: 340 Range: 575

Basic Gameplay: Most champions in League have a basic premice: Have the most of your resource bar. Whether that would be mana on a Kassadin or energy on a Akkali the goal of every resource bar is to limit the champions damage by giving the restrictions on spells. However we dont have a champion that wants to be low on their resource bar. So I have gone ahead and created a champion that likes to have different amounts of mana based on what she wants to do. If you want to do damage in a fight you are going to want to have medium amount of mana but so you are to still be able to cast spells. If you were looking to assasinate someone you would want ot have very little mana so you can cast the essential spells to kill someone. When you wave clear it is entirely dependent onyou having alot of mana. Waveclearing is also you primary way to gain back mana. You also have a large amount of assassination

ABILITIES P-Mana Charged-

Tooltip: Casting a spell on an enemy champion Charges them. Caroline’s next spell on a charged enemy does bonus damage, reduces your cooldowns,, and gives your next ability Mana Charged.

Gameplay: When a enemy champion is hit with more two or more spell in 5 seconds they become Charged, reducing Carolines cooldowns and giving her next ability Mana Chargeed. Using a spell on a Charged champion makes them take 20% more damage as true damage. Mana Charged puts the ability on cooldown but reducing the cooldown by 5 seconds. Mana charged abilities cost 5% maximum mana.

Thoughts: The passive is a quick way to drop mana while in fights while also requirring your maximum mana to be fairly high. 5% of your max mana requires you to constantly be at 10% While not using cooldowns, or go higher in mana but lose alot of assassination potential and quick burst. It also lowers your cooldowns when being able to hit the same targets and allows you to drop mana very quickly.

Q- Mana Storm Cooldown 24/23/22/21/20 seconds Mana Cost: 70/80/90/100/110

Tooltip: Caroline summons a storm that deals damage over time. At the end of the storm all enemy champions are sucked to the center taking more damage. The center of the storm heals allies and gives them bonus armor and magic resist as well as bonus movement speed

Gameplay: Caroline summons a storm on the ground (maximum 600 units away) with a radius of 450 units that deals 280(20% AP)(3% Missing Mana) over 3 seconds. After three seconds the storm unleashes stunning all champions for 0-1.5 seconds (based on time in the storm) dealing Mana Charged: All allies in the center of the storm heal for a portion of damage taken and gain bonus armor and magic resist.

Thoughts: The Q ability is meant to be your main way of controlling large amounts of ground as a control mage. The Q deals reasonable amount of damage over time and forces enemies to move out otherwise they get hit with a stun at the end of the “Storm”. The storm can also heal allies allowing you too cast it on allies in danger of dying in combination with W.

W- Mana Spell Shield 25/24.5/24/23.5/23 seconds Mana Cost: 250

Tooltip: Caroline engulfs an ally in mana giving them a sheild. When enemy champions deal damage to the sheilded ally they take a percent of the damage instead.

Gameplay: Caroline engulfs a target ally in mana giving them a sheild for 100(30% AP)(1% Missing Mana). When an enemy champions deals damage to the sheilded target they take 10% of the damage they dealt in physical damage 10% of the damage they dealt in magical damage and 5% of the damage they dealt in true damage. The target gains a spell sheild one time spell sheild Mana Charged: The sheild is twice as large

Thoughts: Carolines main defensive ability on a short cooldown with a very high mana cost. Attempting to use this ability early to trade will cost you a large portion of your mana.

E- Orb of Mana 19/18/17/16/15 seconds Mana Cost: 0

Tooltip: Caroline sends out a orb of mana that deals damage then pulls it back dealing the damage. Caroline gains back mana, and can gain back larger amounts of mana and healing

Gameplay: Caroline sends an orb of mana in the target direction, dealing 200(10% AP) to all enemies it passes through, it then comes back dealing the same amount of damage. If the orb of mana kills a unit it refunds 2% of Carolines Max Mana Mana Charged: For every unit Caroline kills she gains double mana and heals for 6% of her base health over 4 seconds

Thoughts: Caroline’s only form of wave clear comes in the form of a no cost ability that refunds mana. With her style intended to keep her on low mana this is what is supposed to keep her afloat on her mana bar and not have her run out consistently

R- Storm: The Demon Within Cooldown- 70-50-30 Mana- 100+ 1% Max Mana/second

Tooltip: While in Caroline form, your spells deal reduced damage based on your missing mana. Caroline transforms into Storm gaining new abilities.

Gameplay: Passive: While in Caroline form, your spells deal 1-100% damage based on your 0-100% missing mana. Active: Caroline transforms into Storm gaining new abilities.

Thoughts: This ability is kind of basic. Its a generic transform from one kit to another ability. It doesnt do anything really. It cant be mana charged. Also in Caroline form you deal less damage. Its a nice way to round out the kit lowering the overall damage allowing for the ratios to seem a little to powerful. It also allows you to have more assassination potential at lower percent mana

Overall Thoughts: The base kit is very self explanitory and it revolves entirely around saving a key member of your team through the use of Q and W. It also revolves very strongly around a very supportive style while not going in very agressively

Q- Storm Strike Cooldown 3 second cooldown 12 seconds between each charge Mana Cost 140

Tooltip: Storm uses lightning charges to dash and conjure Tempests. She gains her tempests range as her own and at 0 charges she gains access to lightning rush

Gameplay: Storm stores up to 2 Lightning charges, each generating after 14/12/10/8/6 seconds. Activating this ability uses a Lightining charge, and makes Storm conjure a Tempest (up to 880 units away), which persists for 6 seconds. Storm’s spells have her Tempests’s spells as her range as well. When at 0 charges Storm gains access to “Lightning Rush”

Q2- Lightning Rush

Tooltip: Storm dashes to the nearest tempest dealing damage in a small AOE

Gameplay: Storm dashes to the nearest tempest dealing 100/125/150(20% AP) damage to all enemies in a 400 unit AOE. She slows all champions hit by 20%

Thoughts: Storm Strike has a relitavely low cooldown through the use of the passive. The relatively low cooldown allows it to be used for assassination on key targets in a fight while also allowing for good kiting. Its relitively low cooldown allows you to proc your passive easilly on frontliners. It also allows you to doge skillshots and get on someone with skillshot oriented hard CC

W- Electric Charge 22/21/20(Rank 1/2/3 of ult) second cooldown Mana Cost 100/105/110/115/120

Tooltip: Storm slashes her katana in a a strait line in front of her dealing 50 damage to all enemies in a cone. For a longer period they take more damage from Mana Charged and Storm Strike/Thundering Blow and for a breif period they take more damage from Electric Slice. After a short delay they are shocked for more damage

Gameplay: Storm slashes her katana in a an area in front of her dealing damage to all enemies in a 800 unit line. For the next 3 seconds they take 10% bonus damage from Storm Strike/Thundering Blow and Mana Charged for 1 seconds and for the next 0.5 seconds 50% bonus damage from Electric Slice. Mana Charged: Using spells against any champions hit reduces the spells cooldown by 25%, everytime this effect is used lower the cooldown of this ability by 1 second

Thuoghts: Thundering Blow has a really high cooldown but using spells against the the target reduces the cooldowns of your other spells. This allows you to keep your spells cooldowns constantly topped off and deal bonus damage to a frontline target

E- Charged Katana

9/8/7(Rank 1/2/3 of ult) second cooldown Mana Cost: 180/185/190/195/200

Tooltip: Storm slashes or katana on the nearest enemy dealing damage and applying a mark.

Gameplay: Storm targets an enemy dealing 100(30% AP) damage to them and applying a mark. The next ability to hit a marked champion destroys the mark making them take bonus 200 damage. Mana Charged: Deal bonus damage to the targeted champion and bonus damage to all units around them in a small area.

Thoughts: Main damaging and assassination ability. Deals alot of damage and is a large portion of damage in fights. The very low cooldown and the reset allows it to be used for extra damage on key targets in a fight, or as a way to keep your W cooldown lower

R- Caroline: The Demon Within Cooldown- 70-50-30 Mana- 100+ 1% Max Mana/second

Tooltip: While in Storm form, you can cast any recently casted spell free of cooldown and even when on cooldown. You can also mimic the most recently casted ability

Gameplay: Active: Storm gains access to an alternate set of basic abilities, all of which are independent from their base ability's cooldown and costs 10% of your Max Mana. Each alternate ability can only be triggered once per use of R- Storm: The Demon Within. After using the last alternate ability you refund that abilities cooldown.

Thoughts: This is a ability that would be primarilly used for assassination and would do very little outside of that.

Overall Thoughts: Caroline would be a midlane mage who has her obvious struggles (No mobility pre-6 and little damage pre-6) while having her clear advantages (High Damage Post6 and High Mobility Post-6). She also has a very difficult to learn mechanic of managing her mana and making sure it doesnt go up too much before trying to assassinate someone in a fight.

3 Comments

Jenivie10/31/2018, 7:28:56 AM1 votes

wtf

WoΘxer10/31/2018, 7:35:55 AM1 votes

This champ gets more tools than 3 Zoes together I guess.

Shazzbot6911/1/2018, 2:00:31 AM1 votes

I don;t want to disappoint you but we do have characters that want to be low. Both Oalf and trynd want to be low on HP to deal more damage