[Champ Cocnept] Tez, the Magnetomancer

Fuc3master·1/16/2015, 3:48:01 AM·1 votes·796 views

An idea I had for a melee mage who revolves around magnets and reversing skillshots.


P - Opposing Charges

As you cast spells, you gain stacks of magnetic energy, which are randomly negative or positive. Negative charges give you bonus AP and Magic Pen for a short duration. Positive Charges give bonus Magic Resistance and Armor. When you kill a champion, you permanently gain the last charge you got. Charges increase retroactively, so if you made a charge permanent at level 1 it will scale when you hit levels 7 and 13.

Duration: 3/4/5

Negative Charge AP: Current Level * 1/1.5/2

Negative Charge Magic Pen: 5% / 10% / 15%

Positive Charge Magic Resist: Current Level * 1/2/3

Positive Charge Armor: Current Level * 1/2/3


Q - Reversatron

Creates a field around Tez in which all projectiles are reversed back to where they came, and do additional damage. Dashing enemies that try to go through the Reversatron are also knocked back, damaged and have an 80% slow applied for 1 second. If an enemy is under the affects of Repel or Attract while going through the Reversatron, it will feel the effects of the opposite spell.

Damage: 25/50/75/100/125 + 0.4 AP

AOE: 250/400/550/700

Reversatron Duration: 1/1.25/1.5/1.75/2

Mana Cost: 120/125/130/135/140

Cooldown: 7


W - Repel/Attract

If you target a creep, this spell is Repel, which tosses a unit in the direction Tez is facing x units and deals damage to it and all creeps it passes through. Champions hit are blinded as well as damaged.

If you target a champion, this spell is Attract, which drags the champion towards the direction Tez is facing x units and deals damage, then silenced for x seconds.

However, under either of these spells, passing through the Reversatron casts the other one, (ie; an Attracted champion is Repelled once passing through the Reversatron.) and under both spells the units can go through walls.

Cast Range: 500

Damage: 125/175/225/275/325 + 0.25 AP

Repel Toss Range: 1500/1600/1700/1800/1900

Repel Blind Duration: 1.5/2/2.5/3/3.5

Attract Drag Range: 300/450/600/750/900

Attract Silence: Duration: 1 second

Mana Cost: 150

Cooldown: 24/20/16/12/8


E - Ferrofluid Blast

Shoot electromagnetic fluid onto enemies in a 60 degree cone in front of Tez, causing them to take bonus magical damage from all sources. Enemies also lose attack damage and attack speed.

Range: 900

Bonus Damage: 15/25/35/45/55 + 0.5 AP

Attack Damage Loss: 15/20/25/30/35%

Attack Speed Loss: 15/20/25/30/35%

Duration: 3

Mana Cost: 45/50/55/60/65

Cooldown: 15/13/11/9/7


R - EMP

Create a blast of electromagnetic energy that disrupts the flow of magic. After a short delay, enemy champions caught in the EMP have their mana regeneration canceled and lose x mana per second over 5 seconds, and cannot cast summoner's spells or use items/trinkets for the next x seconds. If they cast a spell during this time, they take a multiplier of its mana cost as damage and are silenced.

Manaless champions instead are slowed by 80% for the duration, and take a different amount of damage when casting their spells under the debuff.

Cast Range: 450

AOE: 900

Delay: 2 seconds

Mana Burn per second: 15/25/35 + 0.1 AP

Damage on Spell Cast: 0.5/1.5/2.5 * Mana Cost + 1 AP or 250/300/350 + 1 AP

Duration: 3/4/5

Summoner Spell/Item/Trinket Silence Duration: 2

Mana Cost: 250/350/450

Cooldown: 120/90/45


Base Stats:

About the same as Rumble's.


Summary:

A melee mage focused on two things: trick shots and ruining teamfights. Able to reflect projectiles, wipe creep waves, and drain mana, this champion can quickly spiral out of control. Trading any form of mobility for sheer damage and crowd control. However, it takes a bit of practice to get used to this champion's quirks. As well, while this champion can easily ruin teamfights and peel off annoying enemies, and is the bane of any skillshot-based mage's existence, Tez is a minion once his cooldowns are blown.

The first and most important of these trick shots is the Reversatron + Attract trick. While it really only takes the quick pressing of two buttons, it is the bread and butter of a good Tez player, and lets you quickly throw enemies in front of towers, peel them away from you, or finish them off in style.

Another is timing your spells for when an enemy is low on health, as this means the Opposing Charges you get become permanent buffs, which can add up tremendously after a few kills. While it may seem tempting to Reversatron every possible projectile, you should try and time it for when absolutely necessary. Enemies will be conservative with their spells around this hero to avoid damage, so blowing the spell on weak spells can get you killed very easily. The possibilities are endless with this spell.

As well, it is possible to snipe jungle camps with Repelled creeps with its current numbers. EMP is best used at the beginning of fights, to disengage them completely. This spell is most powerful when used to end fights around Baron or Dragon. Its low cooldown at max level means it can be used at every possible late-game teamfight. Since it quickly sucks down a champion's mana pool and forces one to take tons of damage on casting spells, it forces recalls like no other spell can.

2 Comments

Samurai Sosa1/16/2015, 3:50:36 AM2 votes

AIGHT LEZ DOOEET