[Champion Concept] Channel Mage (Please Read)

Nº39 Mordekaiser·11/20/2016, 4:44:41 PM·2 votes·608 views

This is just a rough draft and I would appreciate feedback both positive and negative.

The Idea for this champion came from wanting to create a champion who is highly rewarded for having good positioning. I was thinking like a shadow mage who has to channel his energy before he can cast his spells. I created a sample kit and some scenarios to kind of showcase what a champion like this could offer. (please note the numbers you see are only placeholder numbers)

passive - when unseen by enemy champions, the next offensive spell or basic attack deals 10% bonus damage.

Q - after channeling for 1.5 seconds, merge with the shadows and become invisible for 6 seconds.

W - manipulate shadows to trap and root an enemy for 2 seconds and deal 100/150/200/250/300 (+40% ap) magic damage. Root is increased by 1 second to targets with reduced vision.

E - channel your energy for 2 seconds and teleport up to 700 units, Leaves a dense fog (fog of war) at where you were standing and reduces enemy's vision by 90% for 5 seconds, deals AOE damage to an area of 350 units and deals 50/100/120/175/220 (+60% ap) magic damage.

R - channel your energy for 3 seconds and turn all allies invisible for 3 seconds and grant them 12% move speed. (if interrupted 10% of the cooldown in refunded)

when I made this kit I was thinking like a support mage or possible top lane. Because I was thinking more support the kit has a lot of utility but lacks the damage of most mages. And although the abilities are pretty straightforward I just wanted to show some ways on how you could use these abilities.

His Q can be used to flank enemies and provides long enough stealth to cast E which would activate his passive to deal more damage, followed up by a W to root the enemy could prove to be a powerful combo.

His R could be used to set up a team fight or to help the team escape from a lost fight.

His E can be used to set up some extra fog of war which could hide allies or give less time to react to a ranged spell.

This is all I have for right now, but remember this is just a draft and any and all feedback would be appreciated. I would like to know what you think could be improved or what needs to be dialed back a notch.

9 Comments

Otter Fire11/20/2016, 5:01:33 PM3 votes

One problem I have with this kit is that it's too similar to 5.0 attack speed Kog'Maw in that you clearly have to remain stationary to use those abilities and in that time, the enemy team can use that time to move away or to focus you when you are at that vulnerable spot. Sure it may reward players for having good positioning, but so does Jhin. Jhin has to position himself at a safe distance to use a couple of his abilities in order to maximize his damage potential. 5.0 attack speed Kog'Maw had to stand in place, for the most part to do damage, and while he does this the enemy can either focus him or run out of range. Besides League already has a channel mage, it's Zerath. The whole point of a channel mage is to charge up an ability to do more damage, so with this increased damage, increased time to release that damage is required. A channel mage of what your thinking would be an interesting idea, but there is no damage, on top of that mages shouldn't really need stealth unless it is to reposition. Since this kit requires you to get close, which is a bad idea for most mages, the champion could easily get caught out by tanks and fighters.

Interesting concept, but it seems that much of this kit is based on already planned thoughts. Passive is like Kha'Zix, Q is a useless Shaco stealth, W is just a slightly altered Ryze W, E is like Nocturn's ult and Lassandra AoE burst, and R is a concept of Lux in the early stages of her development.

CrazyBear198711/21/2016, 7:46:19 AM1 votes

Passive: Gift of the Greenfather in a passive. Offers nothing new.

Q - this has already been removed from most champions. You fail to state how long they are invisible for and the cost to cast for balance. W - one click disables are unfun and offer no counterplay, have a new mechanic to work with your shadow stuff. E - The damage is on past location or new location? either way, overloaded, you get too many things and offer little counterplay. R - mass invisibility? no pls. broken AF on some champions. AND movement speed?! definitely no then.

I can see why the downvotes, your champion is not fun to with and or against. insta-banned or broken. you taking advantage of the fact that the pick ward doesn;t exist anymore. You are better off replacing invisibility with camouflaged for balance, and it should drain 30-40% of your mana to do so.

Nº39 Mordekaiser11/26/2016, 4:08:42 PM1 votes

I thank everyone for the feedback.

here are some changes I think might make this champion more fun/balanced

q can be cast on allies passive works on allies under the effects of your q Stealth on q and r changed to camouflage. camouflage on q is now 4 seconds (was 6) R no longer offers speed boost. q takes 15% maximum mana (forgot to add that to original post) w is no longer targeted w reduces vision but no longer stuns E no longer reduces vision E no longer teleports you to target location E snares enemies for 1 second

I would appreciate feedback on these changes