[Champion Concept] Channel Mage (Please Read)

Nº39 Mordekaiser··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 Fire3 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.

Gravy Traín2 votes

Everything I wanted to say exactly except I wanted to add that they removed that part of Lux because it was insanely unbalanced depending on your allies. I also was gonna say that invisibility on a mage isn't exactly fair but it does help his kit because he can start channeling while invisible which helps counter what you were saying about people running or targeting during a channel.

Otter Fire1 votes

Personally, Kassadin would counter this champion too hard, on top of that. I still think this kit lacks enough damage to be considered a mage, even a support mage. If the type of invisibility was camoflage I would be willing to accept it, that away stealth wards would still have use. If it is pure stealth then that would be too powerful for all the invis that this kit throws around.

Gravy Traín1 votes

Yeah, I overall don't really like this concept at all. It would either be OP or useless depending on how it is executed. From what I see the ultimate is also global, which would be insanely game breaking, but the rest of his kit is almost a support that was meant to be a mage but just couldn't do damage. I downvoted.

Nº39 Mordekaiser1 votes

the stealth on the q was so you could cast and not get focused, but I changed some things around and would appreciate your feedback on the changes.

CrazyBear19871 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 Mordekaiser1 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

Otter Fire1 votes

You still don't get it. Invisibility mechanics are not fun. The kit you are offering is not something a mage can utilize much less a channel mage. Camo is definitely an improvement but your kit lacks damage or wave clear that other mages carry in spades. In any laning phase you will be pushed to tower too often to farm properly or you will be out damaged by any assassin. If this was in the support role as a mage it would be easy pickings for marksman and it still lacks any healing or shields or aggressive plays that other mage supports carry. Don't even bother with playing this in the jungle, it has no AoE, no damage, and no sustain to even work in jungle.

 One way to make this kind of kit work is to make the champions theme be an illusionist and have it were this champion's passive can see through all invisibility mechanics to counter stealth, and basically leave an indicator on all enemy champions that the champion's allies can see to employ this kind of person who can see through all forms of deception and can leave behind indicators for all nearby allies to figure out the difference. 

The Q has to be a primary form of poke with low cooldown and mana costs where this champion can poke the enemy champion leaving a mark on the enemy to be later used to help deceive that same champion.

The W could be a trap that when detonated can cause brief blindness to the champion that triggered the trap. This ability also does damage to the champion that detonated the trap.

A good E to work with would be Wukong's decoy where this champion leaves a decoy that stands still unless a nearby enemy champion which has been marked with Q is nearby is around in which case the decoy will move to mess with the enemy. While this E is active, this champion would initially go in to stealth which would quickly go into camoflage to give this champion time to reposition a little. Then before the decoy disappears, it explodes dealing magic damage, this stealth duration for this ability depends on if the marked champion is near which would extend the duration of the stealth unless the marked champion hits this champion from camo.

Finally, the R allow an ally to perform in this magical show where he selects an ally and when the two cross paths they go into camoflage for a duration and gain a very slight boost of movement speed. Also the ally breaks stealth if any activate-able ability is used, including all summoner spells, item activates, and champion activated abilities. Champions that are selected are indicated and reveal for all to see until they hit come into contact.

Tell me what you think. Instead of a shadow mage make it more of an illusionist whose very profession is deception and sleight of hand.

Nº39 Mordekaiser1 votes

I'm thinking the entire shadow channeling mage was a bad idea, I can't really rework his kit without losing the concept, he is too weak for really any role and buffing his stats wouldn't really help. I have messed around with the idea of an illusionist before though ( link to that post ► https://goo.gl/Dy6lcK ) overall I think a channeling shadow mage might be fun but doesn't have a place in league.

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