Stasis character time!

Flashes·5/27/2019, 5:55:25 PM·1 votes·1,004 views

Stasis is an underused mechanic in League. With only 1 champion in the game who has it (on an ultimate), and 1 item in the game that uses it, I feel like it's a waste of what could be a very useful form of immunity/cc. At the same time, I wanted to create a champion that could build according to what their team needed. Thus, I created Champion X.

Champion X

Base stats:

540-1970 Health 350-700 Mana 32-67 Armor 29-76 Magic Resistance 56-90 Attack Damage 0.605 Attack Speed (Attacks per second) 7-15 Health Regen per 5 seconds 8-32 Mana Regen per 5 seconds Attack Range: 150 units


Passive: Golden Glow

Sudden Light: Whenever X casts Stasis onto a teammate or himself through his abilities or items, they are healed for 15-45 (+0.2% AP) Health immediately upon entering Stasis.

Afterglow: Whenever stasis cast by X ends, that champion receives 10-22% Damage Reduction for 0.5/0.75/1 second, scaling with level.


Q - Spacial Stasis Cost: 50/55/60/65/70 Mana Cooldown: 16/15/14/13/12 seconds

X empoweres their next autoattack, dealing an additional 10/15/20/25/30 (+ 30% AP) (+50/60/70/80/90% Total Armor) (+50% Bonus Magic Resistance) magic damage. If X's empowered autoattack targeted a champion, he places himself into Stasis for 1 second, teleporting to the direction of the cursor within 400 units after 0.5 seconds.


W - Harsh Wave Cost: 80/90/100/110/120 Mana Cooldown: 18/17/16/15/14 seconds Range: 800 Travel Speed: 1-1600 units per second, scaling with time already traveled.

X channels, firing an area of ground below him that travels in a straight line for 1 second. While the area of ground below him is travelling, X can reactivate the ability after 0.15 seconds of casting it to end Harsh Wave early, stopping the wave. When the wave stops through reaching the end of its duration or through manual re-activation, it erupts, dealing 10/15/20/25/30 (+20% AP) (+50% Bonus Armor) (+20% Total Magic Resistance) to 20/40/60/80/100 (+50% AP) (+70% Bonus Armor) (+30/35/40/45/50% Total Magic Resistance) magic damage scaling with time traveled, and placing all enemies in the zone under Stasis for 0.5-1 seconds, scaling with time traveled.

Details: The Area of Ground's hitbox is shaped like a Box, similar to Sona's Ult, only slightly larger in all dimensions. The total area should be about the same as the area of Chogath's Q.


E - Tether Cost: 0 mana Cooldown: 0 seconds/20 seconds Range: 600 units

X throws a chain at target Stasised Ally or Enemy, Tethering them. If thrown onto an enemy, after 5 seconds, the chain erupts, dealing 10/15/20/25/30 (+30/40/50/60/70% AP) Magic Damage to enemy champions that are Tethered, and X is healed for 60/65/70/75/80% of the damage dealt. If thrown onto an Ally, the chain lasts for 5 seconds or as long as the Ally and X remain within 600 units of one another, healing both for 5/7.5/10/12.5/15 (+10% AP)(+10% Total Armor)(+10% Total Magic Resist) per second as long as the chain is intact. X can only Tether the same ally or enemy for a fixed 20 seconds after they have already been tethered, not scaling with cooldown reduction.

Details: Tethered enemies cannot break the chain by moving more than 600 units away from X.


R - Momentary Pause Cost: 20 mana Cooldown: 16/12/8 seconds Range: 400 units

X places an allied Champion or himself under stasis for 1 second.

3 Comments

xDogMeatx5/27/2019, 6:04:14 PM1 votes

Sooooo go full AD it is.