[Champion Concept] Anigma, the Harvester of Souls
Links to image: https://wallpaperscraft.com/image/anime_collector_of_souls_fantasy_29462_2048x1152.jpg I do not take credit for this art. Despite being an artist myself, I haven't really finalized what Anigma would look like, so I'm using this piece as rough concept art for now.
Champion Name and Title Anigma, the Harvester of Souls
Lore The dark yet graceful figure known as Anigma bears an innate attraction to the desolation of war. When the horns cease blowing and the screams of soldiers falter, Anigma drifts across the battlefield, harvesting the souls of the fallen. They are easy pickings. But her ability to hunt the souls of the living should not be underestimated.
Gender: Female
Race: Unknown (Possibly Angel like
Kayle?)
Birthplace: Unknown, perhaps Shadow Isles
Residence: Nomadic, no residence
Faction: Independent
Creator's Note: This is the TL;DR of this post. Anigma is meant to be unique mid-lane battle mage champion design (also curved so that she can play a good support as well) that does not use mana. Instead of mana, Anigma uses soul energy, abbreviated as SE. From her passive, Anigma can collect soul energy (SE) from the souls of fallen friendly or enemy minions, enemy champions, and neutral monsters. Anigma can also gradually accumulate SE simply by standing near friendly or enemy minions, champions, and neutral monsters. Her other abilities cost SE. Her Q is a to-and-back linear skillshot that can be spammed if hit consecutively on enemy champions. Her W is a small point-and-click AoE damage/silence poke that will annoy the @#$% out of your lane opponents. Her E is if Nasus' E, Lux's E, and Zilean's Q had a baby, with additional buff/debuff effects on allied and enemy champions. Her Ultimate is if Poppy's Ulti and the reverse version of Illaoi's E had a baby. Since Anigma obviously does not have the benefit of in-game testing, the values I gave her may not be balanced; they're just there to help define how her abilities could work.
Primary Role: Mage (Battle Mage Subclass) Secondary Role: Support
Health: 520 - 1850 Health Regen: 6.7 - 18.6 Soul Energy: 300 - 840 Attack Damage: 56 - 110 Attack Speed: 0.579 (+0% - 24%) Armor: 23.4 - 77.8 Magic Res: 31 AA Range: 450 Movement Speed: 345
Abilities
[Passive] - Harvester's Aura Range: 500/600/850 (1/2/3)
(1) Within range, the souls of enemy champions and neutral monsters (excluding Baron Nashor) feel Anigma's presence, gradually reducing their Attack Speed by 1% to 5% over 10 seconds, and gradually reducing their Movement Speed by 1% to 5% over 10 seconds
(2) Every second, Anigma will gain 1 SE per minion/champion/monster (friendly or enemy) in radius.
(3) Every 10 seconds, Anigma gathers and harvests the souls of fallen friendly or enemy minions, champions, and neutral monsters, gaining SE. Souls of fallen minions, small monsters, and Rift Scuttlers each provide 5 SE. Souls of regular monsters (Big Krug, Big Wolf, Big Raptor) each provide 15 SE. Souls of Buff monsters (Blue Sentinel, Red Brambleback) each provide 30 SE. Souls of fallen allied champions and elemental Dragons each provide 60 SE. Souls of fallen enemy champions, Rift Herald, Vilemaw, and Elder Dragon each provide 90 SE. Baron Nashor's soul provides 120 SE. When a soul is harvested, it leaves a cold spot from its original location, which lasts for one minute.
Notes:
-Souls are ghost versions of their original forms, like
Mordekaiser's ghosts. They will stand where the original fell, and follow the static animations of their originals.
-Minions souls last for half a minute. Champion Souls last until the champion respawns. Rift Herald's soul will last until Baron Nashor spawns. Elemental dragon souls will last until the next elemental dragon or Elder Dragon spawns. All other monster souls will last until the monster respawns.
-Collectable souls are only visible to Anigma players on the map. They do not appear on the minimap.
-If there are two Anigmas in a match, one on each team, they DO NOT compete over souls, as the same fallen minion/champion/monster will produce a soul for each Anigma.
[Q] - Tether of Torment - Costs 30 SE Cooldown: 10/9/8/7/6 seconds Range: 850 Attack Type: Single-target Linear Skillshot
ACTIVE: Anigma launches a tether of soul energy dealing 10/40/70/100/130 magic damage (+30% AP), which recoils back to Anigma after 0.5 seconds, the time it takes to hit max range. If it hits during recoil, it will latch onto the enemy, dealing an initial 60/95/130/165/200 magic damage (+40% AP) before draining the enemy for 2/4/6/8/10 magic damage (+5% AP) per second for 12 seconds. If it hits an enemy champion or Epic Monster, the ability's cooldown is reduced by half and the ability's cost becomes 10 SE. The tethers can extend up to a range of 1800 between Anigma and the target before breaking. When a tether with an enemy champion breaks, Anigma gains 5 SE.
Notes:
-Can pass through obstacles/walls.
-Unlike most skillshots (
Blitzcrank's hook,
Jinx's W,
Veigar's Q) The tether hooks only on recoil (the snap back/return phase), like
Ekko's Q. The benefit of this is that Anigma can launch the tether through minions or other obstructions to reach a particular target, and it does some magic damage to all enemies it passes through.
-TL;DR, its basically a quick-recoil version of
Ekko's Q, with a thinner hit box, no AoE on the way back, and can only latch onto one target.
-The cooldown, SE cost reduction, and 5 SE return on tether break from tethering enemy champions or Epic Monsters allows Anigma to spam tether skillshots on champions or Epic Monsters in short periods of time. A good Anigma player can land multiple consecutive tether skillshots during a teamfight onto enemy champions, which can be devastating for the enemy team especially when Anigma builds a lot of AP with Magic Penetration.
-Tether animation is similar to, perhaps thinner version of the tether on
Illaoi's E.
-If the tethered enemy champion enters stealth, the tether will disappear but the effects will remain and continue out in normal fashion.
-While the tether will not disappear if the tethered enemy champion enters a bush, it does not reveal their position in the bush.
[W] - Cry of Souls - Costs 45 SE Cooldown: 17/16/15/14/13 seconds Range: 800 (Selection radius), 200 (AoE Damage/Silence Range) Attack Type: Point-and-Click AoE Damage/Silence
ACTIVE: Anigma selects a cold spot (see [Passive] Harvester's Aura), which channels for 0.5 seconds before emitting the eternal echo of the soul that once existed there in an AoE. Enemies in the AoE are silenced for 1/1.25/1.5/1.75/2 seconds. Additionally, enemies in the AoE take 70/110/150/190/230 (+40% AP).
_Notes: -Cold Spots are small ringed dark spots on the ground that anyone can see outside of a brush. -Cold Spots last for one minute. -You can use this ability to disrupt enemy attempts to recall next to their towers. -This ability is a great poke, but has a rather under-average cooldown duration. _
[E] - Spirit Break - Costs 60 SE Cooldown: 9 seconds Range: 700 (Spawn Range), 400 (AoE Range) Attack Type: Ground-Targeted AoE ability
ACTIVE: Anigma unleashes a ringed circle of spirit energy, dealing 25/65/105/145/185 magic damage (+40% AP) to enemies in the area and stunning them for 0.5 seconds. The circle remains for 3 seconds with no effect on enemies in the circle. After 3 seconds, the circle collapses, dealing 45/85/125/165/205 magic damage (+40% AP) to enemies in the area, and reducing enemy attack speed by 10% for 2/3/4/5/6 seconds and increasing their abilities' cooldowns by 1 second for one time. All allied champions (including Anigma if she is in the circle) within the circle when it collapses receive an additional 5% attack speed and movement speed. Additionally, allied champions (including Anigma if she is in the circle) receive bonus 4% true damage scaling with their attack damage whenever they auto-attack or use a damaging ability. This only takes effect if the circle also collapses on at least one enemy champion or Epic Monster. Effects last for 2/3/4/5/6 seconds,
_Notes:
-Anigma's E defines her support capabilities. When you and/or allies are locked in a fight against enemy champions, drop Spirit Break on both your ally and the enemy to temporarily buff your ally and debuff the assailant upon collapse. You can also use this ability when your team is fighting an Epic Monster. The movement speed reduction makes Spirit Break a decent escape ability.
-The AoE Range is the same as
Nasus' E.
-Spirit Break can be used to reveal enemies in bushes; its a great scouting tool to prevent possible ambushes.
_
[R] - Soul Splitter - Costs 180 SE Cooldown: 130/120/110 seconds Range: 1800 Attack Type: Single-target Linear Skillshot
ACTIVE: Anigma becomes untargetable and begins to channel soul energy in a chosen direction for 0.5 seconds. After channeling, Anigma fires a beam that passes through all obstructions within its range limit until it hits a single enemy champion (or completely misses all enemy champions and reaches its end limit). If it hits an enemy champion, it deals 100/200/300 magic damage (+100% AP), and knocks the champion's soul back for a range of 1800 subtracted by the distance between Anigma and the enemy champion hit, leaving the champion's body (tethered to the champion's soul) at the location of the blast. If the soul hits the edge wall of the arena before reaching the 1800 range limit, the soul will deflect off the wall with respect to the law of reflection, continuing in the reflected direction until it covers the maximum units of range. The champion hit is effectively silenced until it can make its way back to its tethered soul, or after 10 seconds, in which the soul will become untargetable and immediately return to the body. All damage to the champion's immobile soul is true damage, while damage to the champion's mobile body will be impacted by the champion's armor and magic resist values.
_Notes:
-Soul Splitter can only hit enemy champions, and can effect only one enemy champion.
-The width of the Soul Splitter hitbox is the same as
Lux's Ultimate.
-By firing Soul Splitter at a champion in close enough range, you greatly increase the distance they have to travel to their soul, thus maximizing the duration of the silence.
-Because damage to the champion's soul is true damage, try and direct Soul Splitter in the direction of your allies, so that they can easily attack the champion's more vulnerable soul instead of the body. This may require you to go behind your target enemy champion.
-The champion hit is not entirely silenced, as they can still recall, use items, and use summoner spells.
-If the enemy champion successfully recalls or uses
Teleport summoner spell to any location, their soul will be returned to them.
_