New champion concept: Ambassador, the Double Crossers

Amoebanator·5/15/2016, 3:03:57 AM·4 votes·732 views

Ambassador, the Double-Crossers

Appearance:

   In Terra form, Terra is a rocky golem creature with rough rocks as arms, head, neck, and body. His only facial feature is his white, glowing eyes. He has Welkin stretched out into the shape of a bow made of air, and his basic attacks look like glowing bolts of wind formed arrows.

   In Welkin form, Welkin is a wispy, floating spirit made of white air. Like Terra his only facial feature is the same white, glowing eyes. Cyclone like arms carry a bundle of rocks (Terra) and he pulls rocks off of Terra and throws them for his basic attacks.

Lore:

   In the early days, when rune magic was just beginning to be used by human sorcerers, the world was changed and twisted forever in ways none of them ever could have predicted. Before they even knew what rune magic was, Welkin and Terra were born.
   The earth and sky had never noticed each other before. For the first time ever, the sky felt like it should reach out and speak to the earth, but the earth could not hear him. The earth was also trying to communicate with the sky, but the sky could not feel his voice, and so they needed some way to speak to one another. Each imbued their new found sentience into constructs of equal size and power. The constructs would be able to communicate and interact with each other for the purpose of peaceful negotiations. Their names were Terra and Welkin.
   When they met at last, on the top of a mountain peak, both tried to betray each other, wanting to take control of the other’s domain. Welkin tried to pull Terra from the ground, separating him from the earth. Meanwhile Terra attempted to pull Welkin from the sky. They spun and struggled, but were too evenly matched to overpower the other. Shortly after one would gain the upper hand, the other would turn things around on them.
   For over 200 years they fought, back and forth, trapped in an endless battle, their powers perfectly matched, and neither willing to give up. When the Rune wars ended and magic began to be put in check, their way home was closed to them. Their consciousnesses were trapped for eternity in their constructs, doomed to fight for control over the other forever.
When they both realized how trapped they were, they set off together down the mountain to find the mages and find a way to get home, and away from each other. When they learned that the mages had not done this to them intentionally, it was a result of wild, uncontrolled magic, they devoted themselves to keeping what happened to them from happening to anything else. Wielding each other as weapons of destruction, they seek the end of all runic magic. No matter how many mages had to die to fulfil that goal.	

Ambassador is a ranged marksman mage who’s controlling aspect shifts between earth and air. Ambassador’s resource is Balance, ranging from -100 (Terra) to 0 (perfect balance) to 100 (Welkin). At -100, Ambassador gains -80% attack speed and +0 seconds to all basic cooldowns At 0, Ambassador gains 0% attack speed and +25 seconds to all basic cooldowns At 100, Ambassador gains 80% attack speed and +50 seconds to all basic cooldowns

                                    This is the resource bar (kinda)

-100(Terra)|------------------------------- 0 (perfect balance) ---------------------------------|100(Welkin)

Abilities:

Passive: All the time in the world – Cooldown reduction has no effect on Ambassador

When the balance is tipped toward Welkin, Ambassador’s attack speed and cooldowns are increased significantly. When cooldowns are increased in this way, abilities currently on cooldown have their cooldown increased by the same amount.

When the balance of power is tipped toward Terra, Ambassador’s attack speed and cooldowns are reduced significantly. When cooldowns are reduced in this way, abilities currently on cooldown have their cooldowns reduced by the same amount.

Q: Slicing Wind/Shellshock

Terra form: Slicing Wind – Ambassador fires 3/4/5/6/7 blades of air in target direction with a 10/15/20/25/30% projectile spread. Each blade deals 50(+15% ability power) magic damage to the first unit hit. Consecutive hits do 100% of the damage. Cost: 15 Balance Cooldown: 0 seconds Range: 900

Welkin form: Shellshock – Ambassador fires a shard of stone in a straight line dealing 40/60/80/100/120(+100% bonus attack damage) physical damage to the first unit hit. If the target dies, it explodes for an additional 25/30/35/40/45(+75% bonus attack damage) physical damage to all enemies within 150 units. Cost: -10 balance Cooldown: 1 second Range: 900

W: Sky Lance/Sandstorm

Terra form: Sky Lance – Passive: While Sky Lance is on cooldown, basic attacks do no physical damage, instead they deal (+base attack damage) magic damage and do not apply spell effects.

Passive: While Sky Lance is not on cooldown, Ambassador’s basic attacks become piercing arrows and deal (+15% ability power)(+base attack damage) magic damage on hit and can crit, but do no physical damage and do not apply spell effects.

Active: Ambassador’s next basic attack deals an additional 40/60/80/100/120(+100% ability power) magic damage and applies both on hit and spell effects. Cost: 15 balance Cooldown: 10 seconds

Welkin form: Sandstorm – Ambassador becomes rooted in place and becomes untargetable (but not unhittable) and immune to physical damage for 1.5/2/2.5/3/3.5 seconds. During that time he expands by 300 units in every direction, and taking the form of a swirling sandstorm. All enemies inside take 10/15/20/25/30(+15% bonus attack damage) physical damage every .5 seconds. All enemies hit also bleed for the same amount over three seconds when the spell ends or they leave the range of Sandstorm. While sandstorm is active, Ambassador cannot change forms by choice or by force, and cannot use basic attacks, but can use other basic abilities. Cost: -20 balance Cooldown: 30 seconds

E: Storm Cannon/Meteor

Terra form: Storm Cannon – Ambassador fires a cone of electricity in target direction dealing 60/70/80/90/100(+50% ability power) magic damage to all enemies hit, interrupting them, and knocking Ambassador back by 600 units. Cost: 20 balance Cooldown: 5 seconds Range: 750

Welkin form: Meteor – Welkin throws Terra into the sky, causing him to fall a short time later at target location, striking the ground and dealing 60/75/90/105/120(+100% bonus attack damage) physical damage to all enemies within 200 units and stunning them for 1.5 seconds. Cost: -10 balance Cooldown: 2 seconds Range: 1200

R: Dominate

Terra form: passive: Ambassador gains 200% of their bonus attack damage as ability power and lose all bonus attack damage. Their abilities and basic attacks shift balance toward Welkin. 2 balance per auto attack.

Welkin form: passive: Ambassador gains 50% of their ability power as attack damage and lose all ability power. Their abilities and basic attacks shift balance toward Terra. -2 balance per basic attack.

Passive: If balance ever reaches -100 or 100, Dominate automatically activates. Dominate is only available after perfect balance is reached (passing 0).

Active: Welkin and Terra trade dominance, gaining new abilities and stats. Cost: none Cooldown: none

   Playing Ambassador is all about balance. Keeping the balance near perfect will keep your cooldowns near reasonable, and leave your attack speed where it should be. The farther you venture out from balance by using abilities and basic attacks in a specific form, the rewards and consequences grow. Super short cooldowns are really fun, but using any ability or basic attack in Terra form increase your cooldowns.
   Sandstorm is the key to making team fight plays. Becoming untargetable and immune to physical damage for a few seconds can save you from a lot, but any magic skill shot or magic AoE effect can still hurt Ambassador. Meanwhile Ambassador is free to use other abilities. If timed well, Ambassador can sit at near 0 second cooldowns for up to 3.5 seconds, dealing massive physical damage, only to shift instantly to Terra form when the ability ends, allowing a quick escape with his Storm Cannon.
   The other unique part of playing Ambassador will be their build. Since their AD and AP convert between forms, they can benefit from almost any item. Utility will be important for their kit though from items like Rylai’s Crystal Scepter. And I’m sure everyone has wanted hourglass on their ADC at some point, and with Ambassador you can, since the 70 AP turns into 35 AD while in Welkin form. Meanwhile Murcurial Scimitar’s 65 AD converts into a whopping 130 AP in Terra form! And while attack speed is important, you can always go with a full attack damage build with a Nashor’s Tooth thrown in there. Not only will Ambassador gain a direct advantage from the Ability power and attack speed, but it will also give their basic attacks a nice kick while all their bonus attack damage is removed in Terra form.

This is the first champion I have put together, but I hope everyone enjoys the concept as much as I have!

5 Comments

Her Better Half5/17/2016, 12:41:57 AM2 votes

So how would you build this champion? What kind of item set do you think you would build? and what lane do you see your champion in? looks like a mage to me, so mid?

jmaishere5/15/2016, 6:01:54 AM1 votes

I'm still confused as to how the balance functions