[Champion Concept] Augustine, the Spirit Sage

TakaDama·4/7/2015, 4:47:58 PM·2 votes·841 views

Primary Role: Assassin Secondary Role: Support

Three-Word Description: AP Melee Carry

Inspiration: After reading through a discussion regarding assassins on the Gameplay & Balance board, I figured I'd try my hand at making a "balanced" and "fun" assassin. The basic premise of Augustine's kit is to not necessarily instantly kill an enemy champion with an all-in combo, but rather to isolate and neutralize that champion from the rest of their team without outright killing them. Ironically, this concept seems to make him suitable for the more passive Support role as well.

Health: 545 (+87 per level) Mana: 315 (+45 per level) Attack Range: 150 Attack Damage: 57 (+3 per level) Attack Speed: .657 (+2.5% per level) Movement Speed: 355 Health Regen: 4.5 (+0.7 per level) Mana Regen: 7 (+0.85 per level) Armor: 21 (+3 per level) Magic Resist: 30 (+0 per level)

Passive - Exorcist: Augustine's basic attacks and damaging spells apply Soul Purge to enemies for 5 seconds that stacks up to 4 times. Augustine deals +5% more damage to enemies and receives -3% damage from enemies per stack of Soul Purge on those enemies.

Q - Cleansing Tag (12/11/10/9/8 second cooldown) (65/70/75/80/85 mana cost): Augustine jumps to target enemy unit within 1000 range, silencing and blinding them for 0.25/0.5/0.75/1/1.25s and dealing 50/60/70/80/90+(0.4 AP) magic damage.

W - Vanquish (13/11/9/7/5 second cooldown) (30/27/24/21/18 mana cost): Augustine's next basic attack deals bonus magic damage equal to 20/35/50/65/80+(0.5 AP) on hit. If that attack kills a unit, Augustine may recast Vanquish again for 3 seconds.

E - Spirit Dash (22/19/16/13/10 second cooldown) (60/70/80/90/100 mana cost): Augustine dashes to target allied unit within 700 range and creates a spirit barrier for both Augustine and the target for 1.5 seconds that blocks the next incoming enemy ability or basic attack.

Ultimate - Begone! (150/125/100 second cooldown) (110/95/80 mana cost): Augustine deals 125/225/325+(0.8 AP) magic damage to all enemy units within 500 range and knocks back enemy units that are not affected by Cleansing Tag 500 range away. After activating Begone!, Augustine's abilities gain bonus effects for 15 seconds.

Ultimate > Q: Cleansing Tag now grants vision of the target for 5 seconds.

Ultimate > W: After activating Vanquish, Augustine's next basic attack inflicts Grievous Wounds on the target for 3 seconds.

Ultimate > E: After activating Spirit Dash, Augustine becomes stealthed for 3 seconds.

Change Log:

  • Increased Cooldowns on abilities to account for potential 40% CDR.
  • Altered AP Ratios.
  • Reworked passive.
  • Increased ranges on Ult, Q, and E.

15 Comments

Hecc4/7/2015, 10:57:20 PM1 votes

This champ is fucking op, but I love it

TheOGSnow4/8/2015, 2:26:09 AM1 votes

Mkay. The idea is cool, but damn. Ima criticize in sections here.

Passive- The cooldown should be lower. 5% for a 30 second cooldown is a nearly useless ability. Especially since it's a DoT. By the time the damage is useful, the target has already ran back to base, made a sandwich, took a nap, bought 6 trinity forces, then walked back with perma Thresh ult slow on them. I'd say make it more like 5% instant true damage on a 10 second cooldown. Most teamfights are 3-10 seconds in length. I know she's an assassin, and that they just try to kill and get out, since they become useless, but that length on the passive just makes her TOO useless after she hits her target. Granted, she can still hit the tanks kinda hard, but that's it.

Q- This isnt a gap closer. I hope it isnt designed to be one. 500 range is kog'maw's attack range. Really freakin short. Make it a longer range. But, even with a short range, my god that debuff. Holy hell. A 2 second silence is ridiculous. That's worse than the old leblanc and the old talon. Don't get me wrong, a silence isnt bad. A 2 second silence IS. Reduce the duration of that by a lot. The blind is a little strong, since she's an assassin, but it's not too bad. The main reason this debuff is so strong is that, if she has 40% cdr, this ability is on a 4.8 second cooldown. If she has 40% cdr, you have a 2.8 second timespan to either kill her or flash and run like hell.

W- The damage on this is a little insane. If she has 40% cdr, she can use this ability every 3 seconds at max level. In a 10 second time period, assuming she has 40% cdr and 800 AP(A reasonable amount for any AP mage), she can do 2400 damage. This isnt including any other abilities, nor is it taking into account any damage from items, like Lich Bane or Luden's. If you include those, she can do 3020 damage in 10 seconds, the length of a long teamfight. That's almost enough to kill the enemy ADC and mid laner without using other abilities.

E- This ability is actually a little weak. The range on this is REEEEAAAALLLY short. At 250 range, this shouldnt even be a dash. It should be a hug. Leona's W explosion is 275 range. Lee Sin's dash has 700 range. Also, increase the duration on this. Make it more like 1.5 seconds.

R- Once more, really short range. This knockback is literally just bumping them back. Granted, we don't need another Xin ult, but this isnt really useful. Make it more like 400-500 range away.

The ultimate enhanced abilities seem alright. The enhanced E seems a little op, but not too much.

Not trying to seem like an overly critical douchebag, but I'm trying to help. I like the idea of a mage assassin. I like the idea of keeping the enemies off of one of their allies. This is overall a nice start. It just needs some tweaking.