[Champion Concept] Augustine, the Spirit Sage

TakaDama··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

Hecc1 votes

This champ is fucking op, but I love it

Hecc1 votes

Also, what faction? Ionia? Demacia?

Hecc1 votes

And where's the lore?

TakaDama1 votes

Thanks: I know the numbers need to be tweaked a lot (I failed to accomdate the 40% CDR when making cooldowns).

As far as lore goes, I'm terrible at writing a compelling and cohesive background without writing it as a story, but the basic thoughts I'm thinking of would be:

  • Affiliated with Shadow Isles and Demacia (semi-independent, like Lucian)
  • Mentor to Lucian and Senna
  • Seeks to cleanse the souls of the Shadow Isles, in particular Mordekaiser
TheOGSnow1 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.

TakaDama1 votes

Thanks a lot ^_^ appreciate any kind of constructive criticism, whether positive or negative. By the way, I reworked the passive to incorporate more of a combo approach (Q-R-W-Ignite possibly?) as I didn't feel the original didn't fit the feel of the kit that much.

TheOGSnow1 votes

I think this is a lot better. Massively so. The passive is useful. It will massively help her with the same issue other assassins suffer from late game. with other assassins, when they hit late game, the enemy squishies, primarily the adc, can shred the assassin and live. That damage reduction would be extremely useful. The Q is actually a gap closer now. The main thing here is that, if they have 0 mr, they'll take 2515 magic damage in the matter of seconds, which is the purpose of an assassin. On top of this, she has an escape. Also, ignite. It's gonna hurt. If all she did was use abilities, then ignite is gonna do 471 at max level. It normally does 410.

My only question here is: will she be able to jump to wards like lee sin? This would provide an interesting mechanic.

*EDIT: Will ignite prock her passive? That would also be an interesting mechanic.

TakaDama1 votes

I was debating whether or not to have Q and E work only enemy/ally champions or any enemy/ally unit, including wards. Reason being is that I want a reliable escape mechanic for team-fights, but not too reliable to where all you need is a ward or minion in order to escape.

Also, passive is intended to work with damaging summoner spells like Ignite and blue/red Smite, similar to Swain's E (or at least so I thought).

TheOGSnow1 votes

Yes, swains E and vlad's ult DO increase ignite and red buff damage. Actually, if it says "increase damage taken", then they take more damage overall. So, for example, if vlad ulted someone, vayne's W passive would proc for more.

Also, you need to come up with some stats for us!!!! I need something new to criticize! ^_-

TakaDama1 votes

Random stats, coming right up!

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)

A quick note on Movement Speed: this is 5 higher than Lee Sin's base Movement Speed. The reasoning behind this is that Lee's and Augustine's mobility is similar, and while Lee can't blind and silence someone, he does have an AoE slow (W) and a back-off! move (R). Augustine's kit also offers more counterplay than traditional burst assassins.

TheOGSnow1 votes

Lemme make sure here.

These are the stats you want her to have at max level?

Health: 2024 Mana: 1080 Attack Range: 150 Attack Damage: 108 Attack Speed: 0.94 (Rounded Up) Movement Speed: 355 Health Regen(Per second): 3.28 Mana Regen(Per second): 4.29 Armor: 72 Magic Resist: 30

TakaDama1 votes

Attack Damage and Armor seem off for some reason, but the rest looks about right to me. Your thoughts though?

TheOGSnow1 votes

Before I put my thoughts, here's the math: Attack Damage: 57+51=108 (3*17(remember, no level 1 bonuses)=51)

Armor: 21+51=72 (3*17(remember, no level 1 bonuses)=51)

As to my thoughts, the stats are fairly good. The attack speed seems a little low, but then, she's not made to benefit from it other than early game farming. Something I just thought about: will her W be an autoattack reset?

TakaDama1 votes

Possibly: it would at the very least use a different animation than the standard basic attack similar to Nasus's Q, Talon's Q, and Vi's E.

So . . . I guess so :P

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