Artillery Mage Concept

Reksee·6/6/2019, 4:35:01 AM·1 votes·1,253 views

So, I feel like I want to define what I think of as an artillery mage.

. An artillery mage is a mage who has** extremely** long range abilities that allow them to poke to an incredible degree, they usually have little self defense (the exception being lux). In all artillery mages the ultimate is amazing for picking off low enemies.

Champs I feel are artillery mages:Lux Ziggs Xerath Kaisa (if built Ap)

The reason I want to make an artillery mage concept is because there are not many artillery mages in the game. Almost all other mages fall into battle mages, support mages, or control mages.

So, now on with the concept! For the sake of the concept I will simply call the champion Artillery Mage.

Passive: Arcane Empowerment If Artillery Mage remains out of combat for 30-10 (levels 1-18) their next basic attack is empowered. This empowered basic attack deals an additional 20-150 (levels 1-18)+(40% ability power) and marks enemies for 2 seconds.

**Q: Magus Barrage ** Artillery Mage fires a magical missile that explodes upon hitting an enemy. Enemies hit by the explosion take 60/90/120/150/180+(50% ability power) damage. If the initial enemy hit is marked then the explosion will silence enemies for 0.75 seconds. This ability has a maximum of 2 charges.

cooldown: 1 charge time: 12/11/10/9/8 range: 1000 explosion radius: 100

W: Magus Comet Artillery Mage fires a projectile at a target location. This projectile takes 1.5 seconds to reach its location regardless of distance. Upon hitting the target location, the projectile will explode. This deals 100/140/180/220/260+(100% ability power) damage in a small target area. This ability has a minimum range.

minimum range: 200 max range: 1200 cooldown: 15/14/13/12/11 target area radius: 150

E: Execution of Will Artillery Mage fires a projectile in a target location, dealing 40/60/80/100/120+(45% ability power) damage to the first enemy hit as well as knocking them back 100/125/150/175/200 units. This can interrupt dashes. cooldown: 25/23/21/19/17 range: 500

R: Unleashed Arcanum Artillery Mage channels for 1.5 seconds before firing out a missile of raw magical power. The missile takes 2 seconds to reach its maximum range. Upon colliding with a champion the missile explodes, dealing 200/450/700+(100% ability power) damage to the enemy hit and 150/300/450+(65% ability power) to champions near the one initially hit. range: 3000 cooldown: 180/150/120 explosion radius: 300

I'm sorry that this concept was slightly rushed but please feel free to leave critique and/or suggestions. Thank you!

0 Comments