[Simple Champion Concept] Fervor, the Battle Chanter
This is a quick champion concept I came up with from a few inspirations. Feedback is appreciated, and if you like him please upvote. Thank you! I may or may not continue to work on him, but I wanted to put him out there cause I thought it is a bit interesting. Thank you.
Fervor is a hybrid that can change between moods. One side is a physical mad attacker. The other is an evil methodical magic slaughterer. You can easily play one or the other, or even both. Depending on which you want to go. Items will differ depending on the players route, and so this is a good champion for those who want variety, and can choose a path for their champion.
Background They say when you hear the song of Fervor on the battlefield you better be wary. The enemy is close and their attacks vicious. As they rush headlong into the fray their faces in a trance. The voice of Fervor echoing throughout the field. He is a tricksy one. He flits from battle to battle. A eunuch they say. Bred as a slave, but freed through violence and glee. His face a constant smile with malice in his eyes. His madness sending those around him into the same frenzy. Be wary when you hear his voice. The weakest of you should flee.
Appearance Fervor is garbed in a cloak of black and lined with red, the color of blood. His hair is wild and blonde with black streaks. His pupils jet black and frenzied. Glazed over as if seeing something far off into the distance. His mouth in a constant smile of malice. When it isn't he has a serious nature to him that should be a warning. He is now sane, and not happy. The rest of him is glad in black hardened leather. A full suit. His face is the only thing visible.
Health: 500-2035 Health Regen: 6-18 Mana: 410-980 Mana Regen: 7-20 Armor: 25-86 Magic Resist: 32.1-53.4 Attack Damage: 57-107 Attack Speed: 0.657-1.01 Attack Range: 125/600 Movement Speed: 355 Primary Role: Support/Assassin Secondary Role: Support/Mage
He has the role of support because several of his abilities increase his allies stats.
Weapons of Choice Twin daggers made of obsidian with a red sheen. Magic bolts.
Attacking/Play Fervor uses a system much like Tira from Soul Calibur. He has a mood change. These mood changes change his basic attack and abilities. This mood change is on his E, and is granted upon lvl 1 automatically.
Passive Insanity: Madness Mood As Fervor is damaged his attack speed increases in a frenzied state. His attacks growing faster and faster while also healing him. His attack speed increases up to a max. This increase is showed by a steadily growing dark red aura that grows bigger until it envelopes him.
For every 1% missing max health while above 50% max health Attack speed is increased by 2% and lifesteal is increased by 1%.
For every 1% missing max health while under 50% max health Attack Speed is increased by 5% and Lifesteal by 3%.
Max Attack Speed while above 50% health is 20% and lifesteal is 10%.
Max Attack Speed while under 50% health is 50% and lifesteal is 30%.
This effect is decays as his health regenerates and at certain thresholds. These certain thresholds are his health. As he gains health, the percentage missing is less and therefore his bonuses become less. Hope this makes sense.
Focus: Angered Mood Fervor gains increased Magical and Physical penetration for consecutive attacks. Each basic attack grants him 1% Magic and Physical penetration up to a max of 25%. This is increased to 50% while under 50% health. Focusing on the same target will increase the build up of this bonus every 3rd attack. Meaning that upon attacking the same target 3 times each attack now increases the magic and physical pen by 2% each attack instead of 1%, and on the third attack again it increases once again to be 3% each attack. This goes up to a max of 5% for focusing on the same target.
Upon switching targets the build up resets to 1% each basic attack, but the penetration accumulated does not reset.
The penetration built up over attacking while out of combat decays over time until it completely resets.
Q Frenzied Laughter: Madness Mood Fervor begins to laugh. This laughter sends him, and allies within 400 units of him, into a fit. Causing them to attack 5/7/10/13/15% faster and apply bleed to a target that deals 3/5/7/10/13% of their current max health as damage over 3s.
Cost: 55/60/65/70/75 Cooldown: 15s Duration: 5s. Does not go on cooldown until after this ends.
Frenzied Bolt: Anger Mood Fervor sends a red bolt of magic in target 700 unit direction. The first enemy it hits goes into a laughing fit of madness and begins attacking their allies and allied structures. Fervors allies no longer can attack this enemy, but the enemy team can. This effects both minions and champions and stays in effect for 3s. Should this enemy be killed while under the influence it counts as a kill for Fervor.
Counters: Stunning, cleansing items (much that you would use for CC), CC reducing items, staying behind minions and other abilities which block projectiles.
Cost: 80/85/90/95/100 Cooldown: 15s. Doesn't go on cooldown until after the effect ends.
W Dance of Madness: Madness Mood Fervor begins to dance around in a circle for 1s, at the end of this dance all within a 500 unit radius gain increased attack damage and attack speed by 5/7/10/13/15%. Enemies inside this area of effect can cause damage to their allies with AoE abilities, basic attacks, and anything else that can do damage. Those effect exhibit a red aura.
The effect lasts for 3s. If canceled the effects are halved, but the duration stays the same. If interrupted then no effects take place.
Cost: 50/55/60/65/70 Cooldown: 20/18/16/14/12s
Disc of Slaughter: Anger Mood Fervor sends out a magical disc that rotates (looks like the Destructo Disc, but red in color instead of yellow/blue, if you are familiar with DBZ, otherwise the other visualizations I can a black hole that is flat and circular and red in color, but black in the center). He throws this out in a 500 unit range with a 300 unit width. Damaging all in its path. Once sent out it then returns to Fervor, damaging those in its path again.
This is like Ekko's Q, but does not grow in range or size, and moves at a constant speed instead of slowing down and then moving fast.
It deals 30/50/70/90/110 (+60% AP) magic damage on the way out and causes a bleeding effect that drains 3/3.5/4/4.5/5% maximum health from the target over 3s. On the way back the disc does 10/30/50/70/90 (+30% AP) magic damage.
Enemies effect by bleed and are hit by the disc on the way back to Fervor have the max damage of the bleed dealt to them (what it would have down over the duration) and the bleed effect is removed. The damage done this way heals Fervor.
Cost: 70/75/80/85/90 Cooldown: 18/16/14/12/10s
E Mood Change: Madness While in Madness Fervor gains an increase to his movement speed. Moving 5/7/10/13/15% faster. While entering stealth in bushes he can only be seen via true sight. All abilities of Madness mood while cast in stealth do not destealth him. Only sound can be heard, and that is how you find him. Upon exiting bushes he remains stealthed for 3s. This is renewed upon entering the bushes again. His animations are jester like, but not like Shaco. He more or less moves like a ninja (Shen), but springy/hopping (like Veigar).
Madness Fervor attacks using his daggers. Attack range 125.
Mood Change: Anger While in Anger Fervor gains a shield equal to his 5/10/15/20/25% of his maximum health. This shield regenerates when Fervor has been out of combat for more than 5s. Anger Fervor moves at a purposeful walk rather than the springy madness movement of Madness Fervor.
Anger Fervor attacks with a gnarled obsidian staff (think Gandalf Staff, but made of Obsidian). Attack Range 600.
R Shattered Reality: Madness Mood Upon activation the map becomes distorted and "false" Fervor's begin appearing around the map at various and random locations controlled by AI. These false Fervor's will attack and run after champions. They deal 3/4/5% of Fervor's Maximum attack damage. Their movement speed is the same as his, but their health, magic resist, and armor are all halved. During this time the map looks much like Nocturnes Paranoia, but with full visibility and a distortion on the screen (like a haze/wave). Much like how heat waves make things look.
This effect lasts for 5/7/10s. During this duration Fervor can click on any one of these false Fervor's and switch with them. This can only be done twice.
The false Fervor's can be destroyed, and if they are then they disappear in a puff of orange, black, and red smoke along with a laugh.
Cost: 100/110/120 Cooldown: 100/90/80s
Parallel Divide: Anger Mood Target a 300 unit area within a 1000 unit cast range Fervor opens up a portal. Enemies standing on this portal upon activation are knocked back 100 units from the portal and damaged for 50/100/150 (+30% AP).
Through this portal steps another Fervor that blasts a beam in a straight line towards the other Fervor (the one you control) as he casts another beam towards the fervor that just appeared. This beam lasts for 3/5/10s.
Enemies standing inside this beam take 20/40/60 (+5% AP) worth of damage every 0.5s. During the duration Fervor cannot cast any other abilities or he will break the divide. However, he can continue to click within a 1000 unit area to open another portal where the other fervor will disappear and then reappear in the new location. Fervor can also click on this other Fervor to switch locations with him.
Fervor can move while this is going on, but at 75% movement speed. The other Fervor can be attacked, but has the same stats as your Fervor. They can also be stunned, silenced, etc. to interrupt this spell.
Cost: 100/110/120 Cooldown: 100/90/80s