Create your own Champion #5!
Midlane Mage/Support Mage. I, "Sparkert", created a champion idea for another midlane mage/support mage champion, tell me what you think!
Sparkestrio, The Manipulator of Electricity. Sparkestrio's story in unknown, being that it is an enigma. However, strange patterns have been linked to Sparkestrio, such as strange weather patterns appearing around The Summoner's Rift, The Twisted Treeline, The Crystal Scar, and The Howling Abyss. After each raging storm, there appears to be a name inscribed somewhere in the area afterward. These storms are completely irregular, and it appears that Sparkestrio is looking to enter the fray of the "League of Legends". Most of Sparkestrio's storms weren't too severe, and they didn't last too long, however, the one that is currently looming over The Summoner's Rift appears to be much more severe and much more consistent. A storm is coming, and doom could be imminent for the champions of the "League of Legends".
Passive: Electricity Charges. Upon dealing damage with an auto attack or ability, Sparkestrio adds a charge of electricity to the target. These charges will store 10% of the damage that the ability or auto attack that added the charge dealt. There is a counter of how many charges are below the target, along with how much damage has been stored on that target total from the charges of electricity. There is a maximum cap of 4 charges. Each charge lasts for 5 seconds, and adding another charge resets this time. If the 5 seconds expires without more charges being added on, the charges go away, the stored damage goes away, and that target can't have any charges on themselves for another 10 seconds. If there are 4 charges on a target, the next auto attack or ability will deal additional magic damage equivalent to how much damage was stored on that target. After 4 charges have been consumed and the additional magic damage has been applied to a target, that target can't have any more charges on them for another 20 seconds.
Q: Voltage Point. Upon activating, Sparkestrio launches a voltage point at a target, dealing (10/20/30/40/50) + (10% AP) magic damage and marking the target for 6 seconds. If Sparkestrio auto attacks the marked target, an electricity stream is released on to another, nearby target (Prioritizes Champions.). When the mark triggers, this voltage point also triggers any other nearby voltage points that have been established in a small area, if there are any, to attack with the stream of electricity on the same target all at once. This stream of electricity will deal (5/10/15/20/25) + (5% AP/100% AD) magic damage. The number of times that this mark can be triggered for the extra damage is however many times Sparkestrio can auto attack that target within the 6-second mark. If the cool down is low enough, you can't refresh the duration of the mark on a target by using this ability on it again. Cool down: (10/8/6/4/2).
W: Movement-and-energy-depressing field of static electricity. Upon activating, Sparkestrio lays down a field of static electricity for 5 seconds. This field will slow enemies' movement speed and attack speed by (10%/20%/30%/40%/50%) while in the field and reduce their damage output by (20%/30%/40%/50%/60%) while in the field. Any damage reduced by enemy champions in this field will be stored. After the 5 seconds, the static electricity sparks, shocking any enemies still in the area with magic damage equivalent to how much damage was stored from the reduction, and stunning any enemies in the area for 2 seconds. Sparkestrio will get a shield equivalent to how much damage was released from the storage multiplied by how many enemy champions were hit for 4 seconds. Also, if enemy champions auto attack Sparkestrio while this shield is on, that enemy will take (20/40/60/80/100) + (5% AP) magic damage. The number of times that an enemy champion can be harmed by this shield is equivalent to how many times they can hit Sparkestrio with the shield on during the 4 seconds. Cool down: (24/21/18/15/12).
E: Destructive, shifting waves of potent electricity. Upon activating, Sparkestrio releases a highly-potent wave of electricity in a cone in front of Sparkestrio. This wave will deal (50/75/100/125/150) + (20% AP) magic damage and knock back any targets hit a decent distance. This distance is equivalent to 75% of the distance of a location Sparkestrio could be at if Sparkestrio reactivates this ability. Upon reactivating this ability, Sparkestrio will teleport to the location that the enemy was pushed to, but 1.33x farther (enemy is at 75% of distance away of where Sparkestrio could be if Sparkestrio reactivates this ability.). At the same time, Sparkestrio releases another wave of electricity in a cone in front of Sparkestrio (where the cursor is pointing for both waves.). This will deal (100/150/200/250/300) + (40% AP) magic damage and knock back any targets hit a decent distance. Should Sparkestrio reactivate this ability once more, Sparkestrio will teleport to Sparkestrio's original location. Sparkestrio has 2.5 seconds in between each cast of this ability to reactivate the ability. Should Sparkestrio not reactivate this ability in time, this ability will just go on cool down. Cool down: (34/30/26/22/18).
R: Wall of highly-concentrated, highly-potent static electricity. Upon activating, Sparkestrio places down a wall of static electricity on a target area. Should an enemy walk through it, get knocked back through it, ** get pushed or shoved through it**, or dash through it, the wall will electrify the enemy, dealing (100/250/400) + (25% AP) magic damage and that enemy will be slowed by 99% for 5 seconds. Also, the enemy will be weakened, making it so they will take 10% more damage for 5 seconds. Enemies can be affected by this wall 4 times, if they do any of the things to allow the wall to affect them. The extra damage will increase by 10% each subsequent time going through the wall, capping at 40%. The duration of the extra damage, 5 seconds, will reset each subsequent time as well. The wall lasts for 5 seconds, and if Sparkestrio places the wall on an enemy champion, they will not be affected until they try to move through the wall to get out. Cool down: (210/160/110).