Feger - The Parasite

Yoella·2/17/2015, 8:44:11 AM·3 votes·1,365 views

http://www.ardentlight.com/costa-rica/wp-content/uploads/2014/07/leech_haemopis_sanguisuga_12-08-13_1.jpg

Feger is a combination of the words "Life" and "Hunger". Feger is a parasitic champion, inspired by the leech, whose gameplay relies strongly on either latching onto allies or enemies, helping or hindering them as Feger sees fit. His role is Mage / Support, albeit arguably he could tank as well.

Passive: Leech / Adrenaline

While Feger is latched onto an Allied or Enemy champion he moves exactly as they do, and cannot move by himself while attached.

Leech - While attached to an enemy champion Feger passively drains 2/4/6 Armor and MR from the enemy champion per second, gaining half the amount drained while still attached, up to a maximum of 10/20/30 drained.

Adrenaline - While attached to an allied champion Feger grants his host 3/5/7 percent movement speed every 2 seconds, stacking up to a maximum amount of 9/15/21 percent bonus movement speed. The speed boost rapidly decays over 1 second after leaving the host.


Q: Latch / Detach

Latch: Feger latches onto a nearby targeted ally or enemy, becoming attached to them and moving exactly as they do. Also deals 55/70/85/100/115 damage to enemy units.

Range: 400 Mana Cost: Low Cooldown: 10/9/8/7/6

Detach: Feger detaches himself from his host, regaining his own mobility.


W:** Siphon / Regenerate**

Ability is only available while latched onto a unit

Siphon: Feger saps health from an enemy unit for up to 4 seconds, dealing 15/25/35/45/55 (+15% AP) magic damage per second. Feger is healed for 15/25/35/45/55 health per second while this ability is in effect.

Mana Cost: Medium Cooldown: 15/13/11/9/7 (Shared with Regenerate)

Regenerate: Feger restores 15/25/35/45/55 (+5% total health) health per second to an allied champion for up to 4 seconds. (Cannot be activated / automatically deactivates when Feger has under 5% max health)

Health Cost: Equal to the amount healed for, as it heals. Cooldown: 15/13/11/9/7 (Shared with Siphon)


E: Terror Tongue / Terrorize

Terror Tongue: Feger rapidly extends his poisonous tongue in front of himself, dealing 60/75/90/105/120 (+70% AP) magic damage to all targets hit, and slows them by 35/45/55/65/75 percent for 2 seconds. Cannot be used while attached to a unit.

Range: 650 Mana Cost: Medium Cooldown: 13/11.5/10/8.5/7 seconds

Terrorize: Feger jabs his host with his poisonous tongue, dealing 45/60/75/90/105 (+80% AP) and (+50% Bonus AD) magic damage and slowing them by 40/50/60/70/80% for 1.5 seconds. This can only be used when attached to an enemy unit.

Mana Cost: Medium Cooldown: 21/18/15/12/9 seconds


R:** Primal Instinct**

Feger taps into his most primal animal instincts to enhance his abilities for a duration.

Q: Latch cooldown is temporarily reduced to a flat 2 seconds, and range is increased to 650. W: Siphon deals an additional 50% damage E: Terror Tongue's slow is replaced with a fear lasting 1 second. Terrorize no longer slows, but allows Feger to assume control of his host enemy for 1.5 seconds, suppressing and moving them as desired.

If Feger kills his host enemy unit during this abilities duration he will leap to the nearest enemy unit within 400 units, refreshing the duration.

Each rank of Primal Instinct increases the duration by 2 seconds. Duration is 4/6/8 seconds. Cooldown begins when the duration ends.

Mana Cost: High Cooldown: 120/105/90

2 Comments

SEKAI2/17/2015, 8:47:39 AM1 votes

Lifestealer is that you?

Avorok2/18/2015, 3:41:19 AM1 votes

Allo! Lets start with the passive.

Passive - As a passive for this seems ok, but I'll say more on it at the end.

Q - Leaving this for the last.

W - Siphon seems ok, but only if your in need of life, "leeching" life when you have full, wouldn't make senses, all heal abilities cannot over heal. Regenerate seems fine too.

E - First part seems is ok, and the second part also for last.

R - The buff to siphon is fine, but moving them as desired, even for 1 second, not sure thats fine, also leaving part of this for last.

Alrighty, It's hard to differentiate between new mechanics, and the current ones. Attaching to anything seems a bit op, depending on how it is set. Attaching to an enemy, you don't really explain how he can be knocked off, of course a silence, stun, and cc would seem to work, but what if you were 1v1 and the champ has nothing to get you off. or be un-targetable? If so, that's OP, but even if he's able to be target, a 1v1 with no cc to get him off isn't fair. Since it's a new mechanic and no one has experience in-game with it, we don't know how the outcome will be. Controlling an enemy for even 1 second can be dire. And could be OP and could be useless. Not sure what to say about this concept.

It is a cool concept, but I can't give real feedback due to the new mechanic that is kinda hard to prove it to be OP or not.

Well, that's my two cents D;