champion concept - Ikroc-Pa, the other storm mage

jr deputy meow·7/21/2015, 12:19:24 AM·1 votes·988 views

Base stats: health: 525 (+75 per level) health regen: 6 (+.75 per level) magic resist: 30 (+0 per level) armor: 17.5 (+2.5 per level) attack speed: .625 (+1.5% per level) attack damage: 47 (+3 per level) mana: 300 (+50 per level) mana regen: 6 (+.8 per level) movespeed: 325 (bottom tier, with nautilus/mordekaiser/soraka) attack range: 525 (one tier below average, with jinx/orianna/vel'koz)

passive: Stormcall Ikroc-Pa is accompanied by a storm cloud (hereafter referred to as 'the cloud'). The cloud covers a moderately large, circular area of effect (think viktor's ult, but just slightly larger) and can be moved around with alt-right click commands. The cloud can travel a considerable distance from Ikroc-Pa, but it is intially slow, and will leash back to him if it leaves a set radius for more than a moment. Enemies within the cloud periodically gain stacks of Static, up to five (plus one per rank of ult). stacks fall off if outside of the Cloud for more than 2.5 seconds. Basic attacks and spell hits on enemies consume static to deal bonus magic damage with .2 AP ratio per stack. Spells consume one stack per hit; basic attacks consume up to two. Ikroc-Pa is healed for a portion of Static's value every time he procs it (one-fourth on minions and one half on champions). static stacks at a rate of once every two seconds; this rate is greatly increased by Galvanize. Static base damage scales with champion level.

Q: Forked Lightning | 60/70/80/90/100 mana | 6/5.5/5/4.5/4 second cooldown launches a narrow bolt of lightning at medium (750) range in a direction. The cast has a significant windup delay, but does not stop character movement. Upon impacting an enemy, the bolt deals moderate magic damage plus a .4 AP ratio and bounces to a nearby enemy (125 range) if available, dealing the same damage. Bounce prioritization is as follows: Lightning Rod - nearest Champion - nearest large monster - nearest small monster or minion. If Forked Lightning hits or bounces to the Lightning rod, it will deal half damage to all enemies in the rod's aoe and bounce again for free (not to a previous target). Projectile speed is very fast.

W: Galvanize | 4 second cooldown, non-scaling | no mana cost/health cost stack-dependent on cast: Ikroc-Pa takes 10 percent current health damage (plus an additional 10% current health per stack of galvanized at time of cast), becomes briefly untargetable, gains a stack of Galvanized, and the Cloud gains a burst of movement speed (dependent on spell rank). Additionally, Forked Lightning's current cooldown is reduced by one second. Galvanized stacks up to two times, provides a number of bonuses, and falls off after 6 seconds. first stack: storm movespeed increased (depending on spell rank) and static stack rate is doubled to once per second; Forked lightning's animation speed is increased and its base cooldown reduced by one second. second stack: storm movespeed increased again (depending on spell rank) and static stack rate is doubled again to twice per second; forked lightning's animation speed is increased again and its base cooldown reduced by an additional second. cast at two stacks: buff refreshed and Ikroc-Pa gains a large, brief burst of movespeed while untargetable. Ability is instant and can be cast while moving.

E: Lightning Rod | 20/18/16/14/12 second cooldown | 80/90/100/110/120 mana throws down a rod at an area (think jarvan's standard), stunning enemies hit by the rod for one second and dealing 1 true damage (does not proc spell effects). the rod is treated as a special minion: spells cast by Ikroc-Pa can hit the lightning rod. Each time the rod is hit, it gains a charge - up to three. Reactivating the ability, dying, or waiting 12 seconds will cause the lightning rod to explode, dealing high base magic damage and .2 ap ratio per stack in its area of effect.

R: Blitz | 20 second cooldown | 40/50/60 initial mana + 15/20/25 per second first activation: the cloud slows enemies within it and reduces their vision. it begins gathering energy, reducing its movement speed while growing larger every second over three seconds. second activation: after a delay, the cloud strikes enemies within up to three times (once per second charged) rapidly, each strike dealing magic damage plus a .2 AP ratio. afterwards, the storm respawns at Ikroc-Pa's location.

passively: increases max static stacks.


POWER DISTRIBUTION:

passive: Base damage feels significant at early levels in order to aid CSing with auto attacks and reinforce the necessity of utilizing Static in order to deal damage. As the game goes on, the AP ratio bonus this passive provides feels more and more important. In part because of his passive's relatively poor base damage later in the game, Ikroc is dissuaded from building too tanky. The heal provides some powerful sustain with AP behind it, but Galvanize's large percent health cost and its necessity to his kit keeps Ikroc-Pa from staying too healthy.

Q: base is low at early levels to scale back the ability's reliable harass potential and reinforce the necessity of landing Q on opponents with Static; however, the base scales up to significant, if not exceptional, levels at rank 5. Maxing Q before E provides higher, more frequent and more reliable harass, enabling Ikroc-Pa to bully weak matchups out of the lane; however, its kill potential is lower, and its large, rank-scaling mana cost reins in its spammability. Until Ikroc has stacked his tear or bought other large mana items, he will likely have to be careful about how he uses this ability. For the most part, the power of this ability is lumped more in to the way it interacts with his passive and his E rather than the damage it possesses naturally.

W: health cost is high in order to counteract and necessitate the natural sustain from the passive. Probably this would be maxed last; however, a couple early points in W makes it exponentially easier to keep the cloud on quick targets, which is very important: if Ikroc cannot keep the cloud on a target, he will do virtually no damage at all. Ikroc's Galvanize ability is what ties his entire kit together (apart from the passive, of course). The massive buffs galvanize provides makes it as much of a blessing as it is a curse. The Cloud is initially very slow; even before enemies get boots, keeping them in range of the Cloud seems more a matter of zoning than anything else. This is where Galvanize comes in. The boost of speed the Cloud gets with every cast helps to get Static on enemies at the times when it matters most. Without smart management of Galvanize, Ikroc's cloud cannot stay on enemies. If the cloud cannot stay on enemies, he cannot get Static charges. if he cannot get Static charges on enemies, his kit will do no damage to them. This, combined with Static's very low base stack rate, makes maintaining Galvanize stacks a necessity for any Ikroc player who wants to be competitive in lane. Additionally, the brief invulnerability and speed boost that third-cast Galvanize provides on cast is Ikroc's only method of warding off would-be assassins. Because of his constantly low health, his lack of mobility or reliable CC, and the ineffectiveness of low-damage items on him, an Ikroc-Pa without three galvanize stacks going is a sitting duck.

E: By far the highest base damage in the kit - at early levels, exploding the lightning rod on an opponent will do high damage, even without static charges. On the other hand, because the explosion only procs one stack of Static, this ability has arguably the weakest scaling proportionate to its base damage. maxing this ability first increases Ikroc's waveclear and safety, can do cheesy amounts of damage early on, and is recommended over Q in most matchups.

R: as it is with most ultimates, Blitz has relatively decent base damage. However, its true power comes in the form of its utility, as each strike procs static and charges the lightning rod. Factoring for static, the ability's maximum ratio is 1.2, with a base damage augmented by up to three procs of the passive. The potential power of this ability is gated by its long (three second) charge time and the telegraphed delay before the damage hits. Activating the ult provides other forms of utility, however - namely, a heavy slow and a useful nearsight debuff.


alright so basically my idea for the champion is that they have very high potential area damage; however, the majority of it is reliant on their 'minion', storm cloud. Enemies want to get close to Ikroc-Pa and separate him from his cloud, which has a very long leash distance but a generally slow movement speed. When the champion is dived without his cloud, his response is basically to Galvanize for the brief untargetability, use lightning rod's stun, and try to back off while kiting with his Q and waiting for the cloud to leash. His health is rarely topped off (thanks to Galvanize) and his stun is short and relatively wonky, so he's an easy kill if you can get close to him without his cloud and avoid being outplayed by Galvanize.

Galvanize gives the champion windows of noticeable strength, but it also keeps his health low in lane, which gives him a choice between using it sparingly and losing out on a lot of efficiency or spamming it and being forced to play back and use his range. forked lightning is a very inefficient clear - the champion often relies on auto attacks to clear waves, unless he is willing to lose lightning rod, his only source of hard cc and the main threat in lane. the champion is very mana hungry early in the game, though this is easily solved with items. Later in the game, the champion becomes very powerful; the storm on its own can be a threat and a powerful tool for zone control.

Pre-six: Ikroc-Pa will probably take Q level one. The cloud will be positioned around the minion wave, either in the middle of it or just touching the ranged minions to zone the enemy laner. Forked Lightning would be used primarily for poke rather than waveclear; galvanize would likely be taken second in an aggressive poke lane, whereas lightning rod could be taken to facilitate waveclear or aid in a gank. He would want all abilities by level 3. pre-six, the most burst damage Ikroc-Pa could possibly do in a combo with one Q is 1.4 AP every time his lightning rod is up if he lands everything. If he can get off another Q before the enemy leaves the range of the lightning rod, the max damage bumps up to 2.6 . Landing it after the lightning rod explodes bumps it up to 2.0 instead. This is assuming that every spell hit can consume a stack of Static - which would likely only be possible if the enemy had been standing in the cloud.

counterplay for the opponent pre-six would be as follows. The lightning rod can put out a heavy amount of damage within its limited aoe- particularly if allowed to charge up - but outside of its range, Ikroc's pre-6 kit has a very weak trade. In fact, one can bear in mind that forked lightning prioritizes the rod when bouncing. This means that if one stands astride the minion wave to farm, but stays outside the aoe of the lightning rod, Ikroc-Pa must land his Q either directly on you or on minions outside of the lightning rod's bounce range in order to threaten you - which makes harassing you while farming from afar impossible. Instead, you are able to play up and safely harass Ikroc-Pa off of the minion wave if he positions his lightning rod in the minion wave. This makes laning against Ikroc pre-6 more of a mind game than anything else. If he positions his E poorly, misses it, or uses it to CS, it is a simple matter to play forward and punish him. However, if you play aggressively before his E is used, he can stun you with it and melt you with a combo.

After level 6: Ikroc-Pa's full post-six rotation, with one Q, would be about 3.0 AP if every strike is augmented by Static and he lands lightning rod and detonates it after. He could throw in a second Q afterwards to make it a total of 3.6 AP. This number looks - and is - very high, but keep in mind that many different elements must all be in place in order to reach this damage cap. First, the target enemy must remain in range of lightning rod the entire time. Second, Forked Lightning must hit the intended target /and/ the lightning rod. Third, the intended target must remain within the Cloud for a full three seconds. Finally, the target must stick around to stay in range of the Cloud's Blitz ability as well as the Lightning Rod explosion. If the enemy leaves the range of the lightning rod, or dashes towards Ikroc-Pa and gets out of range of the Cloud, Ikroc's potential damage drops dramatically and he will be forced back in to the pre-six Galvanize-Q kite playstyle.

tell me what you think of the champion as a whole or specific abilities or whatever, or if you have any questions or concerns about how the champion would function in game against X, etc any thoughts at all thanks

8 Comments

SSmotzer7/21/2015, 12:21:43 AM1 votes

Isn't Ao shin the Storm Dragon coming out, eventually? He's Udyr's rival.

jr deputy meow7/21/2015, 1:26:16 AM1 votes

bump

jr deputy meow7/21/2015, 4:29:04 PM1 votes

test post

jr deputy meow7/22/2015, 4:48:14 AM1 votes

is anyone going to comment on the actual concept

jr deputy meow7/22/2015, 6:29:51 AM1 votes

fiora looks like trash and they turned her in to another bruiser and it is making me mad