Champion Concept: Karuma, The Black Magic Sorcerer
Abilities:
Q)Dark Port
Karuma fires a sphere of dark matter in any direction dealing 70 damage. At the end of its flight Karuma then teleports to where the sphere last ended.
Damage:70/90/110/130/150 (+80% of maximum ap) Mana:70/80/90/100/110 Cooldown:13/12/11/10/9
W)Manifesting Shadows
Every enemy shadow around him will rise and infest the enemy body dealing 60 damage over 3 seconds and slowing them down by 60%.
Damage:65/80/95/110/125 (+65 of maximum ap) Mana:60/70/80/90/100 Cooldown:15/14/13/12/11 Slow Amount:60/70/80/90%
E)Nightmare Disperse
Karuma starts channeling for 3 seconds, absorbing darkness then holding the charge until it is recasted then the charge is released. The longer the ability is charged the more damage it will do. The charge will only last for 5 seconds, but if it is not released it goes on cooldown for how long it is charged. Karuma can not be interrupted when channeling but he will take 70% of the damage that has been done.
Damage:100/120/140/160/180 (+70 of maximum ap) Mana:90/100/110/120/130 Cooldown:19/18/17/16/15
R)Black Magic!
Karuma impulses dark magic around him dealing 200 damage to nearby enemies and blinding them for 2 seconds.
Damage:200/300/400 Mana:150/200/250 Cooldown:140/120/100
Passive:Black Plague
Any ability that damages enemies get the Black Plague which deals 40 damage over 5 seconds, and also increases Karuma’s abilities damage by 4%.