(Champion Concept) If you like warding this is your champion

Rozair·9/3/2016, 2:20:25 AM·1 votes·322 views

Base stats

Health 512 - 2092 Health regen 5.1 - 19.7 Mana 430 - 1610 Mana regen 11.1 - 18.2 Range 475 Attack damage 58 - 113 Attack speed .633 (+0% - 49%) Armor 23 - 89 Magic resist 24 - 101 Move speed 330

Passive: Sightstone charges recharge at a rate of 1 ward per min and using a trinket does not consume a charge but

warding totem: can only place one and health of wards increases by 1/2/3 at levels 6/9/12

Sweeping lens/Oracle alteration: Places a pink ward and gives vision of invisible units (including champions) for 15 seconds (Note this has a 60 second cooldown)

Farsight Alteration: Reveals an area of the map for 10 seconds. duration increases by 2/4/6 at levels 6/9/12. (Note this has a 20 second cooldown)

Q: Enhancement totem: Gives a buff to a ward or places a marker (12 second cooldown)

Stealth ward: If an enemy comes near the ward the ward will explode into a mist dealing 40/70/110/140/180 (+20% AP) magic damage over 6 seconds during this time their damage is reduced by 30% and they are revealed

Pink wards: When an enemy gets close it will let off a shockwave that will slow nearby enemies by 80% for 3 seconds and deal 50/85/130/165/210 (+40% AP) magic damage and they are revealed for 6 seconds.

Marker: After an ally stands on the marker it will activate after a short delay and give that champion 5/10/15/20/25 (+10% AP) armor, magic resist, AP, and AD for 5 seconds and then the marker is destroyed and that ally cant receive another marker for 1 minute. An enemy can stand on the marker to destroy it.

W: Places a Totem on the ground with 3/4/5/6/7 health (28/26/24/22/20 second cooldown) allies standing within 800 units of the totem gain 200/250/300/350/400% base health regen and gain a rapidly growing shield (just like the old towers used to). The shield decays when not standing within 800 units.

E: Pulse charge:

First cast: Champion gains 20/30/40/50/60% damage reduction for up to 4 seconds and slows movement speed by 70% 15% of the damage dealt to the champion during this time is stored (no matter how outrageously high)

Second cast: Release a pulse that gains power the longer it was charged knocking enemies back and giving all allies it hits movement speed boost for 2 seconds Minimum damage 30/50/80/120/180 (+40% AP) + damage stored Maximum damage 70/120/175/250/310 (+60% AP) + damage stored

R: Mist wave: Champion emits a huge shockwave that shrouds the area for 8 seconds (3000 units)

Allies, enemies, Baron and dragon in the mist are immune to damage, crowd control, and any summoner spells but are slowed by 50% Enemies have their vision radius reduced while inside the mist.

Any enemies standing in the mist when it ends will have their damage reduced by 30% for 2 seconds

3 Comments

Handy Sandy 9/3/2016, 2:29:01 AM1 votes

whats the point of the ult..

Terakali9/3/2016, 3:17:04 AM1 votes

Okay, so a revamp to the ult if you wanna just end a teamfight that I think would be far more balanced: R: After a 1.5 second channel all allied champions within a 400 unit radius of (Insert name here) are teleported onto their teams fountain. During the 1.5 second channel other allied champions take 30% less damage while within the radius.