My idea for a new champion. Control Mage.
All of this is very rough so feel free to poke holes everywhere you guys see fit. I won't say scalings or estimated numbers for the damage and duration of cc because it seems to me that those kinds of things come later.
Class: Control Mage. General Concept: My idea is for an elemental chaos mage (think of elementalist lux for example). This guy or girl (I don't really mind, but he is certainly humanoid in my head) controls various forms of energy and they are dispersed throughout his kit. Here we could talk about basic old stuff such as fire, ice, water and whatever, but I think of this character as a portal creator. Let say it is a she. She opens portals to realms of pure energy, and channels this energy out so that it behaves in different ways.
(Q): A mid range projectile. I don't way to say generic, but it is kind of generic in my heart, feels to me that every mage has to have an ability they can use to farm and poke and as a reliable source of damage throughout the game.
- Combo (see W): The projectile becomes long range and ricochets off the champions it hits, dealing reduced damage each time it hits of course.
(W): The center of the kit. The character stands completely still for a number of seconds and absorbs incoming damage. She becomes a portal herself and absorbs all incoming damage (except turrets and baron, OP OP) to a limit, and then rapidly comboes with one of her abilities to enhance them dramatically adding a side effect such as more damage, more cc or a longer range on the ability, or even a combination of different effects. This ability would have a long cooldown, longer even depending on which ability you use to combo with.
- W's own combo. An anti-burst tool. If you press W two times in a row when you are going to get bursted, you reduce the damage you take by a significant percentage.
(E): Damage and some CC. A solid projectile that can bounce off walls and terrain and that when it hits a target after a bounce stuns them for an appropriate amount of time, according to the hitbox of the projectile, how difficult it is to bounce it right, etc. When used as a pure damage ability slows a little in addition to the damage it deals.
- Combo (see W): Two variants. One, when you target it directly at an enemy champion: it hits said champion, then goes through it, finds the nearest wall it can bounce off and automatically comes back and stuns the champion. The second variant: you throw it at a wall with a bigger (not much bigger) hitbox and it stuns the champions it hits on its way back (reduced duration if it hits more than one champion).
(R): Damage and waveclear. I was thinking of a conic, short ranged ability that hits pretty hard, since I don't think the champion has a lot of damage elsewhere in her kit.
- Combo (see W): The range of the cone increases. If used when the limit of damage you can take with the W active is surpassed, the ability overcharges and deals brutal damage to anything in the cone, including allies, also draining the remaining mana by a significant percentage.
(Passive): It is here because it is related to W again. The total damage you absorb would be hitting as many as three thresholds. The first threshold would give you a small burst of movement speed when you hit an ability on a champion. The second threshold would add a small shield to that movement speed, and finally the third one would increase (quite a bit) the damage of the next basic attack you use after an ability. All of this passives would go on cooldown at the same time, and it would increase a bit as you get the different perks.
And that is the end. I have thought of some lore for this champion too, but I don't want to be too exhaustive here. I realize that maybe the design of the abilities sounds a bit overpowered, but I think this combination of abilities doesn't exist in the game yet and they can obviously be changed and tuned down.
Please say your opinions, and leave a comment if you like, maybe a rioter sees this and likes it.