rough and dirty champ creation: wizard archetype champion
nothing is super final, almost no stats were given so its mostly just concepts, this guys current name is merl and hes a wizard who knows a lot of spells. There will be some visual indication to allies as well as enemies of what spells hes running in each slot so they can plan accordingly.
P: Spell Savvy
- Merl can use a lectern while on the platform in base to organize his spell books. Merl has three schools of magic which he can choose spells from to equip (one from each school aka one for each slot). Each school has three possible spells.
q: elements
- fireball: single target skillshot with small to medium impact aoe, damage with falloff from center of aoe
- freezing gale: skillshot frost eddy that passes through targets, leaves a short duration slow field in its wake while rooting any enemies it passes through
- shocking burst: single target stun and minor damage skillshot
w: enchantments (all can effect merl)
- ethereal: target ignores collision for brief time
- life burst: short-range cone, increases max & current hp for a duration (max hp will go down at end of skill but current hp will not), effects a heal while technically being an enchantment
- bless: target receives damage resistance that scales non linearly up to 100% based on missing health
e: conjuration (target friendly champion or small to medium area, only one conjuration allowed at a time (two with ult))
conjurations are immune to damage, cooldown starts after conjuration has disappeared or if it is desummoned (using the skill again while already active)
- dragon: conjures a pygmy dragon that does aoe(area) or single target(ally) fire damage, ground targeted dragon will activate while any enemy unit enters the area, champion targeted dragon will only activate when user is attacking an enemy champion and will attack the last enemy champion hit. Dragon disappears after reaching a certain damage output.
- golem: conjures a small round golem, on area cast golem will guard an area and knock down enemy champions inside of the area, golem can only knock down one enemy at a time and will have a moderate delay before being able to knock down an enemy that has already been knocked down, on ally cast golem follows the target ally and absorbs a percentage of the damage they receive up to a limit. Golem will disappear after knocking a certain number of times or absorbing a certain amount of damage
- shade: conjures a small friendly invisible ghost(area) or visible(ally) ghost, on area cast ghost will provide vision in small radius and upon being contacted by enemy will fear them for a short duration while providing true sight of them, on ally cast the spirit will follow them and absorb one instance of cc and then fear the source of cc for a short time. shade disappears after fear ends
r: backup spellbook
- merl can switch to his backup spell book. This switches all of his current skills, cooldowns are not shared between books, persistent effects are retained between book swaps. Spells cannot be in both the primary and backup spell book. Merl can then switch back to the primary spellbook at no cost, doing so puts the skill on cooldown of like 40secs. Merls backup spell book can hold 1/2/3 spells (based on skill rank).