[Champion Concept] Furoris Estrel - the Fury of the Stars [ABILITIES ONLY SO FAR]

TheOperatorsBox·11/2/2016, 1:16:13 AM·1 votes·729 views

P - Sunspots Even a star has its marks. Furoris Estrel gains sunspots when he takes damage from Large Monsters, Epic Monsters, Turrets, and Champions. Depending on the damage, he can receive anywhere from 1-10 sunspots each time. Furoris Estrel can only have 100 sunspots maximum. When Furoris Estrel damages an enemy champion with an ability, all sunspots are depleted, dealing 1/4/8/12 (at 1/6/11/16) +30% AP extra magic damage per sunspot.

Q - Prominence The fury of the cosmos cannot be matched. It is never-ending. Range: 700 (Arc Skillshot) Cooldown: 3 seconds Cost: 70/75/80/85/90 Mana Furoris Estrel throws a pillar of star-fire forth in an arc that returns to Furoris Estrel after 0.5 s (total travel time). This arc remains for 10 seconds. Enemies hit by the initial projectile take 40/70/100/130/160 +60% AP magic damage, while enemies in the remaining arc take 10/16/22/28/34 +20% AP magic damage per 1/2 second that they are in the arc. Over time the arc shifts its position slowly (about a teemo every second) to the right. Secondary casts moves to the left instead, and does 10% reduced damage. Should the two arcs collide (either during formation of the second or otherwise intercept), a Mass Ejection occurs.

Q2 - Mass Ejection The fury of a star is unparalleled. Range: 700 from intersection (AoE Skillshot) Furoris Estrel combines two prominences, causing a solar flare (Not leonas ult) that deals 100/160/220/280/340 +80% AP magic damage to all enemies hit. All prominences instantly despawn, and Prominence goes on cooldown for 10 seconds afterwards. Causing a solar flare damages Furoris Estrel for 10% of his current health.

W - Solar Wind The winds that howl drown out the cries of the mortals. Range: 800 from Furoris Estrel Cooldown: 40 seconds Cost: 90 Mana Furoris Estrel is immobilized, and knocks back all enemies away from him initially. Afterwards, he gains Solar Wind, which knocks back all new enemies (within 500 range) (new pulse every second.) and slows all other enemies by 20/25/30/35/40%, for 5 seconds.

E - Corona Burning flames hide the true danger: Me. Range: 300 Cooldown: 20 seconds Cost: 60 Mana Furoris Estrel roars with fury, losing all sunspots and glowing with radiance. He is veiled in a ring of radiant flames, damaging all that come near for 40/50/60/70/80 +40% AP magic damage per second. This lasts for 5 seconds. He also gains 20 armor and magic resist for the duration.

R - Supernova Feel the ultimate fury of the cosmos. Suffer and burn in the rage I hold. Range: 700 Cooldown: 150/130/110 Cost: 100 Furoris Estrel rips his outer layers off, stunning those in the range for 2 seconds and dealing 400/800/1200 +140% AP magic damage. He then loses any previous effects (Prominences, Solar Winds, or Coronas) and is unable to cast spells for 1 second. He loses 20 armor and magic resist in this form. This lasts for 15 seconds. During this time, Furoris Estrel can use either Pulsar or Singularity (Recasting R for pulsar or using Alt+R for Singularity)

R2 - Pulsar Range: 700 Cost: 50 Furoris Estrel is immobilized, spinning rapidly for 5 seconds. Enemies in this range are slowed by 70% and take 5% increased damage from all sources. Furoris Estrel loses the Supernova buff, and gains 40 armor and magic resist while using this. He is immune to CC in this form (except Stasis), but can take damage. He gains 30% movement speed for 2 seconds after Pulsar wears off, but keeps the extra defenses for those 2 seconds.

R3 - Singularity Range: 700 Cost: 100 Furoris Estrel is immobilized, and over 1 second compresses into a black hole. He remains like this for 5 seconds, during which he is immune to CC and damage. Enemies inside the range are slowed by 50%, increased to 99% after 2 seconds inside the range, after which they are stunned for the remainder of the duration and brought into the center. Enemies closer to the center feel the effects much quicker than those at the edge. Those who touch the center take 400 +200% AP magic damage. Once he leaves this form, he loses 20 armor and magic resist for 2 seconds, and takes 10% increased damage from all sources.

1 Comments

TheOperatorsBox11/2/2016, 6:16:26 PM1 votes

Damn no feedback, will try again later