[Champion Concept] The Wandering Archmage

30562438_DEL·6/15/2015, 7:24:46 PM·1 votes·1,061 views

Eric, The far-traveler “I had to come through the VOID to get here... I think I need a vacation.” “What exactly is a 'Yordle'?” “This is not my home... but it will do.”

Basic Attack: Melee (massively oversized demonic looking sword) (very un- mage-like) image1, image2, image3

Passive: Wandering Archmage Cooldown: 5 min (300 seconds) [is effected by CDR] Eric may cast his Summoner Spells even while they are on cooldown. This causes Wandering Archmage to begin its cooldown, but does not reset the cooldown of the summoner spell itself.


Q: Firegout range: 700 AOE: 300 radius Deal moderate damage in an area and knock all targets back from center of AOE.


W: Enigma Cloak Eric removes all disables effecting himself and nearby allies, as well as creating a shield for himself which lasts 4 seconds. When the shield breaks, all damaging de-buffs are removed from nearby allies (but not from Eric). AOE: short – less than Sona's auras


E: Vorpal Magic Passive: Eric's Spells may critical strike for 120/140/160/180/200% damage, and 5/10/15/20/25% reduced cooldown. This effects summoner spells as well. Spells critical strike with the same frequency as basic attacks. Active: Skill shot – range: 700 deal light damage and increase all damage dealt to target by 20/30/40/50/60% for 2 seconds.


R: Lightning Stride Eric Channels, building power before teleporting to the target location and dealing heavy damage to all nearby units. Range increases as Eric Channels. (there will be range and target indicatiors similar to Xerath's R) Range: 0 + 250/350/450/550/650 per second channeled Maximum Channel time: 5 seconds Minimum Channel time: 1 second AOE: 350 radius Cost: 50 mana + 25mana/second while channeling


**Notes: **

  1. Eric is a hybrid AD/AP champion. His abilities scale more strongly from AP, but the benefit from Critical Strikes is simply to great to pass up.
  2. Depending on his choice of summoner spells, Eric's role can vary wildly, allowing him to be viable,_ though not necessarily ideal_, in any role or position on the map.

6 Comments

sneezing slug6/15/2015, 9:32:56 PM2 votes

Neat idea, but I feel as if his passive is a little too strong. Affecting summoner spells is kinda reachin it.

I like the idea nevertheless.

If you would have the time, I have a champion concept that could use viewing.

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/AAUtsLQ7-darwyn-of-vengeful-oblivion

A 40 of Oe6/16/2015, 4:52:03 AM2 votes

i like the idea of the ultimate affecting summoner spells its a cool and never done before concept. i also have a champ concept if you'd like to see it, it could use some checking out. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/tIMs4EVk-champion-concept-xin-shi-the-marked-ninja

Omega Alchemist6/15/2015, 9:41:14 PM1 votes

I like this idea but the passive seems to be a bit OP. maybe if it worked with basic abilities rather than Summoner spell it would be fine. However i cant say much when it comes to things being op or not, i tend to make things in my concepts a "little" op as well.

30562438_DEL6/16/2015, 6:51:31 PM1 votes

I think you all noted on the passive, it really is what defines him most. I actually did several attempts on it, and giving the 5 minute cooldown was the best I could come up with.

What do you think about the rest of him though? he's meant to be like an inter-dimensional traveler, who's kindof stranded on Runterra (more specifically, he finds the world rather enjoyable to stay in, and the void makes it very difficult for him to attempt leaving very often.).

ModThe Djinn6/23/2015, 4:03:20 PM1 votes

Passive: Wandering Archmage Cooldown: 5 min (300 seconds) [is effected by CDR] Eric may cast his Summoner Spells even while they are on cooldown. This causes Wandering Archmage to begin its cooldown, but does not reset the cooldown of the summoner spell itself.

I can't say I like this. It's an immensely long cooldown (which isn't fun), something that you use rather than being auto-triggered (which, given the long cooldown, prompts only using it when absolutely necessary), and uses the design space of Summoner Spells, which so far have only been touched in masteries and jungle items. I don't like the effective free uses of spells it gives, nor do I think it really adds much to the concept or the gameplay of Eric.

I'd recommend looking for replacement options.

range: 700 AOE: 300 radius Deal moderate damage in an area and knock all targets back from center of AOE.

Be wary of this. It's an AoE only a little smaller than Orianna's ultimate, which might make it too easy to hit. The damage, ratios, cooldown, knockback, and cost are all really important for judging an ability like this: please at least attempt rough estimates with approximate numbers. It doesn't matter if you're a bit off, but it gives us a MUCH better impression of the frequency and damage of an ability.

Eric removes all disables effecting himself and nearby allies, as well as creating a shield for himself which lasts 4 seconds. When the shield breaks, all damaging de-buffs are removed from nearby allies (but not from Eric). AOE: short – less than Sona's auras

This ability seems out of place. We've got a wandering and solo-adventuring sword-mage who suddenly gets a massive ally-assisting tool.

If you want a cleanse effect, that's fine. But Eric seems more like the sort who might have "Blink to target location and cleanse debuffs when you arrive" or "Dash to target enemy, cleansing debuffs on you and dealing X damage" than this sort of thing.

Again, cooldowns and costs, even if just approximated.

Passive: Eric's Spells may critical strike for 120/140/160/180/200% damage, and 5/10/15/20/25% reduced cooldown. This effects summoner spells as well. Spells critical strike with the same frequency as basic attacks. Active: Skill shot – range: 700 deal light damage and increase all damage dealt to target by 20/30/40/50/60% for 2 seconds.

Active portion is FAR too powerful. That's a team-helping ability again -- and a super strong one. A 60% damage increase is enormous even for an ultimate.

The passive is...odd. It might work on a character like Evelynn, Hecarim, or Skarner, who have one or more highly spammable (or multi-damage-instance) spell that they're encouraged to intersperse with auto-attacks. I'm not sure it's a healthy pattern for what seems to be more of a burst mage: the randomness of a 40% critical chance on an 8 second cooldown ability is MUCH greater than the same randomness over 8 seconds of autoattacking with a 1.5 attack speed.

If you DO want to emphasize critical hits on spells, I'd either aim for a pattern that uses crit chance to simply increase the damage in a flat manner (like new Ashe does), or redesign the kit to have at least one high spammable spell. You also need to encourage him (and gives him the tools) to use auto-attacks more, or crit and AD are going to be basically wasted.

Eric Channels, building power before teleporting to the target location and dealing heavy damage to all nearby units. Range increases as Eric Channels. (there will be range and target indicatiors similar to Xerath's R) Range: 0 + 250/350/450/550/650 per second channeled Maximum Channel time: 5 seconds Minimum Channel time: 1 second AOE: 350 radius Cost: 50 mana + 25mana/second while channeling

Without damage or cooldown, this is very hard to judge. Seems okay otherwise.

Rockman6/23/2015, 4:12:09 PM1 votes

He's too over the place to be good at anything