[CHAMP CONCEPT] Camber - a Mage with Crits!
A video I came across gave me the inspiration I needed to finish a crit-based caster I had laying around in my champ concepts folder. I like to keep numbers (especially damage) vague in these concept posts because it's hard to imagine what specifically will be balanced - I use comparisons to other champions where appropriate to convey the main idea.
General Notes: Camber toes the line between riot's subclasses of Battle Mage and Burst Mage. His autoattacks travel fast, but they only have 525 range, and have a long windup similar to Anivia's or Karthus'. He doesn't have much spell range either compared to many other mages, so he must rely on smart positioning and being one step ahead of his opponent to set up his spells and potentially devastating burst. He can easily punish enemies who are careless with their positioning, but all of his damage happens after a delay, meaning Camber and his opponents need to pay close attention.
Passive: Haywire Magic - Camber cannot have his spell cooldowns reduced by any means. Instead, CDR he gets from any source is converted into an equivalent amount of critical strike chance. Camber's spell casts have a chance to go Haywire equal to his critical strike chance. Haywire spells have additional effects. Note: Building items that would give 60% CDR combined will result in 60% critical strike chance. The CDR cap does not affect it.
Q: Frantic Surge - 50/60/70/80/90 Mana, 6/5.5/5/4.5/4 second cooldown.
- Passive: Camber gains 10/15/20/25/30% critical strike chance.
- Active: Camber shoots a bolt of lighting in a target direction, with a range of 900. This bolt travels as a missile with a speed of 1500 (close to Brand Q), but its trail persists. It deals moderate magic damage to all enemies it hits. If it hits an enemy champion, it stops, then arcs again .5 seconds, dealing the same damage again instantly to enemies along the bolt's trail. If it hits a charged Hexbot Conduit, after .5 seconds it arcs again as if it hit a champion and simultaneously triggers another stun pulse from the conduit. The damage from these two effects does not stack.
- Haywire: If Frantic Surge crits, it deals a small amount of additional true damage on all hits.
W: Hexbot Conduit - 40/45/50/55/60 Mana, 1.5 second static cooldown, 2 charges max, 18/16/14/12/10 second recharge time.
- Active: Camber creates a Hexbot at a targeted location within 750 range. After charging a static field in a 250 unit radius over .75 seconds, energy arcs from the Hexbot, stunning enemies hit for 1/1.15/1.3/1.45/1.6 seconds and dealing magic damage. After emitting a pulse, the hexbot must recharge again. It persists for up to 6/7/8/9/10 seconds, interacting with Camber's other abilities. It can be destroyed by 3 enemy autoattacks. While charging, Camber's abilities cannot interact with the hexbot.
- Haywire: If Hexbot Conduit crits, the field's radius is increased to 450.
E: Static Strike - 25 Mana, 4 second cooldown (begins after attacking).
- Active: Camber's next autoattack within 5 seconds electrically charges his opponent, causing a bolt of lightning to strike them from above after 1 second, dealing magic damage. When this bolt strikes, if the target is within double the field radius of any charged Hexbots, they are hit with an additional discharge from each bot that deals more damage. The discharges from Hexbots damage all units on their path, and require the hexbots to recharge.
- Haywire: If Static Strike crits, the electricity applies a strong slow for 1 second.
R: Electrokinetic Barrier: 100 Mana, 70/60/50 second cooldown.
- Active: Camber gains a 200 / 350 / 500 (+80% AP) shield for up to five seconds. When the shield is broken or when it expires, Camber becomes Hypercharged for 6/8/10 seconds. If the shield is broken by incoming damage, Camber's mana is completely replenished. While Hypercharged, Camber's crit chance is doubled, the cooldowns of his other abilities are halved, and his Hexbots cannot expire or be attacked by enemies. However, his mana costs are tripled, and his mana cannot regenerate or be restored by any means while the buff lasts.
- Haywire: If Electrokinetic Barrier crits, Camber also receives bonus movespeed immediately on cast that decays over a few seconds.
Note: I don't really have any lore made up for Camber. I'm open to ideas! Another note: It was important to me that Camber is never relying on haywire crits to be meaningful - I'm not looking to make him an RNG-based champion, merely one with more varying levels of threat at different times. For instance, a Camber holding a Haywire Static Strike would be avoided by a smart opponent, so he can't easily set up a Hexbot stun. A haywire hexbot's range is much more threatening, so it becomes a more important target. I'm actually worried he's too easy to play around, but I'm very interested in feedback. Thanks for taking the time to read all this~
Update 5/1:
- Introduced a charge system to Hexbots. Charging renders hexbots unable to interact with Camber's abilities for a static .75 seconds, and occurs upon creation as well as after interacting with an ability.
- Q can now trigger another stun pulse from the hexbot if it's charged. Stun duration lowered to compensate.
- Discharges from E can occur from further away, and now damage all units struck, to improve Camber's teamfights. Damage, while unspecified, would be less than before.
- Reworked R to be more interactive and balanced, with help from DutchMatt.
problem. I just thought i´d points this out.