[Champion Concept] Arabir, the Magic Genie
Messin' around with this Champion idea that I had, check it out!
Arabir, the Magic Genie
Passive – Magic Lamp
Upon taking lethal damage, Arabir will revert back to his lamp for 5 seconds before dying. Champions may click to channel the lamp.
Ally: If channeled for at least 2.5 seconds, Arabir will be resurrected with 30% Maximum Health and Mana and bestow the ally with a random wish.
Enemy: If channeled for at least 2.5 seconds, the enemy Champion will be healed to Maximum Health and Arabir will be destroyed.
Only one Champion may channel the lamp at a time.
Q - First Wish; Magic Power 50/55/60/65/60 Mana
Arabir grants the target friendly unit its first wish, imbuing it with magical power, providing them +10/15/20/25/30 (+5% AP) Attack Damage and Ability Power for 6 seconds.
Can also be cast on self.
Cooldown: 12/11/10/9/8
W - Second Wish; Riches 60/65/70/75/80 Mana
Arabir grants the target friendly unit its second wish, imbuing it with riches for 2/2.5/3/3.5/4 seconds, allowing their next minion, monster, or Champion kill to award double the gold value. If cast on an enemy Champion, their next minion or monster kill within 2/3/4/5/6 seconds will award the Arabir the gold instead.
Cooldown: 20/18/16/14/12
E - Third Wish; Everlasting Life 85/100/115/130/145 Mana
Arabir grants the target friendly unit its third wish, imbuing it with everlasting life, healing them for 90/110/130/150/170 (+100% AP).
If cast on an enemy unit, deals 100/150/200/250/300 (+50% AP) magic damage and slows by 50% for 1/1.25/1.5/1.75/2 seconds.
Cooldown: 14/13/12/11/10
R - Forbidden Wish; Love 100/150/200 Mana
Arabir breaks the rules of the magic lamp and charms the target enemy Champion for 2/2.5/3 seconds. During this time, the charmed enemy will run toward the nearest allied Champion and has its Armor and Magic Resistance reduced by 15/20/25.
Cooldown: 120/110/100