Champion kit #38, commander of the Orb (Battlemage)

FúrinKazan·2/27/2020, 10:13:30 PM·1 votes·2,095 views

Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.

Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.

I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):

  • Kanbei Kuroda (names are merely for inspiration and representation)
  • Battlemage core traits: high sustained area-damage, short combat range, defensive tools, no mobility

Passive: Upon death, Kanbei summons the Orb to his hands and concentrates all of his remaining energy on it for up to 3 seconds, slowing all enemies nearby (the closer they are, the stronger the slow). When it ends, he finally releases all energy channeled around himself, dealing a large amount of True Damage and killing himself in the process.

Kanbei is accounted dead from the beggining and, as such, he's unable to move and becomes untargetable and invulnerable. While channeling, all of his abilities are exchanged with Liberation. Upon activation, Liberation releases the energy earlier. The lesser he channels, however, the lower the damage (scales up from 0 to 100% of the total value).

-Slow: 30-30/40/50/60/70%, based on proximity -Maximum damage: 17/19/21/23/25 (+ 6% AP)% of Kanbei's Maximum Health

Values at levels 1/5/9/13/17.


1st Skill: Kanbei launches his Orb towards the targeted position, dealing damage to enemies it passes through during the travel. After it stops moving, the Orb remains floating on its current position for up to 8 seconds before returning to Kanbei, during which new casts of the ability will maneuver if from there (doesn't renew the duration). Each time the Orb moves, it deals 10% less damage per enemy hit, down to a minimum of 40%.

Successfully hitting an enemy champion reduces the 2nd Skill's Cooldown by 20% (only once per cast). Moving too far away will return the Orb to Kanbei immediately.

-Damage: 60/85/110/135/160 (+ 35% AP) as Magic Damage -CD: 6/5/4/3/2 seconds


2nd Skill: Kanbei creates a link of pure energy between himself and his Orb for up to 4 seconds (also extends the 1st Skill's duration, but for no more than 8 seconds). The energy beam deals damage to all enemies in contact with it every 0.5 second and also heals Kanbei for every enemy hit at the same rate (80% less healing from minions and monsters).

The link adapts itself to the movement of both Kanbei and the Orb and, while the effect is active, they also move with 20% increased Movement Speed.

-Damage per second: 40/60/80/100/120 (+ 60% AP) as Magic Damage -Healing per second (per enemy hit): 20/25/30/35/40 (+ 25% AP) -CD: 18/17/16/15/14 seconds (begins on use)


3rd Skill: At his Orb's current position, Kanbei manipulates energy to splash down around it, dealing damage and slowing enemies hit by 30% for 1.5 seconds. After 1 second, the energy converges up, knocking up for 1 second all enemies within its radius. After casting the 1st Skill once, this effect is exchanged with the one described bellow.

Kanbei commands the Orb to converge its energy up, grounding all enemies within its radius for 1.5 seconds. After 1 second, the Orb slams the ground powerfully, dealing damage and slowing enemies hit for 2.5 seconds, besides reducing their Magic Resistance by 25% for 3 seconds. After casting the 1st Skill once, this effect is exchanged with the one above.

In both cases, the Orb cannot be moved during the process. -Damage (splash): 40/65/90/115/140 (+ 40% AP) as Magic Damage -Damage (slam): 60/100/140/180/220 (+ 50% AP) as Magic Damage -Slow (slam): 30/35/40/45/50% -CD: 14/13.25/12.5/11.75/11 seconds (begins after 1 second)


Ultimate: Kanbei concentrates his energy at the Orb, causing an effect based on the way he last used his 1st Skill.

If Kanbei's last cast of the 1st Skill moved the Orb away from him (even if it passes through himself), he will manipulate it to return abruptly to his hands, dealing damage to all enemies it passes through. The Orb's movement may be intercepted by enemy champions, dealing damage and carrying them over before halting, pulling them briefly towards Kanbei's direction over 1 second.

If Kanbei's last cast of the 1st Skill moved the Orb closer to him, he will ready himself for an ultra rapid rush towards the Orb's direction, dealing damage and stunning for 0.75 second all enemies he passes through.

-Damage (pull): 150/225/300 (+ 60% AP) as Magic Damage -Damage (rush): 180/270/360 (+ 70% AP) as Magic Damage -CD: 120/105/90 seconds


Melee, uses Mana

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