Toj, The Third Eye

CreativePickle·1/11/2015, 5:49:22 PM·1 votes·902 views

Design: A Lee Sin and sort of design, except Toj is always floating with his legs crossed and he is more red.

Lore: Most fortune tellers take the path of fame and fortune by using their ability. Not Toj. Born and raised under Demacian light, he was taught to be truthful and smart. Toj trained and enhanced his powers for good, and he gained the "third eye," the sign of a great fortune teller.. He has become the most powerful Fortune teller in all of Demacia, and uses his powers to protect his home. But after the fields of justice was created, Toj didn't want his powers to go to waste, so he joined, hoping to fight any Noxians he encounters, and he for sees victory.

Toj doesn't use mana, he uses "For sight".

Abilities: Passive: For Sight: Every time Toj uses a basic attack, he gains 1 "For sight." Every ability he uses, he gains 5 "For Sight." When Toj uses an ability, he can re-activate to spell to add an after-math bonus affect, using 20 "For Sight." Toj can have 80 "For Sight," to use, maximum.

Q: Force of Destiny: Toj forces a wave infront of him, damaging all enemies in a cone shape by 60/70/80/100/130 magic damage (+60% AP). If "For Sight" is activated within 3 seconds of the spell being used, then all enemies hit by the cone are knocked up, taking 60/70/80/90/100 magic damage (+20% AP). 8/8/8/8/8 second cooldown.

W: Protection Beyond Thought: Toj can sacrifice an allied minion for a 70/80/90/100/125 (+20% AP) shield for 4 seconds, or sacrifice 50/70/90/110/130 health for a 150/160/175/190/200 (+40% AP) shield for 4 seconds. This ability CAN kill you, but the last enemy champion to attack you within the last 10 seconds gets the kill. (The shield is automatically put on you). If "For Sight" is used within 3 seconds of ability use, you damage all enemies around you by 50/65/80/95/110 magic damage (+30% AP), cancelling the shield. 10/10/10/10/10 second cooldown.

E: Way of the Eye: Toj shoot a blue ball of energy (skillshot), dealing 30/40/50/60/70 magic damage (+10% AP) per second for 3 seconds. If "For Sight" is activated within 2 seconds of spell use, then the target is slowed by 25% for 3 seconds, cancelling the DPS affect. 13/13/13/13/13 second cooldown.

R/Ultimate: The Power of Time: Toj bends time and space around him, dealing 75/175/250 magic damage (70% AP) to all enemies around him per second for 4 seconds. If you use "For Sight" within 1.5 seconds of use, you deal and immediate 200/350/575 magic damage (+45% AP), cancelling the AoE affect. (30 "For Sight" to use the "For Sight" affect on this ability, not 20.) 70/70/70 second cooldown.

OverView/Roles: Toj is a AoE burst damage Mage, assassin, dealing a great amount of damage, in 1v1's and team fights. He has 2 main roles he can play in a game; Jungle and Mid lane.

Jungle: Starting off with your Q, and a good leash, after reaching level 2 and gaining your W, you'll be able to clear the jungle fast and easily with a great damage output to all monsters in a camp and a shield to protect you. When ganking, use your E to damage your enemy, use "For Sight" on that, slowing your opponent for an easy kill in lane. If they almost make it away, use your Q to damage them, and if that doesn't kill them, use "For Sight" to gain the knock-up, almost securing the kill. Make sure you have ATLEAST 40 "For Sight" when you gank, so you can pull of this amazing combo.

Mid: In lane, I would start off with my E to start and easy early poke game, and then get my Q at level 2, following up with my W at 3. Max your Q first to have good Damage output, but also being able to cover a lot of area if you're ganked. And also the knock-up could save you too. Try to poke as hard as you can early game, keeping your opponent a lower level and having them miss a lot of CS. And to help you guarantee they don't get CS, use your W to sacrifice a low minion so they can't collect that CS. Conserve your "For Sight" for saving your self from a gank, or trying to jump in for a kill.

Building: Because Toj doesn't use mana, focus strictly on AP, cool down reduction, and at least 1 sustain item. This way you have a lot of damage output constantly as well as some sustain to keep yourself alive.

Fighting: In team fights, focus on staying in the backlines, spamming your E for good poke. You'll die almost immediately if you try to hold the frontlines VS 5 other people. When the team fight finally initiates, use all of your abilities at once, and if things look shaky, use your "For Sight" to do immediate burst damage, then get out of the scene.

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