Taking Sylas's lore about revolution a little further (new Champion Idea)
Have you ever thought about minions ? They are invocations that, along with turrets, makes the basis of this game. It would be cool to explore a bit the implications of adding a champion that could manipulate the very concept of lanes, and even Team (we'll come back to that later).
This is a champion that would care about its minions, that would try to prevent their death or avenge them. A champion that would turn the Magic of the Rift itself against the opponents... A Mage specialized in the art of Cristal-forging, an ancient art that helped the Magelords to create nexuses, inhibitors... And also the ones you find on top of turrets. Ven , the Summoner, would be able to invoke minions and forge protective crystals to beat Botlanes at their game: farming. In a 1v2 situation, it cannot really take fights, but will be able to zone you like no other. Aside from that, he's not that strong: he doesn't like to kill anyway, and is more about punishing mistakes, while letting some openings to prevent him to do to much damage, XP and Gold-wise.
Some of you might already think "don't you dare talking about a tower-invoking champ" and I'd answer... It's about more than just that. It's about mixing up the lane, showing that this game is more about communication, and how you approach the concept of rotations. Most specifically in competitive game, rotations are even more important in the sense that you can optimize your ADC's gold income even further, thus creating a serious lead that basically has no counter.
The ratios are certainly not right, and might be subject to change since we don't really know how it should be balanced; It's just there as a way to think how it should scale IMHO. Please feel free to propose any modification, or any alternative for spells that you think might be under/overpowered under certain circumstances.
Without further do, let's talk about the different spells:
**Passive : ** Summoner. Summoner spells have 20%-50% reduced cooldowns (+10% at levels 6/11/16). Additionally, he can execute any minion under 10 (+10 at levels 6/11/16 +100% total AD, +50% total AP) health, granting him gold. Grants a Soul Cristal. Cannot take effect more than once every 15 seconds (affected by CDR).
Q Spell: ** Elemental Discharge (Target Range: 800 | Collision radius: 30 | Speed: 2300 | Cost: 60/65/70/75/80 Mana | Cooldown: 12/11/10/9/8s | Explosion radius : 350) Fires a Cristal discharge, dealing magic damages to the first Champion enemy hit (pass through other units). Explodes on contact and inflicts 30/45/60/75/90 (+30% AP) magic damage. When passing through minions, siphons them. Each siphoned minion takes as much damage as the _passive**_'s threshold; if they are already under the threshold, it executes them and grants a Soul Cristal (does not affect the passive cooldown). Additionally, siphoned minions increases the explosion damage by 10 (+10% AP) damage, and applies 5% slow (cumulative, no limit) for 1.5 seconds . The orb will automatically explode at maximum range if it has generated at least 1 Soul Cristal.
**W Spell: ** Invocation (Cost: 70/65/60/55/50 Mana | Cooldown: 15s ) Invokes the last minion that generated a Soul Cristal; they have improved abilities on top of standard minions:
-
Gains 1 upgrade (Based on current Minion scaling) per 10/9/8/7/6 Soul Cristal
-
Basic attack inflict an additional 10/20/30/40/50 (+30% Bonus AD, +30% total AP) magic damage
-
Health increased by 50% (+1% per 10 AP)
-
the "Gusto" item (Loose 45% health per turret shot) is replaced by :
-
Melee Minion: Vampire rune (Heals Ven for 50% damage inflicted)
-
Caster Minion: Frost rune (Target slowed by 30% (+1% per 25 AP) for 1.5 second, decreases over time)
-
Tank minion: Star-fire rune (Burns the target for 50% (+1% per 25 AP) magic damage, based on auto-attacks, over 1.5 second)
E Spell: Star-fire Cristal (Target Range: 650 | Cost: 70/75/80/85/90 Mana | Cooldown: 24s) Invokes a Star-fire Cristal at the targeted location. After 1 second, starts attacking any enemy within 775 range, launching attacks that cannot be dodged (Same target prioritization as turrets). It is considered as a structure, and cannot take spell damages (but can take empowered attacks, and other kinds of damages that applies to Turrets. It's kind-of-a-turret, with half its radius). Disappears after 6 seconds (0.833 attack speed, so, it fires 5 shots max.) Each bullet deals 75 (+0.2/0.4/0.6/0.8/1 per Soul Cristal) attack damage + 5/10/15/20/25 Bullets gain +5/10/15/20/25%(+1% AP per 100 AP) damage each time they strike a champion, up to 15/30/45/60/75% (+3% per 100 AP) bonus damage. The Star-fire Cristal have 500/750/1000/1250/1500 health (+100% AP), and 0/10/20/30/40 armor (+10% AP) and 0/10/20/30/40 (+15% AP) magic resistance. Grants 50 gold on kill.
R Spell: Martyr of the Rift (Target Range: 650 | Effect radius : 450 | Cooldown: 160/140/120 | Cast-time: 1s) Curses an enemy champion; after 1.5 seconds, the target is stunned for 1.5 seconds and taunts any entity inside the effect radius for that same time (Allies, minions, turrets, monsters, epic monsters but not target's enemy champions). Takes 60/50/40% reduced damage.
Health: 485 (+80) / Health regen: 5.5(+0.55) per 5s / Mana: 350 (+45) / Mana Regen: 11.5 (+0.4) per 5s Attack damage: 50 (+3) / Attack speed: 0.666 (+2.3%) / Armor: 30 (+3.3) / Magic Resist: 30 (+0.5) Range: 550 / Movement speed: 325
If anything, it was enjoyable to try and imagine this kit. I hope you will like it too. :)
Side-note: Ven doesn't really executes minions, he rather makes them go through a sort of portal, only to re-invoke them later on in an bigger, uglier, meaner version. They disappear in a flash of light, pretty much like with the minion dematerializer