Champion Concept: Flint the mage hunter

Upyermukluk·11/19/2015, 4:57:04 AM·1 votes·525 views

Critiscm and Ideas are welcome Champion concepts are welcome, as i'm bad with art. I will give credit and post in link area if i like it.

This Champion has a Crisp, sharp look akin to ezreal, but more thuggish. His right arm glows whiteblue with sharpened claws as fingers. He carries a Dagger in his Left hand (the dagger of skraa) Has black or red hair, preferably 5 o'clock shadow, or a trimmed beard (graves style?)

He has a medium basic attack range, where he throws his dagger at you

He has a low base mana pool (300) that should be able to curb his ability to dominate a lane early. Allows counter play by mana using champions, as well as easy counter picks (rage/energy/health cost champions) Flint is a High risk high reward, All in kind of champ, OR you can play him reactively, dishing out pain when your opponent tries to all in you with Painful compensation. Ive always wanted a Mana Burn Champion, and i feel like flint can pull it off, without unbalancing the Mana system.

Flint comes from a city far from the Control of the institute of War and its summoners. His family was murdered by a gang of rogue mages, After much study he traveled far in search of a lost temple, a way to enact vengeance for his slaughtered family. He finally stumbled upon an empty temple. Filled with not but a dagger resting upon a pedestal. Engravings covered the pedestal, speaking of a legendary hunter. Not bothering to read all the engravings, One line caught his eye, and that was all he needed: "he who possesses this dagger, shall possess the power of Skraa." Without hesitation he picked up the dagger, and in a blinding flash of blue light, was changed. He returned to his town, Consumed by his Rage and driven by the Spirit of Skraa. He then turned towards the Institute of war. Magic was dangerous, and The conquest of Skraa was begun anew.

Passive: Skraas rage If an enemy is afflicted by a Mark of Skraa and castes a spell, They have 10%(# of stacks) of the spells COST worth of Mana siphoned to flint over 2 seconds. They also take magic dmg equal to the amount siphoned (example: 1 stack, on a spell that costs 150 mana, will only siphon 15 mana = 15 magic damage) Enemies without mana are Burned for 10% of any spells cost to there health (after resistances) The stacks max at 5, and fade away 1 after the other starting at 2 seconds, and goes faster the more that fade, unless the unit has been hit by flint or one of his abilities. Flints abilities deal an extra 1/3/5% (increases every 6 levels) damage per stack on the target Damaging a champion while they have a mark active, refreshes it.

Q: Painful Compensation (skillshot) Cost: 75/100/125/150/175 Holds Up to 3 charges. Charges return every 10/9/8/7/6 seconds. This abilities recharge is unaffected by CDR. Casting the ability consumes up to 2 charges and can be cast every 5/5/4/4/3 seconds, but will always consume 2 if they are available. 1 Charge: Flint fires a bolt forward, and deals 75/150/225/300/350 damage to the first 2 targets hit, and applying a stack of mark of Skraa. 2 Charges If an Enemy Champion is hit, They are Rooted for 1/1.25/1.5/1.75/2 seconds and after that, for 1/1.25/1.5/1.75/2 seconds any Spells they cast that deal damage, will backlash and deal magic damage equal to 10/15/20/25/30%+(0.1xAp%) of the spells damage back onto the caster

W: Power Of Skraa Passive: Every 3rd attack on the same target flint applies a stack of Mark of Skraa

Active: Flints Consumes 10/15/20/25/30 Magic per basic attack And deals an extra 5/5/10/10/20(# of Mark of Skraas) magic damage when he attacks the same target. Flint also applies 1 stack of Mark of skraa every other AA. After the 3rd consecutive attack on the same target while active, flint begins to siphon 1/1/3/3/5% of there max mana per basic attack over 2 seconds. This siphon does not trigger Mark of Skraas passive mana burn.

**E: Skraas Dominion (skill shot) Cost: 100/150/200/250/300 Flint pushes an enemy champion or minion away from him (up to max attack range) and deals 65/125/180/225/275+(0.5ap). The Target and anyone the target touches all have a stack of mark of skraa applied. If Flint targets an allied champion or minion he pulls himself to them, consuming a random CC effect and shielding them for 50/75/100/125/150 + (0.25ap) and makes them immune to CC effects

R: Will Of Skraa Cost: 75% of flints current mana Applies a Stack of Mark of Skraa Every 0.5 Seconds over 2.5 seconds while in the abilities aoe Flint fires a surge of energy forward that expands (to about 2 times length and width of annies aoe flamethrower thing). Enemies caught in the ability that have a Mark of Skraastack take 100/225/300+(0.3x ap) damage and are slowed by 15/25/35%, Enemies are also Drained of 20/40/60% of there current Mana over 2 seconds ,but only while in the affected area. Any Enemy in the ability have a Conquest of Skraa debuff applied to them once they leave the the affected area that detonates 2 seconds after it is applied and deals magic damage equal to the abilities initial dmg x (% of mana drained from enemies)+(0.25 ap)

This seems like alot of Dmg but considering you can leave the area of effect it can cut the ult ability dmg in half.

5 Comments

Foodtank11/19/2015, 6:59:30 AM1 votes

I've often wondered about how a champion could interact with other champions' mana pools, and I think this is a cool way of trying to make a kit around that. However, I also think that there would have to be some contingency that adjusts against champions who do not use mana (calling such champs a "counter" seems like a massive understatement, since that drastically reduced Flint's potential damage). I'm not sure how I'd make that happen, other than designing him for support, since you should always have at least one champ with mana on the other team in bot lane.


As for the kit itself.

I think it's somewhat contradictory to have an ability silence its target (painful compensation) when Flint wants to take advantage of enemy spell casts (Skraas Rage). Feels like Flint is countering himself by doing that. Obviously hard to say for sure without seeing it in action.

Having an ability that removes a debuff (Vault) is pretty overpowered if you really mean debuff rather than disable or crowd control, either of which would be more reasonable. Or just make it always give a shield. I also think this ability is too risky to be considered viable in most situations. Using it in lane could leave you with turret aggro very often and using it in teamfights would often leave you alone in the middle of the enemy team.

You claim that he will be held back by his small mana pool and high mana costs early, but Vault's cost is dependent upon his total mana, and Mana Burn is effectively free, he just can't cast anything afterwards. This doesn't feel like a mana hungry champ really, unless you're spamming W (which seems pointless anyway since it's an all-in kind of ability)

Overall, there is a glaring lack of Crowd Control in this kit. Silence is nice, but he doesn't have so much as a slow. This leaves him highly vulnerable to control mages if they see him coming. Almost everyone in League has at least some sort of slow. Not necessarily a requirement, but if he is really a Mage Hunter he should probably have some way of locking them down. After all, mage is the role often most adept at escaping or keeping enemies at bay.


A couple of clarifying questions: Q:Painful Compensation--What is the actual cooldown of the ability? Since it consumes up to 2 charges but can hold up to 3, he could conceivably cast it twice in quick succession. Nothing wrong with that, just clarifying whether that was your intention. W: Power of Skraa--What is the cooldown for the active? R: Mana Burn--It only affects enemies with Mark of Skraa, but it also applies Mark of Skraa? Does this mean it applies more Marks to those that already have at least one, but is completely harmless to anyone else?


Miscellaneous Thoughts Vault is already the name of Quinn's ability, which obviously makes sense, but is something to keep in mind. I don't think there are any overlap ability names in League.

I would imagine Flint's parent were killed by rogue mages, not rouge mages.

I'm no good with specific damage/mana cost numbers, but I think most of them in this kit would need tweaking. Just something to keep in mind.

Final Question: What was your conceptual framework for this champ? You mentioned you've wanted to do a mana burn champion, and I'm wondering if that was your primary goal in designing Flint or if you had other things you were trying to accomplish.

Thanks for sharing your idea! I know I just threw a lot at you, use as much or as little of it as you want.

Foodtank11/20/2015, 5:41:50 PM1 votes

Looks pretty good, I'm still wondering how frequently the Q can be cast. Spells that use ammunition systems still need some sort of cooldown that is separate from the ammo recharge rate. Overall, I think this looks like a very cool champ. For better or for worse, the changes to Will of Skraa and Painful Compensation now make him feel much more like a counter-engage champ who punishes people for going all in too aggressively (i.e. E to disengage, Q to root, maybe time for an AA, then ult to deal massive damage). Having a 100% mana cost for the ult means it's really all or nothing, and afterwards he has nothing. Maybe adjust the mana cost or change Will of Skraa so that he still has something in case his enemies survive.