Earth Mage (Tanky Mage) concept

Segue·8/17/2014, 3:33:58 PM·2 votes·1,431 views

While I made the numbers specific, they are probably a bit overpowered and as a result I suggest reading this for the idea, not for the exact numbers. It's a pretty unique champion thanks to his passive and W, and I basically just kind of felt like an Earth-based mage would be pretty cool.

Earth Mage wields a hammer, but has ranged abilities, making him an excellent support or jungler. His CC is extremely strong, and his base damages are good enough for him to build quite tanky. However, he suffers from relatively long cooldowns and rather low burst damage potential. Regardless, his damage can very quickly add up and his dueling power is quite strong, especially in combination with his Earth Doll which can block enemy skillshots for himself or an ally. He is the worst nightmare of champions with channeled abilities like Katarina and Nunu due to his Earthquake ability and large number of stuns. However, once it has been used it will remain on cooldown for most of the fight.

He could also be a very nice AoE burst mage, assuming he hits all of his spells on a lot of targets. I believe that he would be best as a support or jungler but he could be played mid or top as well against some matchups.

Passive - Earth Doll(The Block?): Earth Mage commands an earthen doll with alt+right click. This doll can move up to 2000 units from Earth Mage before being teleported back to him, and cannot attack. Earth Doll’s primary function is to tank skillshots and grant vision. Earth Doll has (100/300/500 +20% of Earth Mage’s max HP), and regenerates health at a rate of 3% per second. Once Earth Doll dies, it automatically respawns at half hp after 120 seconds. It should be noted that Earth Doll has a very short vision range.

Q - Boulderdash: Earth Mage causes two boulders to rise up from the ground (a short distance apart from eachother) at target location. After 3 seconds or on second cast, these boulders are dropped, causing (90/155/210/275/340 +40% AP) magic damage to enemies that are hit by the spell. A 0.3 second stun is also applied. Enemies cannot hit by more than one boulder at a time.

Range: 750 units AoE Radius: 275 units (per boulder) Mana Cost: 85/90/95/100/105 Cooldown: 11 seconds

W - Earthquake: Target area begins to shake violently for 3 seconds, throwing nearby enemy units toward its center by (10/15/20/25/30) units every second. Enemies in this area also take (2/2.5/3/3.5/4)% of their max health as magic damage each second. In addition, these enemies take (30/55/80/105/130 +30% AP) magic damage per second while standing in the area.

Range: 845 units AoE Radius: 275 units Mana Cost: 105/110/115/120/125 Cooldown: 11.5 seconds

E - Sharp Plating

Passive: Earth Mage permanently gains (10/15/20/25/30) armor and magic resist and returns 8% of physical damage taken back to the attacker. Active: For 4 seconds, Earth Mage is enveloped in earthen spikes. Upon suffering physical damage from an enemy, the attacker receives (22/32/42/52/62 +20% AP damage per second for 2 seconds. Enemies that autoattack Earth Mage while affected by this debuff are stunned for 0.6 seconds.

Range: 445 units (The stun and damage from the active can only take place within this range) Mana Cost: 30/40/50/60/70 Cooldown: 15/13/11/9/7 seconds

R - Earthen Explosion: The ground beneath target enemy champion instantly erupts into a violent explosion, dealing (125/200/275 +55% AP) magic damage to all enemies caught in the blast and stunning them for 1.25 seconds. After the stun ends, the damaged enemies incur a loss of 25/50/75 AD and 10/20/30% Attack Speed for 2.5 seconds. Additionally, for 3 seconds after the spell is cast, all of Earth Mage’s spells deal an extra 15/22.5/30% damage to all targets that were hit by Earthen Explosion.

Range: 350 units AoE Radius: 400 units Mana Cost: 100 mana Cooldown: 120/110/100 seconds

6 Comments

Meep Man8/17/2014, 4:41:53 PM2 votes

I love the idea of this character, despite the fact that his R would seem like an instant duel winning move, combined with his E and Passive makes for an extremely good duelist. I think I could easily say that this guy would either be the horror of bottom lane or top lane depending on where the pros would place him. However, the concept is great and the passive is very original so, based on the champions coming out lately, I could easily see this being a valid champion to be put in the game. I HAVE TO SAY THIS DESPITE IGNORING WHAT YOU SAID, but Earthquake would have to last for at most 2.5 seconds since that is a lot of time of lock down if you are saying each time they are pushed towards him it would be considered a knockback (or knockforward?), meaning it would disable them for a short time. Anyways, I love the guy and would love to see him in the game, especially what he would be lore wise as well. Good job, ya got me liking him!

OTH Radar8/17/2014, 5:05:24 PM2 votes

I love the idea, but I think his ult ratio should be halved, and the stun duration on his plating, rather than scaling from 0.6 to 1.05 should be a flat 0.5 at all ranks. Definitely an interesting idea, though, kind of sounds like a cooler malphite

Linna Excel8/18/2014, 6:29:07 AM1 votes

The passive - I think that is the most interesting part of the kit Q - I'm a bit unclear how the 2 boulder thing works since you said you can't be hit by both. W - not going to work as a non ult because of the pull effect. Also 500-600 base damage before considering AP is a bit much. E - with 40% cdr, your active will be up all the time. The passive alone is close. R - if this was just damage and stun, maybe. The debuffs are a bit too much.

Lionlynch8/18/2014, 2:00:46 PM1 votes

cool idea although i think a passive that you can control isn't really a passive meaning that it's effectively an additional ability making it kinda op. so i think it would be better if maybe the E was the passive without the active and the passive was maybe an ability of some kind. :)

Khaapi8/19/2014, 12:05:26 PM1 votes

Erase those numbers if you want it to be taken seriously :P Passive would be kinda annoying since controlling pets are rather irritating in current LoL, but the idea itself is interesting. No idea how do you imagine your Q, you should describe it better really. W is unclear as well. What do you mean by pushing X units toward center? I guess its CC, like short displacement that is applied every second, giving the champion almost no time to react since travel time + 1s "cd" for next tick. Which means it would work like 3s stun with very little pasues between each second. E, 8% of damage plus base dmg and AP ratios plus thornmail? Beside, it's just buffed Rammus W here. 30% AS reduction AND 75AD reduction for all champions hit, for 2,5s? Plus damage. Dude. Erase the numbers, and think it through again :P We need earth mage, but we don't want it like this.