[Champion Concept] Gert, the Electromancer (Unfinished)

HopFrogger·9/11/2015, 12:41:58 AM·1 votes·460 views

Hi guys, thought I'd give you guys a peek at a champion I've been working on. He's a work in progress, but please let me know how he can be improved. He needs an E ability. Ideas? The concept is a utility mage that can be played mid or bot lane, with an emphasis on controlling movement speed and energy. Numbers, of course, are just for show, and very tweakable.

**Lore: **TBD

**Concept: ** Utility mage, Pusher, Support

Abilities:

Spell Surge (Passive): Each ability used stores one charge to a maximum of 3. Each charge grants 3/6/9/12 base movement speed bonus, improving at levels 7, 13, and 19. When 3 are stored, the next spell expends all charges to add a unique effect to the ability.

Shock (Q): Gert summons an explosive force at target cursor location. After a 0.5-second delay, enemy champions in a 300-diameter circle are pushed away from the center by 125 units and take 60/95/130/165/200 (+0.85% AP) damage. A unit caught in the epicenter is slowed by 50/60/70/80/90% for 1 second and is not displaced by Shock. _Empowered Shock: _ Any unit or champion hit by shock is slowed by 50/60/70/80/90% for 1 second. A unit caught in the epicenter is instead stunned for 2 seconds.

Tether (W): This ability can be used on allies or enemies, to different effect. Gert tethers the target unit to its 0/1/1/1/2 nearest champion ally/allies for 5 seconds.

  • Ally: Tethered allies receive 1/2/3/4/5% (+0.25% AP) bonus to their magic resistance and a 3/6/9/12/15 point increase in their movement speed. When hit by an opponent ability or attack, the tether discharges dealing 30/60/90/120/150 damage to the attacker. The tether may only discharge one time per ally, and the magic resistance and movement speed halves for the remainder of the duration. If an opponent discharges multiple tethers at once, the damage from additional tethers is halved to that target. Empowered Tether (Ally): The tethered units receive a 4/8/12/16/20% bonus to their tenacity. The tethered units no longer lose magic resistance or movement speed when the tether discharges.
  • Opponent: Electric energy surges through the opponents, who receive 60/95/120/155/190 (+0.75% AP) as magic damage, and receive a 1/2/3/4/5% penalty to their magic resistance for 5 seconds. Empowered Tether (Opponent): The tethered receive a 4/8/12/16/20% penalty to their tenacity. Damage is increased to 80/115/140/175/210 (+0.75% AP)

Momentum (E): ??? Maybe increases damage passively to movement slowed individuals? Or lengthens movement reduction effects with auto-attacks or subsequent spell casts?

Magnetism (R): This ability can be used on allies or enemies, to different effect. Gert places a magnetic shield on the target causing repulsive or attractive energy. The shield lasts for 5 seconds.

  • Ally: Magnetic allies repel opponent advances. The ally receives a 125/250/375 (+0.5% AP) shield, and any approaching opponent is slowed by 10/20/30% movement speed. Empowered Magnetism (Ally): The shield is increased to 175/300/425 (+0.5% AP) and any damage received by the target is reduced by 10/20/30% for the duration.
  • Opponent: Magnetic opponents attract your allies. The opponent takes 100/200/300 damage, and any of your allies approaching your opponent gain 10/20/30% movement speed. Empowered Magnetism (Opponent): The damage is increased to 150/250/350, and any damage received by the target is increased by 10/20/30% for the duration.

Just some thoughts; happy to work with someone on this, and develop the concept further. I think there are some novel ideas here that could create a fun utility mage. Please leave your (productive) thoughts below!

HopFrogger

1 Comments

SpiceIsRight9/11/2015, 1:38:11 AM1 votes

Interesting mechanics between pushing and pulling enemies.

Here's an idea for your E:

Tesla Coil:

Gert summons up to 2/2/3/3/4 conductors with 3 health each (individually, multiple clicks of the ability- each spawning a conductor at the mouse pointer) that react to Shock and Tether. Targeting a conductor with Shock causes the conductors to surge with and chain together electricity between themselves. Allies that pass through the electricity gain speed and AD/AP (whichever is higher based on bonus values). Further targeting these electrified conductors with Tether will cause electricity to reach out to enemy champions and link them to the conductor, restricting their movement (like a leashed animal to a stake) for X seconds or until the conductor is destroyed.

Feel free to let me know what your thoughts are on my own champ Mavrik if you'd like.