[Champion Concept] Emote, Master of the Elements (an acronym of itself, if you didn't notice)

GamerThink·5/15/2016, 4:19:01 PM·2 votes·1,359 views

It's quite original, tell me what you think about it, I would love to see such a champ in LoL even though I know it will be hardly taken into account. Open for balance changes.

Edit: the original name has been changed to Imote because the former is an anagram of Teemo. It would have been so diabolic.

Lore (draft) Imote is an archmage outcast from Zaun where he has learnt how to manipulate the elements of nature. His almost inhuman magical force, though, scared the inhabitants, which banished him forever. He learnt how to live in the wild, and now seeks revenge.

Puns

"Do you need a breather?" "Wat'er you doing mate?" "You need to stay grounded!" "You... are... fired!"

Stats

**HEALTH **550 – 1400 HEALTH REGEN. 6.0 – 15.0 MANA (secondary bar) 420 – 1089 MANA REGEN. 8.0 – 18.0 RANGE 550 ATTACK DAMAGE 103 – 168 ATTACK SPEED 0.27 (+0% – 34.0%) ARMOR 20.0 – 54.0 MAGIC RES. 30.0 - 64.0 MOV. SPEED 340

Role Primary: marksman Secondary: support

Skills Passive: Autocaster

Imote's autoattacks are actually his spells, which can be used very often, while basic attacks instead are very slow and can be used as a finisher. His cooldown reduction (and cooldown reduction cap) is doubled. As basic attack Imote hurls a ball of energy. His autoattacks add 80% bonus AD + 40% AP (instead of 100% bonus AD), consume 10 mana (cannot AA if has no mana) and are converted to magic damage, but can crit as if they were physical. Also, autoattacks increase cooldown of all abilities by 0.5 seconds.

Q: Gust of wind (80/95/110/125/140 mana)

Active: Imote casts a gust of wind going from his place towards a given direction for a 1000 distance with 3000 speed. Imote rides the gust for 300 distance and knocks enemies airborne for 0.1/0.15/0.2/0.25/0.3 seconds, dealing 100+4%/8%/12%/16%/20% AP damage. Also counts as two melee attacks to summoned units and can hit invisible ones. CD: 15 seconds

W: Healing salve (90/100/110/120/130 mana)

Passive: When Imote deals magic damage stores 33% of the damage as charges, up to 60/65/70/75/80+5%/10%/15%/20%/25% AP. Active: This part is available only if Imote has cast at least two spells in the last 4 seconds and after his last Healing Salve cast. Imote heals himself for the amount of charges he has stored, consuming them. Nearby allies are also healed for 33% of the amount. It has no casting time, and graphically a water cascade erupts from terrain surrounding Emote. CD: 12 seconds

E: Earth punch (60/70/80/90/100 mana)

Passive: Basic attacks execute minions below 20/40/60/80/100 HP Active: Summons a hand of earth from a selected spot on the ground which seeks the nearest champion and deals him 100% base AD as physical damage + 10%/17.5%/25%/32.5%/40% AP as magic damage, also ministunning for 0.1 seconds. Engages champions up to 500 distance, if it doesn't find any target just explodes in place dealing half the damage in magic AoE damage. In the single target variant counts as a melee attack, applying on-hit effects. CD: 10 seconds

R: Fireball (200/250/300 mana)

Active: Summons a huge fireball (diameter=50) which falls in the designed spot. The fireball deals 300+25%/35%/40% AP magic damage to all enemies hit. Enemies hit also catch fire suffering 50+5%/7.5%/10% AP magic damage over 3 seconds. CD: 30 seconds.

Items Core

item 3174: Provides the needed sustain and huge cooldown reduction item 3100: On-hit and basic damage boost, and the item also has good stats item 3157: CDR as usual, and prevents to be oneshot item 3165: Overall very good item for Emote item 3135 item 3089: Just to raise even more the AP burst

Situational

item 3115: Has good stats overall and an on-hit effect item 3116: Good item for the slow item 3152: Dashes may always be good for a marksman item 3065: Defensive, good with W item 3146: With no spellvamp in this patch, this item may be useful in some occasions; also the revolver piece works well along with Lich's Bane item 3050: This may be very good, but usually is taken by the support item 3025: Good alternative to Lich's Bane for slowing with AA item 3040: Good alternative to Rabadon's Deathcap, gives a little less AP but a lot of mana pool, and an active shield on completion

AD build

item 3508 - item 3087 or item 3094 - item 3078 - item 3053 : High crit chance, good on-hits, can sustain mana pool efficiently with ER. A BotRK can be useful too sometimes.

Strategy Get 90% cooldown reduction as soon as possible. Thunderlord tree is mandatory, with Intelligence and mana regeneration. Cast, cast, cast. Dodge and engage with Q. Use E to interrupt channels. R is a good poke on mid-lategame but needs a lot of mana. Autoattacks are best for farming minions with E passive, and after you get Lich's Bane. On lategame Imote should be a huge threat, but needs a lot of mana and is very squishy.

Is bad against Kassadin Fizz Talon : Mobile evasive assassins are hard to deal with

Is good against Teemo Quinn : Did you say blind? (And let me sweep away those mushrooms). Urgot : You really shouldn't bring an armor in fireball fights.

Works well with Yasuo : Dat knockup! Zed : When your marksman is AP, an AD threat is always good. Also, a fireball or an earth punch should help Zed in his kills. Nami : Great sustain, wombo combo Q + Tidal Wave/Bubble, empowering 3 AA is more than enough.

13 Comments

GAAAAAAAAAAAAAAY5/15/2016, 4:43:25 PM1 votes

I think he could use a low CD spell, but I really like the idea of an apc.

Neku215/15/2016, 6:16:36 PM1 votes

hmm... Its a little weird having extremely high cooldowns and really low attack speed.... so you literally can't do anything for a while other then wait for your next basic attack. The cooldowns should lower over time, but your ult cooldown is way too fast :l that could maybe be the third level cooldown for that spell, but thats on par with Ez... and if you have your q interacting with knock up, then I would put knockup somewhere in your kit. I was thinking the ground ability was going to do knockup for that reason... and I'm not sure that he needs a healing spell, because thats the role of the support, and doesn't work too well for a really offensive champ with high cooldowns and you're limiting the amount of damaging abilities that make use of your ap. also I don't think the basic attacks should cost 20 mana... you need to be able to farm minions without using THAT much mana... I'd say like a solid 5-10 mana. I do like the abilities though, so nj :P

Tamur5/16/2016, 3:10:19 PM1 votes

Want to do a review trade of Masters of the Elements?

GamerThink5/16/2016, 4:17:28 PM1 votes

Changed some small things on the concept. Hope it's more clear now. Upvote if you like.

GamerThink5/24/2016, 8:15:23 AM1 votes

I've reduced even more the cooldowns, so he's going to be a very scary lategame threat. I'll check later the numbers too for the balance.

Also added secondary role: support (should be fine with some ccs and a healing spell).

GamerThink5/29/2016, 12:15:42 PM1 votes
  • Lowered mana costs
  • Changed E spell