Mage Jungler Concept

Reksee·1/15/2020, 4:56:55 AM·1 votes·1,058 views

So, there many different things that I've heard flung around such as the fact that farming junglers are useless and there aren't any witch champions, OR any support junglers besides Ivern. This inspired me to make a concept who could somewhat fix all of these problems. Keep in mind that it would be way better for Riot to buff jungle XP but based on the trajectory of changes to the jungle this is not likely. My goals for this concept are...

.Make a farming jungler who works .Make a supportive jungler .Make a witch type champion who collects ingredients that can empower her spells.

For the sake of this concept, I will call the champion Witch Girl. I picture her as a somewhat elderly figure cloaked in robes, one of her hands has a green glow and she wields a staff.

Passive: Collector's Profits

.For every large minion or jungle monster Witch Girl kills, she gains one stack of Collector's Profit. These stacks empower her abilities.

.Depending on what kind of jungle monster Witch Girl kills, she gains special ingredients that can empower her spells. The following things that jungle monsters drop are as follows. Witch Girl can store up to 5 ingredients at once.

.All buffs drop one Magic Heart .Raptors and krugs drop one Swarm Fragment .Wolves and Gromp drop one Beast's Blood

Q: Staff Slam After a delay of 0.25 seconds, Witch Girl slams her staff into the ground, dealing 90/130/170/210/250+(80% ability power) magic damage to all nearby enemies. Depending on how many stacks of Collector's Profit Witch Girl has, this spell is empowered. 10 stacks: Slows by 50%, which decays over 1.5 seconds 25 stacks: Silences for 1.5 seconds and slows by 50% that decays over 1.5 seconds. 40 stacks: Stuns for 1.5 seconds Additionally, if Witch girl has a Magic Heart this spell consumes it. This spell can consume up to 2** Magic Heart**s. For each one consumed, this spell deals an additional 20/30/40/50/60+(10% ability power) damage.

Radius of Effect: 250 Cooldown: 9

W: Sinister Approach Witch Girl turns into a spectral form and dashes to a target location, dealing 40/70/110/140/170+(50% ability power) magic damage to all enemies she passes through. Depending on how many stacks of Collector's Profit Witch Girl has, this spell's range is empowered. 15 stacks: 100 bonus range 40 stacks: 200 bonus range If Witch Girl has a Swarm Fragment and she passes through an ally champion when using this spell, the Swarm Fragment is consumed, and Witch girl grants all allies she passes through 40% movement speed that decays over 2 seconds. Base range: 600 Base cooldown: 15/14/13/12/11

E: Unnatural Regeneration Witch Girl heals a target ally for 50/80/110/140/170+(40% ability power) health. If she has at least 30 stacks of Collector's Profit, this spell fears any enemies near the target ally for 0.75 seconds. If Witch Girl has a Beast's Blood this spell consumes it, and the spell's healing is increased by 10/20/30/40/50+(10% ability power). If Witch Girl has a Magic Heart this spell also consumes it, all enemies within the fear radius of the ally take 30/50/70/90/110+(30% ability power). If this ability is cast on herself, it cannot trigger the effects granted by Magic Heart and** Beast's Blood**. range: 500 cooldown: 17/17/17/17/16 Fear radius: 225

Wyrd Hand: Witch Girl fires a massive spectral hand in a target direction, which latches onto the first enemy champion hit. This slows that champion by 40% for up to 3 seconds, after which, the hand dissappears. If the enemy hit tries to go more than 650 units away from Witch Girl while the hand is grabbing onto them, they take 100/200/300+(50% ability power) damage and are stunned for 1 second. If Witch Girl has at least 20 stacks of Collector's Profit this spell grabs onto the enemy hit for 4 seconds instead of 3. If Witch Girl has a Beast's Blood and she lands this spell, the Beast's Blood is consumed and Witch Girl is healed for 50/100/150+(20% ability power) health. If Witch Girl has a Swarm Fragment and she lands this ability then the Swarm Fragment is consumed. This causes all allies within 600 units of the grabbed enemy to gain 20% movement speed. range: 600 cooldown: 150/130/110

Pros Massive Damage Good Utility Good crowd Control

Cons Low Range Lacking Self Sustain Weak Before level 6

Please leave your thoughts on the concept. Thank you!

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