Ba'Lamh, the Cracked Dimension

Stacona··1 votes·1,246 views

Ba'Lamh is a dark elemental mage that starts out short range and melee, but then can potentially grow into a very long range champion. Ba'Lamh does not have mana costs, but instead he has health costs and every single mana point that he obtains converts into health points instead; caution though, bonus armour and magic resistance is halved for Ba'Lamh (to prevent high damage, ranged, super tank like Ryze- so that he can only have damage and range just like the other mages). Ba'Lamh is partially from the Void, actual birth of origin is unknown. Ba'Lamh has the same kind of appearance as a yordle, but entirely black with some glowing purple hairs. Ba'Lamh has the ability to create a portal between the Void and the real world whenever he pleases, but the curious piece to this is that only yordles have the ability to travel between this portal, as of right now, no other type of creature is able to actually go through this portal.

NOTE: Archangel's conversion passive will work differently by converting total health instead of total mana into ability power but also halving the conversion to 1.5% instead of 3% so that the item gives roughly the same AP as a mana user. Tear of the Goddess will also stack normally, just it will grant health instead of mana because of the mana to health conversion Ba'Lamh uses.

Statistics [base number starts at level 0]: Health: 662(+141 per level) Health Regen: 7(+2 per level) Attack Damage: 50(+3 per level) Attack Speed: 0.655(+1.5% per level) Armor: 20(+3.5 per level) Magic Resist: 30(+0 per level)

Basic Attack Range: 125+ units (under 399 units is melee, over 400+ units is ranged) Dark spears emerge from above his target and land on them for Ba'Lamh's basic attacks.

Energetic Life (Passive): Ba'Lamh converts every +1 mana that he obtains into +1 maximum health. This weakens him though causing all bonus armor to be reduced to 75% of the value and all bonus magic resistance to be reduced to 50% of the value. Ba'Lamh gains +1 units of range to his basic attacks and abilities for every +10 maximum health that he has.

Ba'Lamh is stronger the more health that he currently has: Somewhere between 100% to 1% Current Health will grant an increase to his Ability Power ratios by 300% to 0%.

Unexpected Strike (Q): Cooldown: 6/5.25/4.5/3.75/3 seconds; Cost: 50/60/70/80/90 health; Range: 500+ units Ba'Lamh opens a rift to the Void at his location to unleash a bloody blade in a line to deal 80/100/120/140/160(+120% to 30%AP based on current health) magic damage to every unit struck.

Void Tremor (W): Cooldown: 12/11/10/9/8 seconds; Cost: 70/85/100/115/130 health; Range: 650+ units Ba'Lamh uses dark magic to cause a tremor in a line in the ground to split it to deal 90/115/140/165/190(+160% to 40%AP based on current health) magic damage and stun struck units for 1.25 seconds.

Tormenting the Blood (E): Cooldown: 22/18/14/10/6 seconds; Cost: 40/75/110/145/180 health; Range: 350+ units Self Cast: Ba'Lamh uses dark magic on himself to create an uproar in his blood causing him to stealth instantly for 1.5 seconds and gain 40% movement speed while stealth; once he emerges from stealth his blood explodes around him to deal 120/140/160/180/200(+160% to 40%AP based on current health) magic damage to every unit struck.

Enemy Cast: Ba'Lamh uses dark magic on his target to create an uproar and boil its blood for 1.5 seconds to slow the target down by 75% and then the blood inside explodes to deal 120/140/160/180/200(+160% to 40%AP based on current health) magic damage to the target.

Dimensional Grasp (R): Cooldown: 120/100/80 seconds; Cost: 150 health; Range: 400+ units Ba'Lamh cracks dimensions at his target champion's location to suppress the target in place for 1.5 seconds and then the crack explodes unleashing powerful dark magic in a 400 units area to deal 125/175/225(+200% to 50%AP based on current health) magic damage to the suppressed target and all units caught in the explosion.

Special Effect: Suppressed yordles visually disappear and are suppressed for 1.55 seconds instead of 1.5 seconds; everything else acts normally though like they are still there.


~ Stacona

EDIT: Energetic Life: Based on current health, Ability Power ratio increase has been increased to 300% to 0% from 200% to 0%

Unexpected Strike: Cost lowered to 50/60/70/80/90 from 60/70/80/90/100 health Ability Power ratio increased to 120% to 30% from 90% to 30% Base damage lowered to 80/100/120/140/160 from 80/110/140/170/200

Void Tremor: Ability Power ratio increased to 160% to 40% from 120% to 40% Base damage lowered to 90/115/140/165/190 from 90/120/150/180/210

Tormenting the Blood: Ability Power ratio increased to 160% to 40% from 120% to 40% Base damage lowered to 120/140/160/180/200 from 150/170/190/210/230

Dimensional Grasp: Cooldown lowered to 120/100/80 from 130/105/80 seconds Cost lowered to 150 from 200 health Damage adjusted to 125/175/225(+200% to 50%AP based on current health) from 150/200/250(+180% to 60%AP based on current health)

8 Comments

Phazeor1 votes

I am curious, when people can get big advatages out of one stat dont they usally atempt to elevate it? i.e Ryze Ryze builds mana which imprvoes his damage. However if your range scales off hp then instead of a Guardian Angel item 3026 wont people choose to build a Warmogs item 3083 ? Make him into a sniper?

Stacona1 votes

I figured most people would go warmogs as their defense item because it synergizes really well on him for the increased range, be able to spam abilities, and the health regen he would get from the passive- because you can get a lot of health because i combined pretty much the mana a champion would get into the health stat and treat him as a mana mage that hurts himself when he casts abilities (of course, you dont have the health to use an ability you cannot use the ability just like running out of mana) .. and building archangel and warmogs will grant a lot of health i just wanted to avoid exploitative situations because of his high base health he gets and getting health from mana items and getting high range, so to do this give him either just okay or weak base damage and higher ratios to reward the offense build and halving bonus armour and magic resist will make it that if he builds something like a frozen heart he doesnt become a long range super tank and no one can kill him.. overall i want him to be weak early and become a hyper mage later, and trying to ensure that hyper state has meaningful weaknesses that the enemy can exploit- at the very least for the early game, for late game his greatest enemy is blade and liandry's because of their % current health they deal which makes him deal less damage the less health he has- early game he is both melee and short ranged (this eliminates him from being a marksman ever especially since he would have to build health or mana items to get range which sacrifices damage to get super range)

tl;dr : Ba'Lamh should be a hyper mage, but should avoid being a ranged super tank high damage machine gun unkillable force out of having a lot of health which has counters from certain abilities and blade/liandrys

Phazeor1 votes

So basically a late game hp tank that can actually kill stuff. I see. I do like how to compensate you reduced armour and magic resist. In by doing so you emphasize his early game weakness.

Stacona1 votes

early game you have to manage his abilities a lot better- i want to avoid him being a mage tank, so do you think base damages need to be lowered some more and ratios increased for this? i want him to be a health mage, i want to reduce bonus armor and magic resist because i gave him the highest health at every level and can get a lot from archangels and rod of ages- health in itself has counter items and some abilities that deal % damage- so he may be high health but as long as he is still squishy and dies varily fast when focused it will be fine- some champions will kill him better than others and other champions will have a really hard time killing him this goes for every champion in the game---

the most important thing for me is that he is weak early and can be bullied around a little bit, but hopefully he is not completely useless early game, and late game becomes a monster of a hyper mage--- what i dont want is him dealing a crap ton of damage while being a full out tank - the way to fix this is lower base damages and higher ratios so that damage deal damage, tank is for damage sponge and utility, hopefully reducing armour and magic resist that he buys will reduce the incentive of going tank on him

Phazeor1 votes

Ok from what i see he has high base damage so i would reduce it. However be cautious in doing so because then many people will build him like an Elise :Pi suggest toning down base damage and increase ratios a bit will emphasize the early game weakness

Stacona1 votes

I want to make sure he is built damage, he will get health from archangel and roa, and a possible warmogs for the defense and sustain of the passive- but besides for health i want him to be a squishy hyper mage- i will tone down the base damages some more and up the ratios a tiny bit or make the higher ratio higher and keep the lower ratio the same to create a better counter play against him

bbbbates1 votes

I like the passive but I think that halving his armor MR might be a bit harsh, maybe like 75%? Or give him natural decent armor MR scaling.

Anyways, item 3010 for days.

Also you got the name format wrong.... its 3'3, so Bal'Amh if we keep the void naming convention (this is just me trolling around)

Stacona1 votes

i am making him a ranged champion, despite him starting melee, so no MR per level, and have his health and mana stats combined into just health gives him a lot of defense against magic damage champions- i could consider raising his armour, but right now his base armour is very slightly higher than another mage and has the same armour per level- Cho'Gath- also his birth is unknown only thing we know is that he isn't born in the Void or the real world but has an attachment with the void while having yordle characteristics in the real world of runeterra- so far the only birth place we can come up with at the moment is that he was born inbetween dimensions which may explain to why he can go between the void and runeterra at will, but how everything happened is unknown in a way Ba'Lamh is like the opposite of Gnar

overall i want to avoid Ba'Lamh from being a tank - i want him to be a mage, i also realized that he can function well as a support because his utility is high enough that he can manage to be a good support with an aoe stun, powerful low duration slow, and suppression ultimate- but low base damage and higher ratios may make support Ba'Lamh not be played and also being melee at the start of the game

Rod of Ages would be very strong on him, the sustain passive is not doubled when you level up though only the health regen heals health- but overally ROD is extremely strong on him which im fine with- i wanted Ba'Lamh to be treated more like a mage that uses mana but uses health costs instead- but in a way i want him to be the first health mage that can build RoA and archangels, conversion passive is of course halved to 1.5% on him because the one stat of health is his health and mana combined from items and his own stats

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