Ba'Lamh, the Cracked Dimension

Stacona·8/25/2014, 2:50:06 AM·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

Phazeor8/25/2014, 5:26:22 AM1 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?

bbbbates8/25/2014, 5:26:25 PM1 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)