Aloysia, The Cloaked Magus (Champion concept)
Aloysia is a Yordle magician who in a pursuit of purpose discovered that what she truly wanted out of life was thrill. She now roams across runeterra as a vagabond looking for the most dangerous places to be and the most dangerous people to be around.
"I haven't done a lot of 'proper' magic since I started traveling, but that doesn't mean I don't have a trick or twenty up my sleeve!" -
#Aloysia, the Cloaked Magus Designed to fill a the missing spot of a (Battlemage) in league's roster. (if I'm missing someone please tell me but as far as I know the only thing that could come close to a battle mage is echo. But he's more of an assassin.) Damage type: AP Auto Configuration: Melee Also new female yordle when? Rito. Plz.
#Kit
Passive: Crackling staff(10/9/8/7/6 Cooldown) Aloysia's basic attacks deal 67 - 110(+ 60% AP) Ability damage and do not gain damage from bonus AD.
Passive: after casting a spell Aloyisa's next basic attack deals 50% bonus damage to champions and monsters.
Explanation: I wanted a battle mage that is truly reliant on being AP and isn't designed to build so much like a hybrid.
Q Ability: Explosion! (70/65/60/55/50/45 Mana) (13/12/11/10/9/8 Cooldown) After a .75 second delay Aloysia unleashes an explosive blast to surrounding enemies dealing 75 / 105 / 135 / 165 / 195 / 225(+66% AP +20% bonus ad) AP damage (300 explosion radius)
Passenger active: Explosion! has no delay.
Explanation: Bread and butter damage ability. Can move during delay. Need to be pretty close range to pull it off.
W ability: Magic Guard (80 Mana) (10 second Cooldown) Aloysia, surrounds herself with a protective magical energy shielding herself from 65 / 70 / 75 / 80 / 85 / 90(+20% AP) damage for 3 seconds.
Passenger active: Shields her host and if the shield isn't broken prevents leaving host for the duration of the shield. Other abilities may still be cast during this duration but will end the effects of the shield.
Explanation: Someone in the mix needs some form of beef to stay healthy.
E ability: Alley-oop! (100/95/90/85/80/75) (18 second Cooldown)
First cast: Aloysia plants her staff in the ground and begins channeling in the direction of the mouse for up to 2 seconds. (Min distance 300) (Max distance 500/525/550/575/600/625)
Second cast: Aloysia leaves her weapon behind and launches herself in the direction of the mouse stopping only after reaching max distance or hitting an enemy champion. If Aloysia hits and enemy champion, they take 80 / 125 / 150 / 175 / 215 / 260(+20% total AD) Physical damage and are stunned for 1 second.
Passenger Active: Aloysia can immediately dash the full distance of her dash.
After she lands Aloysia's is Disarmed over the next 1.5 seconds while her weapon is magically drawn to her. Any champions the weapon passes through in it's travel will be briefly stunned (.5 seconds) and take a 33% of Alley-oop!'s damage as Magic damage. Tenacity shortens the travel time.
Explanation: Fairly complex dash with a stun. Essentially the long cooldown escape/engage tool. Honestly this ability sounds like a lot of fun if used right. And even while disarmed you can cast your other abilities.
R ability: Joyride (300 range) (110/95/80 Cooldown) levels 1/6/11 (150/125/100 Mana cost) While out of combat Aloysia can attach herself to a friendly Champion, minion, or monster for (10/15/20) seconds. While Joyride is active Aloysia can not issue movement commands but her abilities are empowered. Using an a ability cancels Joyride and expels Aloysia in the direction of the mouse. If Aloysia's Host is damaged Aloysia is expelled from her host and is slowed by 50% for 1 second.
Explanation: The whole idea behind why I thought this would be a decent ability and having it at level 1 is that there is nothing like it in league but it is something that people have been toying with the idea of using for so long now. This is just my take on it. Instead of being an actively usable supporting tool It's used as mainly utility to get the drop on enemies. If you're tracking the enemy jungler you can use it to make an ambush, you can use it as a hard to detect lane gank ability by joy riding a minion into lane, or if your hard engage support/top/jg is looking to engage you can get yourself a ride into the brawl. Basically by giving Aloysia a very small early game mana pool a very long cooldown and a relatively short duration this ability will be gated early in effectiveness. It could be an early lead getter or a waste of resources. Late game though it is a utility ulti that is just so bonkers to play with.
Base stats Health: 530 - 2050 Health Regen: 7 - 22.1 Mana: 250 - 945 Mana regen: 6 - 19 Range: 125 Attack Damage: 67 - 112 Attack Speed: 0.891 (0 + 2.5% per level) Armor: 35 - 82 Magic Res: 30 - 45 Move. Speed: 350
Don't quote me on numbers here. I am not a math wiz. I just basically threw together anything that looked alright. Have a bangers morning.
POGGERS