new wizard champion????
I had an idea of a champion that's all based on damage over time. Maybe like some wizardly mid lane or even top champion (or even support :)):
- Its strategy is to build up on a huge attack so that it can cause pressure and help the team control objectives
Auto attack (0.68 attack speed) (525 range): The champion raises his staff or weapon for (attack speed/2) seconds and then puts it down. After a total of one second, the attack is fired on the enemy. (basically he would have normal attack speed but have very very slow projectile speed)
- Not sure if the timng for the auto attack animation is right, but the attack animation should be cancelable after the champion puts its staff/weapon down
- I'm trying to make this guy a mage so building too much attack speed would make kiting awkward
- I also think that it would be cool to have hits from auto attack slightly delayed
Passive: Instead of doing damage with auto attacks, his autos store a charge of Arcane Glyph (can stack infinitely) on the enemy (and can be reset whenever the enemy returns to fountain). Each auto attack also slows the enemy for (x stacks of Arcane Glyph on the enemy)% (capped at 99%) for 1 second.
- Just a new concept that I thought of -- not actually doing damage with autos, but stacking it to cause pressure in lane so that it forces the enemy to back and team can get objectives, but the counter play is that the enemy will have high health and pressure will be higher for the player until these stacks are detonated.
- The increasing slow puts pressure on the enemy and can also help the player kite.
Q (625 range): CD - 30 seconds? (high cool down so that if there are two enemy champions with lots of Arcane Glyph stacks, the player cannot denote stacks on both champions, or else that would be OP)
- This is where the player has to stack Arcane Glyphs and strategically know when to detonate stacks Mana - ??? (probably pretty high so that the player can't constantly spam Q on an enemy champion) Active (Single Target, Unit Target)- Discharges all stacks of Arcane Glyph on an enemy for 20/25/30/35/40 (+15% AP) magic damage for each stack. Killing a minion with Q will refund 100% of the mana cost and cooldown.
- Btw numbers may be really OP or underpowered. Sorry about that :/ i wanted to make this post focusing more on the abilities rather than the numbers
- This is to help the player farm, since autos do 0 damage
W - (900 range/275 radius): CD - 16/14/12/10/8 Mana - 55/70/85/90/105 Active (AOE Target, Ring Skillshot)- After a 0.5 second delay, a pool spawns and applies 2/3/4/5/6 stacks of Arcane Glyph each second to enemies that step on it (5/6/7/8/9 to minions). The pool lasts for 6/6/7/7/8 seconds.
- This spell is intended to help with killing minions early game. This will help with his wave clear a lot, but it has a high cooldown w/o maxing it and a high mana cost when maxing it, so this spell should not be spammed.
- It's also good when an enemy is stunned or snared to help obtain those Arcane Glyph stacks.
- The 0.5 second delay helps with counterplay.
- OP with a Jarvan ult
E CD - Toggle/15 seconds (its a toggle, but when toggled off, there is a 15 second cd before using it again) Mana - 20/25/30/35/40 mana each second Active (self cast)- Extends the range of the champions autos by 75 and increases attack speed by 25% for 2/2.5/3/3.5/4. When E is toggled on, 2 stacks are applied with each auto attack instead of 1.
- This helps with trading, but using it for too long will drain a lot of mana.
- Generally, enemies want to avoid fighting when e is toggled on and fight when e is off cooldown.
R (625 range) CD - 180/150/120 Mana - 100?? Active (Single Target, Unit Target)- After channeling (player can still move) for 3 seconds (without being stunned, supressed, silenced, or knocked up) the champion empowers the Arcane Glyphs on an enemy so that they cannot be removed. For 60/45/30 seconds, an Arcane Glyph is produced on the target enemy every 4.75/3/1.25 seconds and they are slowed (same amount as passive) whenever they gain one. After 60/45/30 seconds, all Arcane Glyphs on the target detonate automatically. If the target is killed before or after the detonation, refund 50% of current cooldown.
- This ability forces supports and the team to protect their carries if they are marked by the ult.
- This ability also prepares for the team to take an objective, since the enemy that is marked will take a lot of damage if both teams contest.
- Since this champion is not mobile, it would be harder for this champion to apply Arcane Glyphs on priority targets so the production of a glyph every 1.25 seconds for 30 seconds should help late game.
- Since the CD is high, the refund on the cooldown will make the ally team want to kill whoever is marked by the ult.
Name of abilities and champion are undecided :| Health, stamina, armor, other stats are also undecided.
What about ADC?
- I feel like this champion isn't good when played as an ADC because since the autos are delayed, the enemy duo will win most of the trades and bully this guy out of lane. He's more of a burst/control champion rather than a DPS (but I'm not completely sure because I can't even test it out). I might even say he's a DPS Burst champion since he needs time to stack Arcane Glyphs (I actually have no idea lol).
THOUGHTS???
but now sounds like
had a child!