Alarcard- The Lost Prince

Azeranth·4/25/2017, 3:45:59 AM·2 votes·481 views

Alarcard is a DPS based on hit mage off-tank. An appropriate comparrison is Zarya from overwatch. Requiring some time to spin up in a fight, but devastating at full capacity, Alarcard thrives in 1v1s capitalizing on superior chase and kiting as well as hybridized damage which stacks well with on hit effects and single target heal prevention. Though dangerously Mana hungry, Alarcard should be a consistent mid game threat with a strong early game and a less significant, but certainly relevant late game.

Passive: Arcane Substantiation- Alarcard's attacks are fueled by the magic which sustains him. Basic attacks deal 50% magic damage. False Life- As a result of his magically impelled existence Alarcard has a base regeneration of 0 and doesn't gain the benefits of items which raise this amount This magic damage is considered a spell effect for the purposes of items such as Landry's Torment or Luudens Echo

Q: Ruinous Blight- Alarcard forces the negative effects of his curse onto an enemy target through canabalizing his own magical essence, Blighting them. Blighted enemies have their health regeneration reduced to 0 and gain Grevious Wounds. This ability costs an amount of mana equal to half the health prevented from regenerating. Blight ceases to be in effect when recast, toggled off, or it's current target is no longer in combat.

W: Ethereal Form- Alarcard temporarily makes his corporeal form less substantial, gaining resistance to all effect which slow movement or attack speed as well as reducing the duration of all hard CC by (% scaling with points in ability) W: (Passive) Unnatural Movement- Alarcard gains (scaling with ability level) base movement, increased by 50% while out of combat.

E: Divert Magic- Alarcard gives himself a breif magical boost, causing the next five auto attacks to deal 20% bonus magic damage and temporarily increases his attack speed by (amount scaling with ability level). E: (Passive) Devour Magic- Whenever struck by a spell effect, Alarcard regains health equal to a portion of the damage prevented by resistances.

R: Archon- Alarcard instantly consumes all current Mana, and gaining access to his enhanced abilities. While in archon form, Alarcard has +15% movespeed. Archon form lasts for (time scaling with ability level and maximum Mana) and has no CDR cap

Archon Q: Ruin- Alarcard detonates a sphere of pure arcane energy at a target location, dealing 100% AP to all targets hit.

Archon W: Incineration- Alarcard deals magic damage (scaling with AP) to all targets within his AA range. Targets within (melee range) take 25% of this damage as true damage

Archon E: Destroy Magic- Alarcard destroys all enemy magical effects around him, as well as silencing enemies for 1 second. "Magical effects" include sheilds, slows, speed boost, regeneration effects, stuns, and terrain. If the effect destroyed does damage, the damage is instead dealt to Alarcard.

During Archon, all spell costs are paid with health, Alarcard can be killed by over casting.

3 Comments

FrozenMistninja4/25/2017, 3:54:35 AM2 votes

I think this idea is good for some strategic depth in the game and like a lot of the ideas posted. I do think a lot of work would need to be done to tone some of the stats down a bit to fit the current game, I dont think its very user friendly for a champion to be able to overcast and die. The idea of having a champion with no health regeneration is nice though, and could open doors for the future, the idea of blight im 50-50 on. Really interested on how people see your champion idea. Overall im for it! Great idea!