Champion Concept: Volt, The Spark of Lightning

Emerald Fang·5/29/2016, 5:48:29 AM·3 votes·677 views

I have had this idea for a while now.

Lore: Too lazy for lore. I'm not good at it so I'm not gonna put it here.

Role: Volt is a VERY versatile champion; he fits in at top, mid, and even ADC with practice. On paper, he looks very overpowered; he has single-target, area, multi-target, and tank-buster abilities. However, he needs to be very careful about casting his abilities, as he can damage himself with them. Secondly, he needs to be careful about when to use his abilities; every attack and ability completely reduces his Charge, which enhances attack range and gives new ability augments. Finally, his abilities take a few seconds to have the most effect; without charging up, he will not do any damage.

IMAGE: http://pre15.deviantart.net/3388/th/pre/f/2014/073/c/2/battle_sorcerer_by_anndr-d7a527g.jpg [Not my image]

STATS: HP: 601 (+86 per level) Charge: 100 (+25 per level) Attack Damage: 56 (+2.5 per level) Armor: 22 (+3.5 per level) Magic Resist: 30 Attack Speed: 0.679 (+3.32% per level) Movement Speed: 340 Attack Range: 300-663

ABILITIES:

Passive: Charged Up!

Volt's secondary bar is Charge. Charge enhances basic attacks and abilities based on how much you have: Volt gains 100 Maximum Charge, and 25 per level. He also gains max Voltage equal to 5.5% of his maximum health. Volt can only have a maximum of 300-725 Charge, depending on level. (Maximum of 200 Charge from Health) Charge capacity caps out after 3,636 health. Charge can change basic attacks and abilities. Basic attacks will gain 1 maximum range for every 2 Charge that Volt currently has.(Maximum range: 663) Volt has a special augment on every ability that is affected by how much charge he has. Volt gains charge at a rate of 100-170% of his HP regen plus [5 + 0.25 per level] per second. NOTE: Abilities and attacks use up ALL of Volt's current charge.

Be careful, however! All of Volt's abilities are so strong, they can damage HIM as well, for 90-73% of the original damage.

Q: Chain of Lightning Volt fires a lightning bolt at a target, dealing 60/90/120/150/180 (+90% AP) damage. After 1 seconds, the bolt will then shoot out 4 smaller bolts [in a 80 degree cone] in the direction VOLT IS FACING; for each bolt that hits an enemy Volt will gain 10/20/30/40/50 charge [which is counted in the Charge effect below]. Bolts only can affect the same target once.

Charge Effect: The small bolts will give the enemy aftershocks, dealing 60% of Volt's Charge (+10% AP per 100 Charge) true damage over 5 seconds.

Main Bolt Range: 300 4 Bolts Range: 450 [Total of 750] Cooldown: 13/12/11/10/9 seconds

This ability mixes the classic skillshot with a unique twist. Volt can pull off some crazy trickshots by casting an ability one way then facing another way to hit targets with the small bolts.

W: Growing Inferno Volt latches onto a nearby target. He deals increasingly more damage every 0.25 seconds, for up to 5 seconds. This can deal a total amount of 275/400/525/650/775 (+130% AP), however Volt will take damage based on his passive. After the channel, the target is stunned for up to 1 second based on the time channeled.

Charge Effect: Growing Inferno will slow the target by up to 40% depending on how much charge Volt has.

Channel Range: 300 max

Cooldown: 10-40/9-36/8-32/7-28/6-24, depends on channel time.

E: Weakening Blast Passive: All abilities will chain to enemy champions within 300/350/400/450/500 units. They will take 10/12.5/15/17.5/20% of the damage plus +3% of your AP, as magic damage.

Active: Volt calls upon his power, now shooting large bolt skill shots. He can shoot up to 4/5/6/7/8 bolts within 10/12.5/15/17.5/20 seconds, each dealing a bonus 20/25/30/35/40% (+20% Bonus AD) physical damage to the target.

Charge Effect: Volt can hold down E, or any other key bound to it, to charge his bolts for up to 2 seconds. Charging bolts increases the range by up to 400 (+120% Charge), for a maximum of 1270 range, however projectile speed is decreased with higher range.

Cooldown: 28/30/32/34/36

Ultimate: Eye of the Storm Volt sends a lightning bolt down at a nearby target, dealing 100/200/300 (+30% AP) (+50% Bonus AD) true damage to the target (can be a minion or monster). The bolt then creates a field 500/700/900 units in radius.

This field will slow all enemies in the outer 300/400/500 units by 30%. After 2 seconds, it will explode, shocking everyone in the outer area for (70% of Volt's Charge) magic damage and stun for 0.75 seconds.

Cast Range: 600 Cooldown: 90/80/70 seconds

2 Comments

Emerald Fang5/30/2016, 4:52:22 AM1 votes

Finished!

ModEchoing5/30/2016, 2:43:35 PM1 votes

Saying you're too lazy at lore and that you're not good at it is not a good start to a champion. Even if you're not good at it, your writing skill gets zero exp from idling.

While the charge mechanic is honestly pretty cool, there's too much linked to it and way too much thinking involved as a result. It also nerfs him pretty bad, actually - you'd think being manaless is good, but he can't use Rod of Ages or the Hextech GLP, both of which give him back HP for spending mana and would be generally helpful for him. Which is bad since...

This champion can't lane. At all. Any spell you cast will screw you up just as bad as the other guy, who can unleash his arsenal on you without having to worry about killing himself. Since you've screwed yourself out of RoA, you've lost a lot of sustainability right there. After your first spell, none of your other spells really matter since they're so heavily reliant on charge, so you can't chain your spells together. The prohibitively long cooldowns on your spells forces you into CDR builds just so you can do something, and the E inexplicably gets MORE cooldown with levels.

Also, the Q is not nearly as useful as you might think it is. Due to the delayed effect, you'll most likely either miss completely or walk into an enemy mage's combo trying to aim it.

Also also, there's no reason for the ult to be true damage. Compare to the currently-existing instances of true damage (fighting styles, executions, specially-made bolts, a giant monster eating you), and there's nothing that really justifies the ult doing true damage, nor does it suit the role at all since your target needs to be alive to zap everyone else.

The kit overall doesn't offer too much that Vladimir and Brand can't do better. As a resourceless, health-based caster, Vlad can safely sustain himself in a fight while still outputting useful amounts of damage, while Brand's sheer AoE damage is far more reliable than Volt hoping for having full charge on his ability. Even Kennen does this better - all he needs to do is run in with W+R and he's stunned most of the enemy team. All of them don't have to worry about killing themselves or building AD to get the most out of their stuff.

Highly suggest you read up on the LoL wiki and look at other mages. Check out how they scale and what they do. Figure out how you can offer something strategically different from them.