Champion Concept: Casteil the Venomslinger

Vbunnie·2/5/2015, 2:13:52 AM·1 votes·754 views

One day looking through the boards I stumbled upon a thread that posed the question if you could combine the abilities from current champions to create a champion what would it be? After some careful contemplation Castiel a venom based, basic attack oriented, mage/marksman was born. After coming up with a poison base for the champ I came up with the heavily modified versions of certain abilities already in the league of legends. If you look hard enough you will see I pay homage to these abilities and if you are really skilled you can name them all.

Castiel, the Venomslinger is a mage/marksman who excels at damage over time and synergy with a slight touch of control in the form of stat reduction/boosting (vs hard or soft cc)

Passive: Aspect of the spider: Self buff Explanation: Castiel builds a stack of aspect of the spider once every six seconds (10 times per minute) and for every second that an enemy champion is poisoned, up to a maximum of 500 stacks.

50 stacks: Castiel gains 2% increased ability power and (10+ (2x level)) bonus movement speed. 100 stacks: 5% increased ability power and basic attacks now heal for a flat (2x level)+(10%AP) 250 stacks: 10% increased ability power and 100 bonus basic attack range 500 stacks: 20% increased ability power, 50% bonus mana regen and 25% bonus cooldown reduction.

Details: Aspect of the Spider can effectively increase Castiel's ability power up to 20% Aspect of the Spider stacks multiplicatively with both Rabadon's Deathcap and Archmage. The heal and movement speed boosts scale with Castiel's current level and are not bound to the level attained.

Q: spiders bite: Passive/collision linear skill shot Cooldown: 12/11/10/9/8 Cost: 30/40/50/60/70 mana Explanation: Passive: Castiel's critical strikes deal aditional damage. Active: Castiel fires a poisonous shot in a line with a critical strike chance equal to 1/1.25/1.5/1.75/2 times Castiel's normal critical strike chance. The first enemy target hit is dealt physical damage and receives grievous wounds regardless of how much health they have. Additionally if the spell crits it immediately refreshes any poison the target may be receiving.

Details: Physical damage: 60/90/120/150/180(+50%Total AD) Additional damage on crits: 10/20/30/40/50% skillshot width: 60 Skillshot range: 1350 Projectile speed: 2300 applies spell effects as an area of effect ability. Spell shields will block Spiderbite this ability is considered a projectile

W: Fumigation: Ground targeted Area of effect: Cooldown: 14/13/12/11/10 Cost: 40 / 50 / 60 / 70 / 80 Mana Explanation: Castiel throws a growing cloud of toxic gas to a target location, granting sight of the area and growing from a radius of 125 to 250 over 6 seconds. Enemies in the area are poisoned, have their armor and magic resists reduced, and take magic damage per second for 3 seconds. Continual exposure renews the poison.

Details: Magic Damage per second: 10/15/20/25/30 (+10% AP) Total Magic Damage: 90 / 135 / 180 / 225 / 270 (+ 90% AP) Armor/Magic Resist Reduction: 15/20/25/30/35% Applies spell effects as an area of effect ability. Magic damage will be mitigated by magic shields. Spell shields will mitigate the armor/magic resist reduction but not the damage. Walking out of the aoe will remove the armor/magic resist reduction but not the poison. Fumigation provides site within a 250 radius for the full duration.

E: Toxic Spew: Toggle: Cost: 4/5/6/7/8 mana per basic attack Description: toggle on: Castiel's auto-attacks poison his target, lowering the target's movement speed for 3 seconds per stack and stacking up to three times. Additionally toxic spew causes enemies affected to take magic damage per second for the duration. Subsequent attacks only refresh the duration. magic damage does not stack however the movement reduction does.

Toggle off: Castiel's basic attacks do not cost mana nor do they deal magic damage per second nor do they poison the target but they do still lower the target's movement speed for 3 seconds per stack

Details: movement speed reduction: 2/4/6/8/10% per stack Maximum number of stacks: 3 Maximum slow: 6/12/18/24/30% Magic damage per second: 10/20/30/40/50 (+20%AP) Total magic damage: 30/60/90/120/150 (+60%AP) Toxic spew is a toggled on hit effect. It does not apply spell effects. Magic damage will be mitigated by magic shields. Toxic spew's damage over time is considered a poison for the purpose of Cassiopeia's Twin Fang. Toxic spew will apply Morellonomicon's passive. The triggering attack will apply other on-hit effects and can critically strike as normal. Toxic spew will not apply if the basic attack is dodged, blocked, parried, or if Castiel is blinded. Attacks made on structures will not consume mana. The attack speed reduction will stack with other sources of attack speed reduction. Toxic Spew cannot be toggled on or off while unable to activate abilities. The cost is per attack, not per hit. While using Runaan's Hurricane, Castiel will only pay the mana cost once per attack. Likewise, he will still pay the cost even if the attack is blocked, parried, dodged or if it misses. The poison trail is visible even if the target is stealthed. Toggled abilities do not count as ability activations for the purposes of effects such as Spellblade or Force Pulse.

R: Venom Spray: Self Buff Cooldown: 120/110/100 Cost: 100/125/150 Mana Description: For 7 seconds, Castiel gains bonus attack speed and 300 bonus attack range (750 range without aspect of the spider bonus/ 850 range with aspect of the spider bonus)

Additionally, each of his basic attacks will pierce enemies in a 750 (without aspect of the spider) /850 (with aspect of the spider) length line, with each unit struck, reducing the attack's damage by 20% down to a minimum of 40% damage.

Details: Attack speed bonus: 50/75/100% Venom Spray is a self-buff ability that also causes Castiel's basic attacks to be replaced by pass-through linear skill shots. Does not apply spell effects. The enhanced auto attacks will apply on-hit effects to all targets hit. Critical strikes are applied per attack - if it crits on one target, it will crit on all of them. The enhanced autoattacks will trigger life steal on all targets hit for full effect. Enhanced autoattacks can be dodged, parried and blocked, and will miss if Castiel is blinded. Spell shields will not block the enhanced autoattacks. This ability is considered to be a projectile for Unbreakable and Wind Wall.

The Design: This champion though a hodgepodge of various champion skills actually blends the abilities together to form a uniform unique champion.

Castiel's passive is a slightly altered version of another champion's passive that slowly builds through the game to a super level at late game. Unlike that champion's passive this ability can be felt in a good way through the use of a slight change to the 100 stack and the addition of the 50 stack bonuses. These bonuses enhance Castiel's ability power and damage while rewarding you for using your abilities effectively in game. Unlike that champion's passive this passive is designed for both ad and ap uses of Castiel so either build is viable.

Castiel's q is a unique skill that builds upon his other skills providing for a little ad and some enhancements to crits. This opens up a variety of builds and has unique abilities if the skill crits.

Castiel's W is a highly altered version of another champion's W. Catiel's W provides for a fair means of damage as well as an effective debuff on enemies within it so it is easy to swoop in and pick up kills or cause them to run away and want to escape the area. It also provides for a much needed damage boost. Castiel's w instead of slowing the enemy like the other Champion's W instead debuffs enemy defenses within it so it is easier to secure a kill and it enhances Castiel's other abilities while making up for a slight nerf to the original passive Castiel's passive is based on.

Castiel's E is a highly altered version of another champion's E and while it doesn't deal as much damage as that champion's E it does make up for it through the use of a stacking debuff on hit to movement speed. This change not only enhances the damage to Castiel's basic attacks like that other champion's E but it also provides for an effective counter to hypercarries in that they are heavily reliant on mobility so it allows for Castiel to better fair in a fight. Castiel's E also has a manacost per basic attack and a toggle skill to not only encourage counterplay and viability but also to provide for an interestingly new take on an otherwise pretty overpowered ability.

Castiel's R is his bread and butter and is obviously an altered version of another champion's R. Castiel's R brings new light to anotherwise boring ability. While the current R carrier has issues when it comes to damage Castiel does not have the same problems. Castiel's R is far more effecient because when combined with his e w and q it makes for a very interesting combo unlike the boring alternative. Castiel's R does pay homage to the old version of the ability in its name and has an effect that is closer to the original version more than the later version which I feel is a weaker highly less effective alternative. Castiel's R also provides for counter play and helps with damage dealing.

Castiel's kit works like this. 1. his passive rewards you for poisoning enemies which shouldn't be hard considering you have 2 abilities that poison and 1 that refreshes poison and your R allows you to spread that poison faster and easier. 2. Use your q when your opponent's poison is about to run out or when they are low on health because it helps secure the kill. 3:use your W to engage/poke enemies from afar and get close enough to them to benefit from your e and basic attacks. 4: Use your E as another form of poking your enemies from afar and toggle it on and off as needed using your poison to secure the kill assist with cs. 5. Use your ult when needed however it is most effect as another form of securing cs or to get that stubborn adc who likes to hide in the Back this one is aimed at you

Stat Priorities: Well Castiel works either Ad or AP however some added ap isnt a bad thing considering most of his kit if not the whole thing benefits from it. That being said Attack damage is Also extremely effectve then you always need some penetration items and some mana regen for that extra umph cosidering you have 2 abilities that are heavy on the mana consume. Cooldown reduction is also nice to have although not completely necessary cosidering it only benefits 2 abilities.

Lore for those who care: Tales tell of a young arachno-enthusiast they called Castiel. It is fabled that this young human scientist from Piltover was one of the few that gazed into the eyes of the VileMaw and not only survived but came back with proof of his journey. Many believed that his vials of supposed Vilemaw venom were nothing more than something he cooked up in his lab but few knew the truth and even fewer knew the dangers of it. One day during extraction he accidentally exposed himself to the venom in the form of large visable gouge in his back some argue that it was nothing more then the crazed yammerings of the town loon while others believe that it was just another one of his failed experiments that blew up on him again but some still believed the stories to be true. Eventually no matter what it was that he exposed himself to got the best of him and he was consumed with the idea that he must spread his "Venom" to the world. Over times this consumption messed with his mind enough to the point that he even designed hand cannons that he would use to launch the venom on anyone he could get close enough to. On several occasions he even went on a rampage through the city shooting anyone he could see. Eventually he was caught and taken care of but whether the crazed creation of a wackjob or the venom of Spider God, whatever the stuff was it must have been volitile because it reduced his targets to mush. And forever the tale was told of Castiel the Venomslinger.

Base Stats: Presented in a 1-18 fashion Health: 519-1862 Attack Damage: 53-107 Health Regen per 5: 6.2-15.8 Attack Speed: 0.655(+0%-40.6%) Mana: 317-1150 Armor: 24.0-86.0 Mana Regen per 5: 7.8-17.8 Magic Resist: 30.0-30.0 Range: 450 (ranged) Movement speed: 325

7 Comments

Vbunnie2/8/2015, 3:33:09 PM1 votes

bump

Vbunnie2/10/2015, 7:21:55 PM1 votes

el bumpo

Vbunnie2/10/2015, 10:00:35 PM1 votes

bump in my trunk

Vbunnie2/15/2015, 7:52:04 PM1 votes

bump

Vbunnie2/16/2015, 2:52:30 AM1 votes

and god said let there be bump

Vbunnie2/16/2015, 7:24:08 AM1 votes

and there was bump

Vbunnie2/27/2015, 5:28:22 AM1 votes

and it was good