Aurum, The Golden Hand

TheNerdTrashKing·9/1/2016, 5:32:11 AM·1 votes·681 views

My concept, lore wise, if of a young but talented merchant and Gold Mage named Aurum Cherchuer. He's a crafty and charming schemer who knows how to make just about anything play into his hands. His usual demeanor is that of a cheery business man with a soothing smile, but sometimes, beneath that smile lies sinister intent.

His play style is that of a skirmishing mage like Vlad or Ryze. Unlike those two, his kit makes doesn't allow him to build tanky and receive a damage bonus. Instead, his kit relies on well timed cc and kiting until reaching the execution point, similar to that of Gangplank.

Passive: Growing Fortune

For every 50 gold he earns, Aurum gains one Aurei, for every Aurei he possesses, he gains +1 ability power

Q: Supply and Demand. 80/85/90/95/100 mana. 8 second cooldown. 800 unit range

1st cast: Supply. Aurum charges a spell in his hand, increasing in size and damage, while its charging, he consumes Aurei until he runs out or casts Demand. For every Aurei consumed, a portion of mana is restored.

2nd Cast: Demand. Aurum hurls supply to a target location, the spell then explodes dealing 20-80/60-120/100-160/140-200/180-240+(50%-80% AP) magic damage plus 5/10/15/20/25 bonus magic damage for every Aurei consumed.

W: Charming Words. 50/60/70/80/90 mana. 10 second cooldown. 300 unit range.

Passive: Aurum is immune to charms

Active: Aurum charms an enemy unit for 1/1.2/1.5/1.8/2 seconds, dealing 20/30/40/50/60+(60% AP) damage and making them walk towards him harmlessly.

E: Midas's Might. 60 mana. 5 second cooldown.

Passive: Aurum gains 2 bonus armor and magic resist for every Aurei he possesses.

Active: 1st Cast: Aurum channels magic into his hand, causing his next three basic attacks to gain 10/25/40/65/80+(40% AP) bonus magic damage and 120% bonus attack speed. 2nd Cast: Casting again will stun all enemies hit by the empowered basic attacks for .5 seconds at the cost of 40 mana and 5/10/15 Aurei depending on how many enemies will be stunned.

R: Gold Rush. 50/75/100 mana on cast. 120/100/80 second cooldown.

Aurum turns gold and creates a flurry of gold coins that fly around him and deal 50/100/150+(35% AP) magic damage per second to all enemies within a 600 unit radius. During this time, he gains 50% bonus movement speed and drains Aurei instead of mana, once he has run out of Aurei, he will begin draining mana. Aurei Drain: 5 per second. Mana Drain: 25 per second.

5 Comments

Dio ßrando9/1/2016, 5:40:07 AM1 votes

real original name

AntiCalamity9/1/2016, 6:25:07 AM1 votes

This definetely has potential, but some of the kit seems a bit messed up.

The immunity to charms is pretty much useless, as Ahri is the only character in the game with a charm (Seriously why does Ahri get so much hate!)

His passive Aurei is interesting, but it seems unbalanced. His damage output (And even tankiness) is reliant on having Aurei available, but his ult will quickly drain them. Thus, using your Q for damage makes you lose AP if you use any Aurei with it, and it won't do much damage without it. Basically, this ability scales with AP, but charging it to make it deal more damage makes you lose the AP you would be using to deal damage. It feels counterproductive.

The stun on his E is very interesting, though I feel it costs way too many Aurei (As his damage/survivability is reliant on them). To stun 3 units for .5 seconds, that's 750 gold down the drain (If I did my math right, which, I probably didn't). The Aurei in general are an interesting concept but I really feel that they would feel VERY limited in the game.

Also, a point and click charm isn't very healthy for the game. Ahri's charm is on a super slow skillshot and people complain about it.

I mean no hate with this. In fact, I would LOVE to work with you on this concept, if you're interedted. It has a LOT of potential.