Sample Abilites

Flashes·4/10/2019, 2:44:10 AM·2 votes·1,547 views

Due to the standalone nature of these abilities, names are very standard, and all cost and cooldown stats are projected. Individual kits would require individual costs, cooldowns, and ranges.

  • Three Part Untargetabillity

Purpose: To provide flexibility between survivability and escaping.

Projected Cost: 70 mana

Projected Cooldown: 24/22/20/18/16 seconds

Cast time: Instantaneous

Cast to become untargetable, but unable to move for 0.5 seconds. If re-cast, automatically recasts at the end of the duration for untargetability. Can be cast up to 0/1/2 additional times. At the end of the ability's duration, gain 20/30/40/50/60% decaying bonus movement speed for 1 second.

Notes: Starts off at 0 additional times, becomes 1 at ability rank 3, becomes 2 at ability rank 5.

What this looks like: I'm imagining a small character flipping upside down, rightside up, then upside down, before coming down again, requiring input each time before the next flip, or else the flips end. This is to help control whether you need to stall or whether you need to simply dodge a projectile.


  • Tearing Projectile

Purpose: To provide crowd control on a group of people with a hard to utilize skill shot.

Projected Cost: 50/55/60/65/70 mana

Projected Cooldown: 12/11.5/11/10.5/10 seconds

Projected Range: 450 units

Projected Cast Time: 0.25 seconds

Projectile speed: 800 units per second

Cast to fire a line 50 units wide that deals 40/50/60/70/80 (+30% AP) damage and displaces them with the projectile. Reduces their total armor by 2.5/5/7.5/10/12.5% for 3 seconds.

What this looks like: A pure black arrow with a red glow ripping through the field.


  • Fixed Directional LASER

Purpose: To provide a barrage of constant damage aimed in an unconventional way.

Projected Cost: 80/85/90/95/100 mana

Projected Cooldown: 10 seconds at all ranks

Projected Range: 550/800 units

Projected Cast Time: 0.25/0.5 seconds

Cast to fire a laser 200 units wide towards a point within 550 units for 3 seconds, dealing 40/60/80/100/120 (+25% AP) magic damage per second to all enemies. Movement is allowed during this time. The laser will always end 800 units away from the champion, and must cross through the point. Being more than 800 units away from the point will end the ability.

What this looks like: Samus' Zero Laser in Super Smash Bros Ultimate, but smaller and less flashy. Rapture lined with blue zones. Something like that.


  • Wind Slingshot Boomerangs

Purpose: To provide zoning pressure with easy to avoid projectiles

Projected Cost: 40/45/50/55/60 mana

Projected Cooldown: 12/11/10/9/8 seconds

Projected Range: 900 units

Projected Cast Time: 0.5 seconds

Projectile speed: 1000-0 exponentially decreasing, then 0-1000 units per second exponentially increasing. Overall projectile time: 4 seconds: 2 seconds out, 0.5 seconds hovering at endpoint, 1.5 seconds back.

Flings two boomerangs that are 150 units wide out at a 45 degree angle, dealing 30/35/40/45/50 (+ 45% AP) magic damage on the way out, and 60/70/80/90/100 (+ 75% AP) magic damage and 15/35/55/75/95 physical damage on the way back. Being hit by additional boomerangs will deal 60% damage.

Notes: While at the endpoint, the boomerangs deal outwards damage, but as soon as the back phase begins, the boomerangs will deal inwards damage.

What this looks like: Translucent brown boomerangs thrown out. When returning, either the champion catches them, or if unable to, they collide with each other and bonk.


That's all i'm tired gn have a great day!

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