Kit idea for the Ink Mage
Here are my thoughts on this champion idea: I like the idea of the ink. The personality of creativity and fun-ness would just ooze out of this guy. But the whole concept of drawing symbols on the screen to cast spells I just don't see working. But I like the drawing idea enough for one of the abilities. For a kit I thought of something similar to Zac: his basic abilities will, in some way, leave ink on the ground, and standing on that ink would have positive effects for your allies and negative effects for your enemies, and can have even bigger implications in a teamfight.
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Passive: Magical Ink. Uses ink as a resource. Your basic abilities will leave ink on the ground. Allies standing on your ink have increased health/resource generation. Enemies standing on your ink are grounded, and cannot use movement abilities through it. You can move through units while standing in your ink.
- Sort of like Cass's W. Enemies' dashes are stopped if they go into the ink, cant dash or leap out of it, but can still walk freely. Akin to them trying to walk through the sticky ink. Regeneration for allies would be useful for laning phase.
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Q: Ink Blob. Similar to Victor's E, cast at an initial location and then draw a line. You throw a ball of ink at the initial target location, causing a splash of ink, dealing damage and rooting those hit, also leaving a splash of ink on the ground. The ball then follows the path you drew, leaving a line of ink, before finally exploding at the end, doing the same as the initial land. Drawing a longer line will make a bigger explosion, dealing more damage and rooting for longer.
- There can be curvature to the line, but only to a certain degree. You won't be able to draw a full circle to hit the same person twice with the two explosions, probably a semi-circle at best. If used correctly could root both of the opposing bot lane, or ward off both members of an opposing gank.
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W: Ink Shield. Encase yourself in ink as you dash forward and gain a shield which decays over time. Leave a trail of ink on the ground from your dash and also as the shield persists.
- Dashes are always helpful, this one especially because it even further prevents your enemy from chasing. The trail from the shield would leave a larger blob if a large chunk is taken at once, rather than a thin trail if it diminishes slowly.
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E: Ink Attack. Targeted ability, throw some ink at an enemy champion. They become covered in ink and must get rid of it before it hardens. They have 3 stacks of ink on them. Each time they cast a spell or attack a champion, they expel one of these stacks, while taking the ability's base damage. At the end of 3 seconds, the remaining ink hardens, stunning then for a duration and dealing double the base damage for each stack left.
- A very interesting ability. It taunts the enemy to play aggressively or waste mana to avoid getting stunned. They get damaged either way, but it's more if they wait. The base damage would have to be pretty low, as it could potentially deal 6x the base if you get the full effect off.
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Ultimate: Unstable Ink. All ink on the ground becomes unstable, erupting three times over a period of 5 seconds. (1s, 3s, and 5s after cast) With each eruption, enemies that are hit are slowed and dealt damage, while allies are hasted and healed. The third eruption is extra large, having an explosion that extends a little wider than where the ink actually is, having double the effects, but then clears all ink off the board.
- A vital ability for teamfights. Can help your team press on to close the gap on a fleeing team, or help your team escape a bad situation. Can be very influential, but requires good ink placement. The enemy would be trying to stay off the ink, while your teammates want to stay on it.
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Let me know what you guys think. I came up with these without reading any other ideas, so apologies if anything seems similar to what someone else came up with already!