[February MCCC Entry]: Anizure, The Cerulean Sorcerer
Behold! My entry for the February MCCC! Great to be back!
Anizure, The Cerulean Sorcerer
Role: Anizure plays a hardcore mage. Squishy, damage, and some utility.
Deadly Sin: Gluttony
Stats: To come
Description: Contrary to his deadly sin, Anizure has actually quite slender. Additionally he is naturally dressed head to toe in shades of blue, including a cloak and hood, and a glowing sword, that changes in intensity from slight glow to blinding blue light. There is a lotta blue there.
Lore: To come
Abilities
Naturally as a mage, Anizure relies on his abilities the most, and is especially dependent on mana.
[Innate]: Flowing Power Activating Anizure's abilities grants him Flowing Power, increasing his ability power by 5/10/15/20, but increases the mana cost of his abilities by 10% for 5 seconds, stacking up to 5 times. When Flowing Power fades, Anizure gains 10 mana per stack permanently. When Flowing Power is consumed, it goes on a 15 second cooldown.
Notes: This is the passive that fulfills his Gluttony requirement. He consumes his own power to become even more powerful. I decided against % for AP bonus because I felt it would be too much, and the % cost for mana helps keep him from getting too far out of control.
[Q] Needle Beam Active: Anizure conjures a concentrated beam of arcane energy, dealing X (+%AP) damage to the enemy target. If the target survives, Anizure maintains a constant beam, with a range of X. While maintaining the beam, Anizure's abilities and auto attacks will automatically home in on the target he is focusing on. This effect can be canceled by reactivating the ability, and the beam will not cause Needle Beam to automatically home in.
Notes: Probably Anizure's most important skill, due to its low cooldown, respectable damage, and focusing ability. However, it is also possibly his most dangerous to him, because even though it allow shim to land his other abilities easier, and even auto attack at a range, it does mean you need to be constantly sure of who you are targeting, because if you are focusing on the tank and suddenly need to burn down the mage, you will need to deactivate the ability. And when the cooldown is off, you will need to hit it twice; once to end the effect, and then again to use the ability. Use with caution.
[W] Cosmic Eruption Passive: Killing a unit in any way reduces the cooldown of this ability by .5 seconds.
Active: Anizure creates an explosion of arcane energy around himself, dealing X (+X% AP) damage, and stunning nearby enemies. If Anizure is focusing on a target, Cosmic Eruption instead is centered on his target, increasing the damage, but reducing the radius and no longer stunning enemies.
Notes: Big blast with a big stun, or a bigger blast with no stun. Knowing when to focus and when to cancel so you can get the heck out of there is extremely important to know!
[E] Ethereal Shift/Ripple Blast
Ethereal Shift Active: Anizure becomes partially intangible, ignoring X% of all physical damage for X seconds. While Ethereal Shift is active, Anizure ignores unit collision, but his speed is reduced to X%. If Anizure is focusing on a target, Ethereal Shift becomes Ripple Blast
Ripple Blast Active: Anizure conjures a shock wave of power toward the target he is focusing on. Enemies that are hit take some magical damage and are slowed. Enemies that are shielded from damage take large amounts of additional damage, but this bonus damage cannot exceed the remaining health of the shield.
Notes: The shieldbreaker ability! Use this when your enemy gets a shield and make them waste it! It's low damage makes it pretty poor for finishing off enemies, solidifying its purpose toward the beginning of the fight.
[Ultimate] Eldritch Walker Active: Anizure summons a horror from beyond the cosmos at the target location, which remains for X seconds, and begins to walk toward him slowly. The horror reacts to Anizure's abilities and cannot be targeted. Activating Eldritch Walker breaks Anizure's focusing beam. If the Walker touches an enemy champion, it will latch onto it and suppress it for 2 seconds, at the end of which it takes tremendous damage. Enemy minions the Walker touches are frightened. The Walker will not immediately latch onto enemy champions when it is summoned. The Walker ignores unit collision.
Needle Beam: The Walker begins to move toward the target Anizure is focusing on at an increased pace, following it until it latches onto a champion, or the duration expires.
Cosmic Eruption: The Walker leaps forward X distance in its current direction. If an enemy champion is in the way, it will latch on.
Ethereal Shift The Walker's radius doubles, its speed increases, and it can now latch onto multiple enemy champions, but it no longer suppresses, and its damage is greatly reduces. All enemies that are latched onto still take damage after two seconds.
Ripple Blast: The Walker Stuns all enemies around it for X seconds.
The Walker will only react to 1/2/3 abilities for each summoning.
Notes: Wow this has a lot going on. I might need to redo it, but I LOVE it as it currently is.
And that is the champion so far! Obviously a lot of stuff still needs to be done!
a core item, which would give him something similar to Veigar in terms of ability power.