【Champion Concept】Ampere ϟ The Energy Vampire
#Lore
Ampere is a being of pure energy, raw magic that has gained sentience. She has disdain for those with degrading physical forms, but also sees them as a steady source of her favorite food: Mana. Little is known of her origins, even to herself. According to the energy vampire, one day she appeared in runeterra along with a storm, and now hungers after the energy of life and magic.
#In Lane
Ampere can be a tricky opponent to lane against, as she's a very slippery ADC. Her low cooldowns and high attack speed make for a dangerous foe, and her constant mana vamp can give her a lot of sustain.
#Moveset
#Passive - Energy Starved Ampere does not have a health stat. instead, all damage she takes is applied to her mana. if she reaches 0 mana, she will die. Furthermore, she does not gain health through items (though allied healing abilities will apply to her mana instead). in order to increase her sustainability, she would require items such as
, however she only recieves 75% of the mana granted from these items. If her attack crits, Ampere deals an additional 10% to the enemy's mana and she gains the same amount of mana back this additional damage is counted as magic damage for the sake of resistances.
This is the core of Ampere's kit, and what she stands for. Laning as her will be hard as you have to watch your mana consumption, as well as how much damage you're taking. It's a risk/reward system for using her abilities.
#Q) Heavy Thunder ##cost: 15/20/25/30/35% total mana ##cooldown: 10/9/8/7/6 seconds For the next five seconds, Ampere's attack speed is increased by 10/20/30/40/50% and her attacks deal 10% of her AD as a DOT over the same amount of time. for each hit done, 10% of the damage applied after calculating enemy resistances is turned into mana for Ampere
This is Ampere's biggest sustain tool, and should be picked up very early.
#W) Storm Strike ##Cost: 12/15/18/21/25% total mana ##Cooldown: 12 seconds all levels Ampere turns into a bolt of lightning, moving a distance of 100/150/200/250/300 units before coming to rest. any units Ampere moves through take 40/50/60/70/80+60% of Ampere's AD (this damage is doubled against enemy minions) Magic damage and Ampere is refunded 5% of her total Mana for each enemy hit.
A very versetile move, Storm Strike will help you sustain yourself if you're willing to jump into the fray, but also offers a bit of manueverability to help you run.
#E) Amplified Conduction ##cost: 10% total mana/sec. while activated all levels ##cooldown: 5 seconds all levels deactivated: Life Steal applies mana vamp instead. activated: Ampere moves 5/10/15/20/25% faster when moving towards enemies and does an increase of 10/20/30/40/50% increased damage to enemies who have been hit with CC within the past five seconds.
Similar to
's Blood Thirst/Blood Price, this can help you deal an immense amount of damage and chase enemies, but at the cost of health and sustain.
#R) Fury of The Storm ##Cost) 50% current mana ##Cooldown) 60 seconds ###Self cast: Ampere's attack damage is increased by 30/40/50% for 5 seconds and all of her cooldowns are reset ###cast on ally: Ampere pays 50% of her current mana to fill an ally's mana up to max.
Fury of The Storm can be used to turn Ampere into an absolute monstrossity for a short period of time, or can help an ally do the same. It turns the tide of battle with one use.
#Item Synergies
Some examples of items that synergize well with Ampere are
,
,
,
,
, 
If you have thoughts, concerns, or ideas to help me make Ampere a more viable champion for consideration, please comment below!
P.S. I kind of want some interractions with Xerath!
, however she only recieves 75% of the mana granted from these items.
If her attack crits, Ampere deals an additional 10% to the enemy's mana and she gains the same amount of mana back this additional damage is counted as magic damage for the sake of resistances.
's movement thing, or
's Fury?