[Champion Concept] Volt, the Electric Tactician

Emerald Fang·7/1/2017, 7:08:13 AM·1 votes·278 views

Welcome my friends, to my first COMPLETE champion concept, with lore and all. Hope you enjoy. THIS IS A WORK IN PROGRESS. Intro Stats: 0% Abilites: 90%
Items/Strategy: 0% Lore: 0%

INTRO Volt is a mage champion that focuses on controlling the electric field around him to deal damage. He is great at zoning and can easily take control of a lane however suffers from all-in assassins who can easily kill him. He has quite a bit of mid-range damage and has powerful chaining on his attacks and abilities. The unique part of Volt is that his abilities have near to no cooldown, allowing him to spam them very often. However, without photons at his disposal, these abilities won't be very useful.

Volt requires a lot of technical knowledge to play properly; you need to know the ins and outs of the champion, photon ratios etc. to play him well. Managing photons is essential, since every spell uses up to half of them. Going into a fight without them will surely lead to your demise. However, being smart about your resources will allow you to win every fight without fail.

Statistics: (Later)


ABILITIES

Passive - Electrifying! Volt uses photons as his resource bar, which greatly amplify his abilities. Volt will gain 10 (+2 per 3 levels) photons per second; he cannot gain any on autoattacks. He can have a maximum of 100 at all levels. Consuming photons disables photon regeneration for 0.25 seconds each time.

Q - Conduction! Toggled off: Volt's basic attacks will deal 20/40/60/80/100 (+40% AP) bonus magic damage. This is NOT an on-hit effect. Toggled on: Volt's basic attacks will chain electricity to 2/2/3/3/4 other enemies, dealing 10/20/30/40/50 (+20% AP) magic damage to each other target and 10/20/30/40/50 (+55% AP) bonus magic damage to the main target.

Cost: 12/14/16/18/20 photons per attack No Cooldown

W - Intensification! Volt latches onto a target and deals (+20% AP) magic damage. This doubles for each second he is latched on, for up to 3 seconds. Every tick after the first will stun for 0.5 seconds.

Cost: 25 photons per tick Tether Range: 450 Cooldown: 3 seconds after finish

E - Current! Volt travels through a path of minions to his target. The dash can be indefinitely long provided there are nearby targets however the blink takes 0.25 seconds per unit travelled.

The blink damages your own minions for 20% of their maximum HP provided you blink through them.

The blink will leave behind a trail briefly. Attacking minions connected to this trail will damage Volt for 80% of the damage dealt.

Cost: 10 photons per unit Cooldown: 3 seconds

R - ELECTROCUTION! Passive: Volt gains 1% magic penetration for every 4/3.25/2.5 magic resist the enemy has, capped at 40/70/100%. Additionally, damaging enemies four times will mark them for 6 seconds.

Volt calls down a lightning bolt after 0.75 seconds, dealing 100/150/200 (+33% AP) magic damage. The bolt will also consume all photons to deal 1% missing health true damage per photon consumed. If the target is marked the bolt will target them in a much larger radius, but it will only deal damage to that one target.

Range: 575 Radius: 125 Targeted Radius: 400

2 Comments

yoshi27907/1/2017, 8:22:04 AM1 votes

100% magic penetration. 40% AP scaling on AA

This is OP asf