Delirium, The final light

Starrav·11/3/2019, 3:27:13 PM·1 votes·2,154 views

Passive: End of existence Each time Delirium hits an enemy champion that has less health than certain threshold, they are given a debuff. The debuff lasts for 1/1.5/2 second based on Delirium’s level. A new debuff cannot be cast on the same champion for the next 10 seconds. When near the certain threshold, Delirium will see the enemy's healthbar lined with a colour and an icon next to it which indicates what type of debuff will be cast on the target if Delirium procs End of existence. 60% health: 30% slow (bright purple) 45% health: Silence (sky blue) 30% health: Disarm (golden) 20% health: Root (this always lasts only for 0.4 seconds) (crimson red) 10% health: Griveous wounds (turqoise)

Q: Phantom’s aid Delirium casts a spell shield on ally champion or himself for 0.7/1.2/1.7/2.2/3 seconds, completely redirecting the next damage from champions. On max rank, 15% of the redirected damage is converted to true damage.

W: A soul for a soul Delirium pays (15% of current health) to heal an ally champion for the same amount plus (10/15/20% of ability power). If the target is an enemy champion or epic monster, they are instead dealt magic damage equal to 20% of Delirium’s current health.

E: Caustic matter (cost: 10% of max health + 70 mana) Passive: Active: Delirium creates a hostile creature from matter he is made of. The creature latches onto the first enemy champion that comes in its sight, trying to engorge them, dealing 5/8/10/12,5/15% of their current health as initial magic damage and then persists on its target, dealing 5/5.5/6/6.6/8% of their current health as magic damage every second for 2/3/4/5 seconds. If Caustic matter kills its target, Delirium gains 65% of the health cost back.

R: The final light Delirium burns (30/50/75% of his current mana) mana from himself and enemy champions in radius around him, dealing 55% of the amount as magic damage to them (each champion is dealt damage based on their mana). If there are more than 3 enemy champions nearby, they are slowed by 15%. If there are 3 enemy champions and 2 allied champions nearby, all enemy champions are slowed by 25% and nearby allies each gain all of the mana burned from the enemies.

3 Comments

Cind3rkick11/3/2019, 3:57:16 PM2 votes

While I like the idea, I feel it has a few big flaws.

Easily fixable but the passive is wayy too strong, but also unpredictable in faster scenarios.

Suggestion: add a cooldown for each champion, rather than simply have it remove the previois effect. (10 seconds seems a suitable base)

This would prevent a perma cc. Imagine if in a fight, for 25% of your health bar you are unable to either cast spells or auto attack. Same with a permanent 60% slow for 15% of it.

Additionally an indicator would be needed to show which debuff will be applied, since it can be hard to tell when they are near the thresholds, and there is a significsnt difference between silencing a veigar and disarming him instead.

The Q I also dont get. It can be interperted in a few ways:

Sivir E on an ally. In this case, 5 seconds would be massively OP Morg E on an ally.

Damage is redirected to Delirium No point getting it to level 5 since he just takes more damage Damage is redirected to Enemy Incredibly op due to how good of a defensive tool the ability also is.

W: This is scary Assuming he averages 2k max health at level 18, add an extra 5k from items and runes, you hit 7k-ish health.

Which can be point and click dumped onto the enemy adc for 1.2k damage.

E: Another scary. Max health is not something to be messed with. Neither is 200 free AP.

Freely gaining a veigar passive worth of ap insincredibly broken on it own.

Over the 5 seconds, at max rank you are dealing 85% of a targets max hp. As a tank. Add a gunblade to your build as a final item and you will be healing more than the health cost.

R: Mana nuke.

First thing to clear up, at max rank is this ability actually uncastable when you are under 70% of your max mana?

Now, he actuslly casts it, now all enemies have 0 mana and have taken 3k damage. Now lets W and E for the free double kill.

Most of the abilities are fine and simply need limitations and a better explanation on how they work.

The E, I feel you should change. Playing with % Max HP is always a very picky subject. And the passive just doesnt fit at all.