Champion Concept: Fire Mage (Low-range positioning-based AoE burst caster)
I'm skeptical about this one but after I have an idea and write it down, I always post it cause keeping it to myself is no fun. With the current numbers (especially passive maybe?), this guy is probably insanely overpowered. Let's pretend I didn't give any numbers and just pay attention to the concept :) (although comments on numbers are still absolutely welcome).
Fire Mage is a strange combination of roles that can be built pretty much however you want. While an AD build isn’t likely to be as effective as an AP one, he does have an enormous attack speed + lifesteal steroid (his only sustain) and a few AD ratios. He should be built with some tanky items due to his close-range nature. However, if fed Fire Mage can do enormous AoE damage without the need of tank items. He lacks an escape though so this is risky, despite his extreme initiate potential.
Fire Mage’s potential burst damage is currently unmatched in comparison to current league champions, and can keep him relevant in the game even if behind, but in order for this burst to actually work, he must hit a large number of targets that are close together with his ultimate, preferably while he is standing directly next to them in order to trigger his passive. Despite his potential for an instant pentakill (if he’s extremely lucky and the other team decides to all stand on top of each other), his usual damage is much lower than that of other AP carries. Keep in mind that he does almost no damage to a single target and thus is a terrible 1v1 champion, his strength lies in groups of enemies.
Passive - Inundation: When Fire Mage hits a target with an ability, a small wave of fire emits outward from him, dealing (30/65/100 +20% AP) to all enemies around him in a small radius. This can only be triggered once per ability, with the exception of his ultimate which can trigger Inundation up to twice.
Q - Fireball: Fire Mage fires a projectile of flame at target location in a line. Upon hitting an enemy, that enemy is stunned for 1.3 seconds and is dealt (70/110/150/190/230 +50% AD +40% AP) magic damage.
Range: 750/800/850/900/950 units Mana Cost: 58/64/70/76/82 Cooldown: 7.4/7.15/6.9/6.65/6.4 seconds
W - Flame Cloak: Fire Mage becomes invisible for (1/2/3/4/5) seconds. 3 seconds cast time in which if damaged, Fire Mage will not go invisible. While invisible, if Fire Mage casts any other abilities, his stealth is broken. Additionally, Fire Mage creates a small flame around him (the flames cannot be seen if he is invisible) lasting 5 seconds that deals (24/41/58/75/92 +21% AP) magic damage per second in a small area around him. While this flame is around him, Fire Mage gains +40/60/80/100/120% Attack Speed and 10/11/12/13/14% lifesteal.
AoE Radius: 260 units Mana Cost: 55 Cooldown: 25/22.5/20/17.5/15 seconds
E - Blink: Fire Mage instantly teleports to target area. Upon arriving at this area, a burst of flame erupts from the ground where he lands, dealing (30/50/70/90/110) +30% AP magic damage to all enemies the flame hits. If one of these enemy units are killed within the next (3/3.25/3.5/3.75/4) seconds, it will explode into another flame, dealing (45/65/85/105/125 +20% AP) magic damage to all nearby enemies. This part of the damage is halved if the exploded unit is an enemy minion or a neutral monster.
Range: 575 units AoE Radius: 400 units AoE Radius #2: 250 units Mana Cost: 90 Cooldown: 20/18/16/14/12 seconds
R - Flame-Pulse: Fire Mage fires a global flaming missile in targeted direction, dealing (175/250/325 +40% bonus AD +25% AP) magic damage to all enemies it hits. Enemy champions that are struck by the missile emit an AoE pulse of fire in a circle around them, dealing (10/20/30 +8% AP) magic damage to themselves and all enemy units around them and their movement and attack speed are slowed by 15% for 3 seconds. This part of the damage is increased by a stacking 50% each time an enemy is hit by the flaming missile.
For example, if five people are hit by the missile, five AoE flames are released, the first dealing (10/20/30 +8% AP) damage, the second dealing (15/30/45 +12% AP) damage, the third dealing (23/45/68 +18% AP) damage, the fourth dealing (35/68/102 +27% AP) damage, and the fifth dealing (53/102/153 +41% AP) damage. As a result of all this, the damage of this ability ranges from as low as (185/270/355 +40% bonus AD +33% AP) to a massive (311/515/723 +40% bonus AD +131% AP) magic damage if all enemies are hit and they are grouped enough.
Range: Global AoE Radius: 550 units Mana Cost: 130/160/190 Cooldown: 110/100/90 seconds