Character Concept: Orb Mage

Morotikiasis·10/18/2019, 3:15:26 AM·1 votes·1,211 views

I should first say that my design philosophy is rather straight forward. Everything has a tradeoff. The higher any particular stat is (mobility, damage, defense, etc.) the lower other stats will be as well, some more than others. A character designed for teamfights (aoe damage and effects) can't handle the 1v1 rather well and vice versa. A character who can take a beating can't at the same rate dish it out without taking hits to their mobility. High damage means a higher likelihood of dying from a passing slap to the face. And so on.

Also, I don't design characters that end fights in a matter of seconds and expect multiple rotations of ability to be used in order to take out an opponent. No design of mine ever one-shots or half healths at early to mid-game and even at late game it takes a bit of work to secure a kill on one's own. Outplay's occur when players have time to react and adjust, rather than just a split second before getting blipped from the map.

One last thing. I didn't create this character with league in mind. I refer to champions as destroyers, ap = attack power, and mp = magical power. Carry on.

Mages manipulating balls is nothing new, but when I look at Syndra I think to myself, she could be so much more. And she agrees, so I designed something more. I'll stop that. When it comes to proper micromanagement, one should look no further than to a mage with floating balls. For the most determined of players who wish to challenge their fingers and memory, play invoker (am I allowed to make a dota reference without causing a war?), but for those looking to feel skilled without memorizing a textbook, try this.

Passive- You control 3 orbs that orbit you unless you alter them with Q or Ult. Your aa emits out of the closest orb and arc off of enemies, dealing less damage with each arc.

Ability 1- Passive- Electricity arcs out from your orbs randomly to damage enemies. When unattached from you, they deal more damage and arc more often. Active- Command 1 orb to travel to a location. Left-click it or move out of range to regain the orb after .3s. Requires 1 orbiting orb.

Ability 2- Orbiting- Cause the orbs to rapidly orbit you and pulse damage every 1.5s while knocking enemies back for 4.5s. Unattached- Spin the orbs rapidly in place to pull enemies in, damage and slow them. If pulled by multiple orbs, the furthest one from you will pull them.

Ability 3- Orbiting- For each orb make an electrical shield that blocks one projectile. If w is activated, the shields cover you completely but they still have the same number of blocks. Unattached- A barrier appears around the orbs that blocks 1 projectile from the inside or outside.

Ult- Upon cast, you must select one of your three spells to determine what you spawn. Q- Spawns an electrical attacker that deals aoe damage passively and with his attacks. Damage arcs for less damage. W- Spawns a controller that knocks drags enemies to him. If it is close to you, it will instead knock enemies back. Deals some damage. E- Spawns a defender that blocks projectiles. It starts with 2 block charges and gains one every 2s. All versions cause loss of control over 1 orb. All last for 12s, but can be killed.

A proper control mage is hard to find, but when you do the battlefield is yours provided you can keep track of balls. The orb mage is able to keep themselves rather safe or can instead aid allies with his potential. The damage isn't laughable, but it's not terrifying. It's just enough to make you feel worried when he starts going untouched. He can deal with ranged and melee, but long cd's make it hard for him to keep up the defense forever. He needs help to get a kill so don't feel too discouraged when you can't 1v1 him. Just make sure his team isn't around the corner and keep at it. Or bring your friends and overwhelm him. Or don't, it's your choice.

Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game.

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