Moth themed poison mage

Arician Sable·3/25/2016, 12:20:43 AM·3 votes·450 views

We have plant ladies, fish ladies, spider ladies, bird ladies and even fox ladies. I believe it's time for a moth lady.

When I was coming up with this idea, I originally wanted a mobile mage that poisoned everyone and realised that is an awful idea. It leaves open the idea of just hit and run and watch your opponent burn. What I decided was a better idea was a bruiser. Someone that can get in or out but not both. Someone that struggles with short trades but excels in whittling enemies down with repeated poisons.

This lead me to very second issue. How exactly do you stop poisons from being just "slap one on and leave" and I came up with an idea. My little poison princess would get cumulative power from poisons. tapping you with a poison would hurt a little, but she's against legends. As such she carries 5, and each poison makes the other more potent. Her abilities and scaling would each be some of the weakest I the game, until she hit you with more.

Her weaknesses of course would include cleanse, and her needing drawn out fights. She either sticks to you long enough to apply multiple poisons or she does little. If you are against her, you need to make a choice, either kill her before she poisons you enough or get out.

2 Comments

CrimsonCobra33/25/2016, 3:37:16 PM1 votes

Oh wow. I love the concept. I have suggestions!

Passive: each poison applied receives bonus effects when a new one is stacked on top. Special Effects cease if she is not within 900 units of the effected enemy.

Q: Ablate: releases a cloud of poison that affects nearby enemies for 6 seconds. ~Poison: Mist of Ages: deals 10/12/14/16/18(+10% AP) magic damage per second. And reduces basic attack damage by 10/15/20/25/30. ~Enhance: Mist of Ages: deals an additional 12/16/20/24/28(+5% AP) magic damage per second, and additionally slows the enemy by 2/4/6/8/10% each second, stacking until the end. (After which stacks fall off at a rate of 2 per second.) Cooldown: 10 seconds. Range: 350 radius. Cost: 30/40/50/60/70 mana.

W: Deteriorate: generates a shield for 100/140/180/220/260(+30% bonus armor)(+35% bonus MR) health that applies poison to enemies who attack you while it is active. Active duration: 6 seconds. Poison duration = 4 seconds. ~Poison: Flower of Death: deals 20/25/30/35/40(+15% AP) Magical damage each second. ~Enhance: Flower of Death: damage is converted to true damage. Cooldown: 14/13/12/11/10 seconds. Range: 550. Cost: 50/55/60/65/70 mana.

E: Subsume: summons an AOE field with a radius of 400 that channels for 0.6 seconds and endures for 1.8 seconds. Enemy caught inside the field are inflicted with the poison for 4 seconds. Enhanced effects are only applied if the enemy is still within the field when a new poison is added. ~Poison: Parasitic Alliance: deals 10/20/30/40/50(+20% AP) magic damage per second, and heals her for 20/30/40/50/60% of the damage dealt. ~Enhance: Parasitic Alliance: steals 7% of the afflicted's current health per second and transfers it to her over 2 seconds. Cooldown: 22/20/18/16/14 Range: 750 Cost: 80 mana.

R: Ensnare: launches a projectile that stuns the first enemy champion struck for 1.2/1.4/1.6 seconds, and inflicts them with poison for 3 seconds. ~Poison: Snatching Claws: deals 20/40/60(+30% AP) magic damage to them. ~Enhance: Snatching Claws: sucks the afflicted enemy in towards you by 35/45/55 units each second. Cooldown: 120/100/80 seconds. Range: 900 Cost: 100 mana.