[Champion Concept] Jinn, The Prisoner of the Lamp

Little Stick Man·11/15/2015, 6:58:18 PM·13 votes·9,096 views

the hearthstone expansion league of explorers has me on the hype train and inspired this genie/djinn champion. let me know what you think or what could make him better!

http://aetherforce.com/wp-content/uploads/2014/12/djinn.jpg

Name: Jinn, The Prisoner of the Lamp Range: 500 Resource: Mana Role: Support/Mage Lane: Bot/Mid/Top

Allies: Azir Sivir Enemies: Cassiopeia Xerath Rivals: Jax

Passive: Hidden Treasure Range: 300 Cost: N/A Jinn may revert into his lamp by clicking on an ally while out of combat, allowing an ally to carry him. While attached to an ally he will become invisible, but will not be able to move on his own. If he remains within his lamp for at least 2 seconds, he will begin to regenerate 1% / 2% / 3% of his maximum mana per second. Using an ability while in this mode will cause his to erupt from his lamp, launching him 250 units ahead of his ally.

Q: Ancient Bindings Range: 150 Cost: 40 / 50 / 60 / 70 / 80 Damage: 60 / 80 / 100 / 120 / 140 (+50% Bonus AP) Cooldown: 10 / 9 / 8 / 7 / 6

Jinn modifies his next 2 basic attacks to apply Ancient Bindings to a target and deal bonus magic damage.The first basic attack will slow his target for 40% and the second will stun them for 1 second.

W: Smoke Surge Range: 600 Damage Radius: 300 Cost: 80 / 90 / 100 / 110 / 120 Damage: 50 / 75 / 100 / 125 / 150 (50% Bonus AP)
Cooldown: 19 / 16 / 13 / 10 / 7

Jinn turns into smoke and dashes in a target direction, any enemies he passes through during this time will have their vision radius reduced for 2 seconds. When he reaches his destination he arrives with an explosion, dealing damage based on his bonus AP.

E: Mythic Fire Range: 300 Damage: 100 / 110 / 120 / 130 / 140 (80% of Bonus AP) Damage Radius: 250 Damage over time: 5% of their Max Health over 3 seconds. Max Charges: 3 Cooldown: 16 / 14 / 12 / 10 / 8

Jinn selects one enemy and summons a fire spirit to pursue them for 3 seconds gaining movement speed as they chase. This spirit will pass through minions. Once this fire makes contact with any enemy champion, it will explode, dealing initial magic damage based on your total AP, and damage over time based on 5% the target's maximum health over 3 seconds. This ability may hold 3 charges, but can only be used 3 seconds after the last cast. Charges generate at 1 for every 25 seconds and this recharge is affected by CDR.

R: Wish for Power Range: 400 Duration: 4 / 5 / 6 seconds Damaging Aura: 60 / 120 / 180 (+60% of Total AP) Aura Radius: 400 / 450 / 500

Jinn reverts into his passive form, allowing an ally to carry him. During this time 15% of the damage they take will be redirected to Jinn instead. Additionally, while Jinn is attached to his ally they will gain a damaging aura that deals 60 / 120 / 180 (+60% of your total AP) to all nearby enemies.

15 Comments

Coolwhip19111/15/2015, 7:24:50 PM5 votes

Prisoner of the lamp you say? Jax

regonas11/15/2015, 7:11:21 PM2 votes

Looks like bard with human face and no feet.

JtagPlays11/15/2015, 7:01:26 PM1 votes

I whould defantely play that champ Top lane

gloomyMoron11/16/2015, 2:22:48 AM1 votes

His E... is a problem area. They chase for too long and can be recast too quickly. They should chase for 3s (gaining move speed the longer they chase) and stacks should accumulate every 20 or 25s (can be affected by CDR. meaning at 40% CDR the cooldown is shorter). I feel like that would make it so his early game is more punishable, but give him a lot of late game power.

turkeyBACON11/16/2015, 2:26:54 AM1 votes

While the kit is fine, I'm a little disappointed it barely has anything to do being a genie.

WarchfGinger11/18/2015, 1:52:34 AM1 votes

Overall, this is a good champion If you could add some kind of lore, i would love it