Aether: The forsaken preist champion concept

BlameThySupport·11/25/2018, 2:13:42 AM·1 votes·999 views

A champion concept that I thought up after drinking several things of alcohol, I'd write a backstory but that can come another day.

Passive: Light and Dark: based on his actions throughout the game. Aether will shift to either Light, or Dark. Upon reaching three kills, he will turn into dark Aether, while if he gains at least six assists, he will turn into light aether. After the transformation he will recieve the following effects.

Light: Healing and shielding effectiveness increases by 15%

Dark: Gain an additional 18+.5 per level magic penetration.

Q: Hollow orb/ Sinister Orb (Dark)/ Purity Orb (Light) Aether cast's out a slow moving orb, upon colliding with an ally or enemy champion, it deals 60/80/100/120 +30% ap, as healing to allies, and damage to enemies in a small area of effect. Cooldown: 11/10/9/8 seconds.

Upon doing the dark path, this orb will no longer heal anyone other than Aether at half of it's total value, and will no longer explode upon touching an ally, it's damage scaling will increase to deal double base damage, while the ap scaling increases to 80%

If doing the light path, the orb will no longer explode upon reaching an enemy but upon reaching an ally, it will have double the base heal, and it's ap scaling increased to 60%, in addition, ally's receive 2.5/5/7.5/10 +10 % ap armour/mr for five seconds after being affected by the heal. However, it will no longer damage enemies.

W: Empty prayer/ Sadistic curse(Dark)/ Prayer of hope(light)

Aether start's channeling, after 2 seconds in a area of effect around him, enemies are stunned for 1/1.25/1.5/1.75 seconds, and take 10/20/30/40 +5% ap damage per second, for four second afterwards. Aether will be slowed by 50% during cast, and can be interrupted by cc. Cooldown 20/18/16/14 seconds

Dark: No longer stuns, but enemies are slowed by 20%, and take 20/40/60/80 +15% ap damage for five seconds.

Light: Allies in the area of effect will deal bonus 10/20/30/40 + %15 magical damage on hit for five seconds after. However, enemies will no longer suffer damage over time.

E: Forgotten Vow/ Blood contract(Dark)/ Vow of loyalty(Light)

Aether will bind to a nearby ally, while doing so, both him and the ally will move 20% +5 percent ap faster, for 10 seconds, quickly falling to 5% +2% ap faster. While binded, Aether and the chosen ally are healed for 5/10/15/20 +5% ap per second and if an enemy touches the tether between Aether and the ally, they take 50/70/90/110 +50% ap damage. Cool down is 25/23/21/19 seconds.

Dark: this ability will instead target enemies, while tethered to Aether, he will drain 10/20/30/40 +10% ap health from them for 5 seconds. If bound till the end of the duration, the enemy will take an additional 50/70/90/110 +30% ap damage and be slowed by 30% for one second.

Light: the heal per second will increase to double the base value, while the speed falls off a lot slower. However it will no longer damage enemies who come into contact with the tether.

Ultimate: Empty Vessel/ Vessel of destruction/ spirit of protection

Aether casts summons a spirit it will draw nearby enemies to the middle of it, and explodes after 3 seconds. Stunning nearby enemies for 1.5/1.75/2 seconds, and dealing 200/300/400+30% ap damage. Cooldown: 120/100/80

Dark: The spirit deals an additional +100/150/200 damage and scales with 50% ap. Stun duration is however removed, but it will still draw enemies in.

Light: The spirit's stun duration increases to 1.75/2.0/2.25, and it slows enemies by 20% while drawing them in. Will no longer deal damage however.

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