[Champion concept] Zyme, the Temporal Drifter
Zyme, the Temporal Drifter
Concept Intrudes on Zilean's domain of time mastery, but I was thinking on ways to do a time mage without being, well, Zilean. This champion is centred on dealing damage-over-time effects, with his ultimate extending the duration thereof. I have a hunch the ultimate AP ratio might be bad, but I'm not too sure. At a 300 AP Mage, you do 300+120 magic damage over 4 seconds with Q, amplified to 450+180 magic damage over 6 seconds with R, amplified to 525+210 damage with the scaling AP on the ultimate. Since Veigar's ult does 500+300 magic damage plus 80% AP of target, I'm not too confident 735 magic damage over 7 seconds is entirely balanced, though on the other hand you do have to wait 7 seconds before the damage is finally applied. Some thoughts there would be tremendously helpful. Ideally, this champion would be able to be played as a mage or as a support: mid-lane focuses on Q and W for potent damage-over-time effects (W also makes it easier to hit fleeing enemies), whereas support would take W and E to protect their ally, help them reach where they need to be and improve their attack speed.
I think he'd be fun to play if you like AoE damage-over-time with some soft CC mixed in and run team compositions where extending buffs and debuffs can be useful. Counter-play is present by dodging the Q, or simply staying out of range. Burst damage and lifesteal also deal with a lot of what Zyme can do, and even at a lot of damage over 7 seconds, you can probably do a lot within those 7 seconds. Maybe too much.
Passive Acceleration Every minute, Zyme reduces the cooldown of all his abilities by 1%, up to a maximum of 40%. Every 10 minutes, Zyme increases his movement speed by 2%, up to a maximum of 10%.
Q Distortion Range: 950 / Mana cost: 80 / 85 / 90 / 95 / 100 / Cooldown: 12 / 11 / 10 / 9 / 8s Causes a temporal distortion in a 225-radius area after a 0.5 second delay, dealing 10 / 35 / 60 / 85 / 110 (+10% AP) magic damage, and then dealing an additional 20 / 30 / 40 / 50 / 60 (+10% AP) magic damage per second to targets hit for 4 seconds, as well as slowing them by 10 / 15 / 20 / 25 / 30 (+5% AP)% for 2 seconds.
W Chrono Lapse Range: 450 / Mana cost: 100 / Cooldown: 20 / 18 / 16 / 14 / 12s When used on an allied champion, target blinks forward up to 200 (+20 per 100 AP) units towards their movement destination. Projectiles that were aimed at the target are disjointed.
When used on an enemy champion, target blinks back to where they were 2 seconds ago, and they take 12.5 / 25 / 37.5 / 50 / 62.5 (+10% AP) magic damage every second for 4 seconds.
E Haste/Slow Range: 450 / Mana cost: 80 / 85 / 90 / 95 / 100 / Cooldown: 18 / 16 / 14 / 12 / 10s Speeds an allied champion up, increasing their attack speed by 2 / 4 / 6 / 8 / 10 (+1% per 100 AP)% for 3 seconds.
When used on an enemy champion, slows the target's attack speed by 10 / 12.5 / 15 / 17.5 / 20 (+1% per 100 AP)% for 3 seconds instead.
R Time Flux Range: 450 / Mana cost: 120 / Cooldown: 90 / 80 / 70s When used on an allied champion, distorts time around them. For the next 2 / 4 / 6 seconds, all incoming damage is applied over a period of 4 seconds instead of instantly. All debuffs have their duration decreased by 0.5 seconds, and all buffs have their duration increased by 0.5 seconds.
When used on an enemy champion, distorts time around them. For the next 2 / 4 / 6 seconds, all debuffs have their duration extended by 0.5 seconds, and all buffs have their duration decreased by 0.5 seconds. Damage-over-time damage is extended by 1 / 1.5 / 2 (+0.5 seconds per 150 AP) seconds; if a damage-over-time effect would apply when the damage-over-time damage ends, it instead applies when the damage-over-time damage would normally end.
Changelog:
- Made Q have initial damage, and lowered damage over time to be more reasonable. Less oppressive at first lane stronger later on. Improved slow. Now does 90 (+50% AP) over its duration at level 1, over 140 (+40% AP) it was at first. End damage improved to 310 (+50% AP).
- E slow improved by a lot: from 2 / 4 / 6 / 8 / 10 (+1% per 100 AP) to 10 / 12.5 / 15 / 17.5 / 20 (+1% per 100 AP). E Haste buffed from 2 / 4 / 6 / 8 / 10 (+1% per 100 AP) to 6 / 7 / 8 / 9 / 10 (+1% per 100 AP).