I haz an IDEA! A great idea for a champion.
passive= every time you use a spell, get a stack of mana rage, which increases mana regen and health regen per stack. stacks last 6 seconds. can have up to 5 stacks at the same time.
q-switch between ranged and non ranged. champion starts out melee. when melee, champion drains 3/4/5/6/7 mana from target, and an extra 5% crit chance.
when ranged, champ gets 10/12.5/15/17.5% extra attack speed. 0 cost, 0.5 sec cooldown
(actually, for q, have the ranged make you gain attack speed every time you attack, kind of like jinx's q pow pow. stacks on your q last 3 seconds.)
w-toggle on or off-champion deals damage in a small aoe around him, stealing 1/2/3/4/5 magic resist and armor from all enemies in the area per second, up to 20 extra amror and magic resist. costs 10/11/12/13/15 mana per second. 3 sec cooldown
e-champion leaps to target, applying a slow in a area. costs 70/80/90/100/110 mana. 18/17/16/15/14 sec cooldown.
r-champion summons a spectral version of himself that dashes formward, dealing magic damage. at the end of the charge, or when the clone dies, the clone explodes, sliencing enimies in a area around it. at any time during the charge, champion can reactivate ult to replace the clone, with the clone explodeing, dealing damage. no silence is applied if ult is reactivated, but damage is the same costs 100/110/120/130/150 mana. 100/95/90 sec cooldown
Fixed for the sake of my eyes.
Seems legit. AoE Ranged Silence/Damage seems OP if the scaling is atleast average. E seems counter intuitive to being a ADC. You wanna keep your range people could easily abuse the tanky range. And you can AoE kite chases, Leap in, slow, flash and unleash the clone into an AP heavy team silencing and preventing the enemy team from using abilites to slow you down. Same is true of them trying to escape. This what I see happening personally.
passive= every time you use a spell, get a stack of mana rage, which increases mana regen and health regen per stack. stacks last 6 seconds. can have up to 5 stacks at the same time.
q-switch between ranged and non ranged. champion starts out melee. when melee, champion drains 3/4/5/6/7 mana from target, and an extra 5% crit chance.
when ranged, champ gets 10/12.5/15/17.5% extra attack speed. 0 cost, 0.5 sec cooldown
(actually, for q, have the ranged make you gain attack speed every time you attack, kind of like jinx's q pow pow. stacks on your q last 3 seconds.)
w-toggle on or off-champion deals damage in a small aoe around him, stealing 1/2/3/4/5 magic resist and armor from all enemies in the area per second, up to 20 extra amror and magic resist. costs 10/11/12/13/15 mana per second. 3 sec cooldown
e-champion leaps to target, applying a slow in a area. costs 70/80/90/100/110 mana. 18/17/16/15/14 sec cooldown.
r-champion summons a spectral version of himself that dashes formward, dealing magic damage. at the end of the charge, or when the clone dies, the clone explodes, sliencing enimies in a area around it. at any time during the charge, champion can reactivate ult to replace the clone, with the clone explodeing, dealing damage. no silence is applied if ult is reactivated, but damage is the same costs 100/110/120/130/150 mana. 100/95/90 sec cooldown
Fixed for the sake of my eyes.
Seems legit. AoE Ranged Silence/Damage seems OP if the scaling is atleast average. E seems counter intuitive to being a ADC. You wanna keep your range people could easily abuse the tanky range. And you can AoE kite chases, Leap in, slow, flash and unleash the clone into an AP heavy team silencing and preventing the enemy team from using abilites to slow you down. Same is true of them trying to escape. This what I see happening personally.

Not sure about where his burst is. It doesn't seem like this champion has a heck of a lot of scaling, which may be a problem in the early-mid game.
Another thing to note, is that riot tries not to mess with your opponents mana pool. They don't like this idea of counterplay for whatever reason. You may want to rethink on your abilities that drain mana from your opponents
Another thing to note, is that riot tries not to mess with your opponents mana pool. They don't like this idea of counterplay for whatever reason. You may want to rethink on your abilities that drain mana from your opponents
If I helped you out, be sure to throw me a +Rep!
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
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passive= every time you use a spell, get a stack of mana rage, which increases mana regen and health regen per stack. stacks last 6 seconds. can have up to 5 stacks at the same time.
q-switch between ranged and non ranged. champion starts out melee. when melee, champion drains 3/4/5/6/7 mana from target, and an extra 5% crit chance. when ranged, champ gets 10/12.5/15/17.5% extra attack speed. 0 cost, 0.5 sec cooldown
w-toggle on or off-champion deals damage in a small aoe around him, stealing 1/2/3/4/5 magic resist and armor from all enemies in the area per second, up to 20 extra amror and magic resist. costs 10/11/12/13/15 mana per second. 3 sec cooldown
e-champion leaps to target, applying a slow in a area. costs 70/80/90/100/110 mana. 18/17/16/15/14 sec cooldown.
r-champion summons a spectral version of himself that dashes formward, dealing magic damage. at the end of the charge, or when the clone dies, the clone explodes, sliencing enimies in a area around it. at any time during the charge, champion can reactivate ult to replace the clone, with the clone explodeing, dealing damage. no silence is applied if ult is reactivated, but damage is the same costs 100/110/120/130/150 mana. 100/95/90 sec cooldown