Atamun II, Magocrat
The island of Atarsis was once the centre of civilisation. Its sailors and explorers colonised Runeterra and shared their knowledge with the primitive human and yordle species.
Aware of the imminent volcanic destruction of Atarsis and ensuing global ecological catastrophe, the ruling caste devised a plan to travel to a parallel dimension, abandoning Runeterra. Most of them made it off the planet in time, but not all. Many of the god-king's magocrats (advisors in arcane and religious matters) were unintentionally left behind when their dimensional ship malfunctioned. Trapped on an island that was about to explode, they decided to dig themselves in and hope for the best. To maximise the chance that at least some of them would survive, each magocrat built their own individual bunker. Tetmes claimed the palace's magically reinforced summoning halls, Sath sought refuge in an underwater cave while Emut went to work on creating a pocket dimension, a task considered impossible in the few days remaining before the cataclysm.
After considering his options, Atamun II dragged his stasis sarcophagus from the dimensional ship into the deepest catacombs he could find underneath the royal palace and fortified the edifice with powerful defensive magics, turning its walls into indestructible cerulean crystal. Finally he entered his stasis sarcophagus, set the time to five years in the future and with a final prayer to the Divines, went to sleep.
In the end, it took twenty thousand years. The eruption was powerful enough to overwhelm the wards and turn the cerulean tomb into a mass of shattered stone, disabling the machinery responsible for waking Atamun II up, but the adamantium sarcophagus itself survived. The tomb and all remaining traces of Atarsian civilisation remained buried under a blanket of lava for many millennia until a yordle archeologist by the name of Jango used radiolocation to discover geometric structures and hollow underground areas underneath the caldera. During the ensuing excavation, Jango's team discovered and opened the sacrophagus, causing it to automatically switch off.
Although Atamun II was grateful for his unintentional rescue, the most important thing on his mind was the fate of the other magocrats. They could still be alive! But Jango did not dispose of the equipment necessary to see through the layers of pumice and obsidian and visualise the palace and the underwater caves. Knowing the only thing that could convince the Piltover government to sink more funds into his dig was a real live Atarsian, Jango convinced him to accompany him to Piltover.
The government did agree to fund Jango's excavation, in exchange for some lost Atarsian scientific knowledge and perhaps a little assistance on the Fields of Justice...
Atamun II is a vaguely elfish Atarsian advisor to the royal court, wearing gold embroidered blue robes that go well with his white skin and azure hair.
Atarsian dress code was elaborate and decadent, prominently featuring long trailing gold ribbons and ornate headdresses. But Atamun II is not just a harmless noble and Atarsian technology is well ahead of even today's yordle technology: illuminated sectors and energy lines running through his robe indicate a personal defensive matrix, and his royal sekhem uses lenses and a bound light elemental to fires beams of searing blue energy.
Shurima Atamun II: Scheming grand vizier to the sultan of Shurima, with a ruby laser sceptre and vulture companion.
Deathless Atamun II: Skeletal lich with shredded black robes and a staff that fires necromantic beams.
Magistrate Atamun II: Dressed in a toga and wearing a laurel crown. This skin is given away to tribunal judges in the top 5%.
Health: 385 (+75) = 1735@18
Attack: Damage: 50 (+2.55) = 95.9@18
Attack: Speed: 0.575 (+1.35%) = 0.715@18
Attack: Range: 525
Armor: 12.5 (+4.0) = 84.5
Mana: 250 (+50) = 1150@18
Mana: Regeneration: 5.25 (+0.40) = 12.45@18
Movement speed: 325
As an advisor to the Atarsian god-king, Atamun II is an expert spellcrafter, combining magic and science to create new spells from basic components represented by his three non-ultimate abilities.
To create a spell, cast three spell component abilities and follow up with the Forge Spell ultimate. This replaces Forge Spell with the newly created spell.
Never played Dota so i have no idea who invoker is but I like the spellcraft concept - however it basically means he is a 1-ability champ and doesn't have that ability until level 6 (unless he's diff than others and starts with his ult)
Also, you havent described how some of the components improve when leveled and how the ult improves when leveled. I am a huge sucker for customization so I do love the idea.
Heres a thought, maybe instead of using the ult to forge a spell, the spell is cast when the last component is selected? The ult could be a passive that allows for additional components and therefore stronger spells.. level 1 ult can allow for the spell to have 2 'type' components, level 2 could allow for a second 'additional effect' component, and level 3 could allow for a third additional effect. No cooldown on the components would allow for quick casting even with 5 components....
lol I'm not tryin to redesign yr champ on you, just some ideas that the concept inspired..
another idea, you could allow for the ult to be used (even at level 0) just to cast the spell instead of casting when the last componet is selected. So (still on my previous idea for the passive effect of the ult) you can cast it with the minimum of 3 components instead of it waiting for the 6th component when the ult is max level...
I think I'll do a bit more of an in-depth review of your champion, considering aside from the fact he's basically Invoker, he's an extremely interesting champion that I myself would like to play.
Lore: Interesting and believable. It relates the the theme of the contest very well and is pretty darn cool If I must admit. One or two spelling mistakes, (I believe you meant "Cerulean" and not "Cirulian") but that's pretty minor.
Base Stats: His base stats all look pretty up to par, but why such a low Attack Range? 425 is Urgot's Auto Attack range, which although ranged, is fairly dismal for a Mage Champion who's going to be going up against some heavy hitters in the Midlane with far superior ranges on both Auto Attacks and spells. He doesn't seem like he'll have an abusively strong early game that would warrant that.
Passive: Interesting Passive that works well with the champion, helping him with his job of rapidly fusing spells together. But here's where the Auto Attack thing comes back to bite him. He gets more stacks from Auto Attacking champions...But his range is so small, compared to other mages, that he wouldn't be likely to ever try and Auto Attack after early game. There's nothing that makes it easy for him to do so and get any benefit out of it, thus, part of his passive is a little useless.
Component Spells: (Q-W-E): I think that all of the component spells make sense. They all excel in a certain thing, (Q Damage, W Defense, E Utility) and give him lots of options. However, I feel like that, considering his Ultimate only constructs the spells for him, the Damage on them is a bit low. You'll only have Q and E for damage all game long; the numbers they are currently sitting at seem more appropriate on a typical Mage with access to a powerful and deadly ultimate ability. Sure, with max stacks of his passive, it lowers the amount of Global time needed to construct a new spell, but eventually it winds down and with no easy way to regain the stacks, (Small range, yet again) he'll slow down in a long fight.
His numbers aren't strong enough to support that, as a burst mage, but he can't cast fast enough to be a sustained damage dealer, because his Passive's stacks will run out. He's sort of caught between the two. I might of course be understanding it wrong, but then maybe it's just a tad too confusing? I believe I'm getting this right.
Ultimate-Forge Spell: The only reason this is in a different category is because of the passive on it. The Armor/Mr just feels tacked on. It's not really enough to make a big difference, just sort of...there. He isn't going to be built tanky, he's an Ap Caster. The best use of this would I guess be if he was a Support and needed some free stats, but he's clearly not a meant-to-be support.
Other than that, I love the spell. This tool gives you access to so many different abilities, that are, in general, fairly easy to know which effects do what. Q gives you more Damage! W gives you more Defense! E Gives you Utility! If, for example, when he is choosing components and there's a Spell Meter on him that shines the colors in order of which components he chooses, (Say he picks Q as his first component; the Meter's first slot turns red. Or maybe a red orb rotates around him.) So as to let the opponent have some counter-play. Did Atamun's spell start with Blue? It did? A stun is coming! Did the Blue come second? That means he wants to warp! Yada yada, ect.
Spell Crafting: Over-All I love the idea, and think there is a place for it in League of Legends without the "Burden of Knowledge" that Morello and Zilean despise with a passion. The components have clearly defined roles and as long as the enemy can tell what you're doing, will have counterplay. I highly approve.
Quotes: I had a hearty chuckle when I read them the first time. I think he has a well defined personality that you can infer from his quotes. High Class, Confident in his abilities, and when he uses Two of the same component, I can't help but laugh as I read the quotes he says. Why? Because, for some reason, I can just imagine the lines being delivered in the hammiest way possible. All over-the-top and with a lot of passion. Sort of how Darius delivers all these "HUAAAH, HAAA, HEERRRGS" with every swipe of his Ax, and how Vi does the same, except with spells and words instead of grunts. Overall, I like this guy. He says and does interesting things. He's somebody I would care about, Lore Wise, which for me is a definite plus.
Summery: I really like Atamun II. I keep coming back to this page and reading everything over again. I think he's a well defined champion with a lot of flexibility, but I feel like his skills need a bit of adjusting. Of course, you may have intentionally made his skills weak to account for his flexibility, but poor Viktor has the same problem. Too many options at the cost of any focus. Focus is a very important thing in League of Legends. Why choose him for a role that X Champion will do better? Sure they're flexible, but in this case, I only need them to Deal Damage/Bring high CC/ Be very mobile/ect. Just make sure that there's something that Atamun brings to the table that will keep him relevant. Is being the greatest Jack of All Trades in the game enough to keep him afloat? That I cannot say for certain unless we had an actual Champion to test in a game.
Once again, really like this concept, I find it both highly amusing and quite interesting.
Wish I replied to this sooner... I'm sick right now, been sleeping for about 36 hours nonstop.
I can see you've taken my advice. I like the new passive on the Ult and 525 Range should be perfectly fine in lane, which were my two biggest concerns. He seems like a very good Champion concept as of right now, at least to me.
Oh, and, Feel better man. Being sick sucks! Good Luck in the contest Your concept is one of my handful of favorites (other than my own of course xD)
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