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[Champion Concept] Fenbar, the Warlock

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Steakasaurus

Senior Member

09-05-2011

Just an Idea I thought up. Enjoi!

Vitals
Health: 450 +80/lvl
HP5: 7 +0.65/lvl
Mana: 210 +45/lvl
MP5: 6.5 +0.55/lvl
Damage: 56 +3.5/lvl
Attack Speed: 0.625 + 3.00%/lvl
Range: 125
Move Speed: 305
Armor: 16.5 + 4.2/lvl
Magic Resist: 30

Skills
Innate: Spell Symbiosis

Every time a spell is cast nearby Fenbar, he regains health equal to 50% of the spell's mana cost.

Q: Soul Nova
Mana Cost: 60/75/90/105/120
Cooldown: 16/15/14/13/12
AoE Radius: 325
Passive: Triggers the spell's active effect on death, taking into account the number of stacks.
Active: Fenbar creates a pulse of magical energy around him, dealing 65/105/155/205/255 (+55% of AP) Magic Damage. While Soul Nova is on cooldown, Fenbar may cast it again, paying its Mana cost in Health. There is a 1 second delay between castings, and each subsequent casting of Soul Nova increases the Health cost by 25 and the damage by 15/30/45/60/75, stackable 5 times.

W: Glimmershield
Mana Cost: 50/60/70/80/90
Cooldown: 15
Aura Radius: 625
Passive: Allies near Fenbar have their Magic Resist increased by 10/15/20/25/30. This does not affect Fenbar himself.
Active: Fenbar creates a magical shield around himself, absorbing the next 80/120/160/200/240 (+35% of AP) damage that he would receive for 4 seconds. During that time, 30% of all Magic Damage Fenbar receives is converted into Health.

E: Detonate
Mana Cost: 65/70/75/80/85
Cooldown: 12/11/10/9/8
Range: 675
Active: Fenbar focuses and combusts ambient magical energies nearby a target enemy unit, dealing 50/80/110/140/170 (+80% of AP) Magic damage to it. If the target has any buffs or debuffs on it, Detonate removes all of those effects, and deals 15/20/25/30/35% increased damage to the target. Buffs or debuffs passive applied from items or auras (such as Taric's Shatter or Stark's Fervor) will be reapplied (where applicable) after 3 seconds.

R: Manasword
Mana Cost: 55 to Activate; 8 Mana Per Second to Sustain.
Cooldown: 7
Range: Self
Active: Fenbar ignites mana around his arm, shaping it into a fearsome blade of magical energy. While ignited, Fenbar consumes 8 mana per second (40 Mp5) to sustain the blade, and gains 10/20/30 bonus Magic Penetration, bonus magic damage based on 3/4/5% of his Maximum Mana, and converts all of his physical damage to Magic damage.


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such fire

Senior Member

09-05-2011

I like him a lot, especially his ult, giving him the option to carry but with AP. I think his ult needs a little buffing and tweeking, here is my idea for it:

R: Manasword
Mana Cost: 10/15/20 mana per attack.
Cooldown: toggled
Range: self
Passive: Gives Fenbar 10/15/20 magic penatration.
Active: For the cost of 10/15/20 mana per attack Fenbar does an additional 20/35/50(+10% of AP) damage per attack and all his damage is converted to magic damage.

That's just my idea, considering that you could just turn it on to use spells and not even melee. Also the scaling was really low, if you hit level 6 and took your ult, you may have 20 AP and it deals 0.2 extra damage? That didn't make much sense to me. Anyway, I really like this idea and it seems really balanced, including his stats. Here's mine if you want to check it out, any input will be accepted: http://na.leagueoflegends.com/board/....php?t=1191545 (http://na.leagueoflegends.com/board/showthread.php?t=1191545)


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Steakasaurus

Senior Member

09-05-2011

Whoops, I had meant the ult to scale with Mana, not AP. My mistake on that part! That should make the ult considerably less weak.


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Steakasaurus

Senior Member

09-06-2011

Bump.


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