Do you like this champion? Would you buy him?

A lot! I like it's concept and seems very fun to play with. 3 60.00%
Yes! It's very interesting but would need some changes. 2 40.00%
It's "Ok"... 1 20.00%
Seems boring... 0 0%
.................................................. ....................... 0 0%
I would buy it on release 3 60.00%
I would probally buy it someday 2 40.00%
Not sure if I would ever get it 0 0%
Multiple Choice Poll. Voters: 5. You may not vote on this poll

[Champion Concept] Kharla, The Abjurer

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Astral Yorae

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Senior Member

03-03-2012

[Champion Concept] Kharla, The Abjurer



The Abjurer

The abjurer is a mage that mastered spells related to protection, dispelling and counter-spelling. Anyone familiarized with different "rpg games" (such D&D) could remember it. The skills below are a attempt to give that champ something that fits it's role.


Attachment 505411Passive: Counter Spell
After 3 seconds without auto attacking, Kharla starts accumulating magical energy in the orb on the top of her staff. Her next auto attack will unleash it's energy, dealing bonus damage and silencing the target based on the time charged, up to 15s (5 charges).
Damage per Charge: 10/20/30 (+0.07) damage
Damage with Maxed Charges: 150 (+0.35) damage
Silence Duration per Charge: 0.5s
Duration with Maxed Charges: 2.5s


Attachment 505412Q: Magical Backfire
Does magical damage and causes a debuff for few seconds. While debuffed, each time the victim casts a spell, he/she takes half damage.
Cost: 60/70/80/90/100 mana
Cooldown: 11/10/9/8/7s
Damage: 40/80/120/160/200 (+0.8)
Debuff Duration: 1.0/1.5/2.0/2.5/3.0s


Attachment 505413W: Magical Burden
Increases the cooldown of all the target's skills and slows it's movement and attack speed by an amount depending on skill level.
Cost: 60/65/70/75/80 mana
Cooldown: 13/12/12/11/10s
Cooldown Increase Debuff: 15/20/25/30/40%
Slow: 20/25/30/35/40%
Debuff Duration: 5s


Attachment 505414E: Mirrored Globe
For a few seconds, creates a protective sphere in an ally (or herself) that blocks* and reflects* an ofensive spell that hit's the target. The reflected spell's power and the shield duration increases with level. Once the shield is hit, it vanishes.
Cost: 70/80/90/100/110 mana
Cooldown: 10s
Reflected Spell's power: 40/55/70/85/100%
Duration: 2.0/2.5/3.0/3.5/4.0s
Obs: The shield will block all damage and negative effects on target from any skill. However, it will only reflect ordinary effects (skills and items, but not ultimates or summoner spells) that requires a single target to be cast or a skillshot skill that hit's the target with shield first (do not hit all targets at once).
Examples:
-Ezreal's Mystic Shot would be reflected back on him.
-Morgana's Tormented Soil would affect entire allies in area but the shielded target. It wouldn't be reflected, as it hits everyone at once.
-Ezreal's Essense Flux WOULD be reflected if it hit the shielded target before it's allies. It would stop it's progression. If it hit someone else first, the shield would only block the effect on the shielded target.
-It would NOT reflect or block on-hit damage effects, such as Jax's Empower and Leona's Shield of Daybreak.


Attachment 505410R: Banishment
Creates a magical disjunction in an area that cancels all buffs* of enemy champs and debuffs of allied champs in target area, reveals stealthed units (as it's a buff) and does damage to summons/pets/ghosts/clone. The disjunction persists for some seconds, making enemies inside area not able to regain buffs and giving allied units Tenacity for the duration. This spell won't affect neutral monster buffs or summoner spells.
Cost: 200/250/300 mana
Cooldown: 150/135/120s
Summoned Creature Damage: 500/750/1000 (1.0)
Tenacity Value: 30/35/40 tenacity
Disjunction duration: 1.5/2.0/2.5s
Obs: Banishment on enemies would cancel all buffs shown on the squares (like stealths, Miss Fortune's Passive, Youmuu's active) and this includes auras. The auras would be "deactivated" for the duration of the disjunction.




As a defensive mage, her progressions would focus more defensive than ofensive status. Also, with her disruptive spells, she would need attention and fast judging for choosing her targets.
Kharla is an archmage focused in Abjuration and so, she could is a bit older (maybe pure white or silver hair, it gives some "mystical flavor") than many champs. She could wear a white robe with some protection runes a stave with a crystal globe in top.


Roles:
1st- Assistance/Disabler
2nd- Mage





Copyrights: Everyone who liked this concept can use it or the ideas presented here freely and without asking. It was something made for fun and without gain purposes.




Check out the list of all champions I planned. You oppinion metters and is very welcome!
-Quasar, the Gravitation Ruler:
-Kazuki, the Iaijutsu Master:
-Gordoroth, the Cursed Horror:
-Sabbot, The Shadow Walker:
-Pyrothsaux, The Red Dragon:
-Ryuujin, The Half-Dragon:
-Kharla, The Abjurer:
-Hellena, the Peace Ambassador:
-Donna, the Mad Cheff: (lame one...)


Also, for helping the new members of the community:
-Astral Yorae's LoL Champs and Rune Calculator:




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OninomizuRaaxon

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Senior Member

03-05-2012

Just saiyan, you asked me to review this, which I will not until there is some tangible numbers in this, CD, damage, cost, ect.


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DeRickulous

Senior Member

03-05-2012

I saw this the other day and looked it over briefly, but didn't post previously for... well, reasons that require a long story to be told. Regardless, I checked this out originally because the Abjurer is my 3E specialist wizard of choice, and such a character is on my list of potential concepts to explore. I can say that this isn't the way I would take it, and here's a few reasons why:

Regardless of cooldown, the biggest issue with Counter Spell is that it puts control in the hands of the enemy. Currently in the League, the closest effects are Sap Magic and Force Pulse, which are charged by enemy spellcasts (but also by allied spellcasts), and in Kassadin's case, put on cooldown by activation (Maokai's doesn't even have a cooldown). Counter Spelling an enemy is a passive process that can be baited by the enemy support or (possibly) carry. It's also not clear what kinds of spells it can block, or how they can be blocked: would Graves dashing at the caster trigger the "block" effect, and would it then send him back to his starting position? How about Taric, stunning a target fairly close to Kharla? Healing an ally close to her? Overall, I don't think this is the biggest problem (definitions are easy), but rather, the trigger mechanic is awkward enough to make me want something else. The same thing could be said of Magical Backfire and Mirrored Globe, both of which depend heavily on how oblivious the target is to what's going on (Mirrored Globe has an additional problem in that a normal spell shield, e.g. Sivir's, is extremely powerful by simply blocking a single spell, while your mechanic partially reflects several).

Magical Burden is another potentially problematic mechanic that I've seen and criticized before: it's going to be borderline impossible to tune this to feel right. A flat cooldown increase is extremely potent against spam-happy champions like Karthus and Cassiopeia (and I can only imagine the havoc it would wreak on Ryze), while a percentage increase is going to go largely unnoticed. It has the side effect of messing with a target's rhythm in a way that normal crowd control does not- something that I would argue is undesirable. An additional problem is that it actually works against the rest of the kit (which wants the enemy to cast more spells, not less).

Banishment is at its core a dispelling and purging mechanic, which is absent thus far in League for at least one fairly good reason: suddenly, champions that rely on buffs and debuffs are crippled against you, while those that don't are relatively more powerful. You also have to go through the difficulty of defining lines where buffs are immune to purging: are physical effects immune to this? ultimates? anything at all? Any lines you draw are inevitably going to result in a great deal of frustration as players try to reason through the red tape.


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HowFortuitous

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Senior Member

03-05-2012

First problem is that this seems to be an anti-caster. Increasing cooldown reduction, passive spell shield+silence, and causes casters to take damage for using their abilities. This means ANYBODY can kill this champion easily simply by auto-attacking. On the other side, in a team fight, she could easily shut down one or two champions for the entire fight, maybe even entire teams with her ulty. 1v1 she's a joke, in team fights she is massively overpowered. I can't ever see this being balanced. If the numbers are high enough to allow for viability, she will decimate enemy teams, if not high enough she's turns any match into a 4v5 in the enemy teams favor.


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Astral Yorae

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Senior Member

03-06-2012

Quote:
Originally Posted by OninomizuRaaxon View Post
Just saiyan, you asked me to review this, which I will not until there is some tangible numbers in this, CD, damage, cost, ect.
Fair enough.



@DeRickulous and HowFortuitous
Thank you very much for the insights and critics guys. I updated her, addind values, better descriptions and changing some things and explaining other better. What you think of the kit now?



Thank you all very much in advance.


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Astral Yorae

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08-07-2012

Updated. Finally found out the errors with attachments. =D


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Astral Yorae

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Senior Member

03-15-2013

Trimestral bump.


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Astral Yorae

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Senior Member

03-15-2013

Instead of spamming downvote, why not make a mature and constructive feedback so we can detect the downsides and improve?