Izmideus was a benevolent being of a different name in an age long past, but for reasons remembered only by those he first slaughtered, he is now no longer what he once was. Everything that made up his being has fallen into chaos, his voice, his mind, even his figure. His thoughts are just as jagged and void of definition as the weapon he has used to wreak havoc on mere mortals, his Static. He lacks volume, reason, pity, and he lacks motivation. Perhaps in his broken mind he knows his reasons, and can justify his own actions, but this is unlikely, so random are his actions. He may defend the innocent, only to slaughter them a week later, or simply walk among those who fear him for days without contemplation of their terror, as their weapons pass harmlessly through him, whispering the word "Kayle" hundreds of times in his coarse, static filled voice. Izmideus is a slight against the very fabric of the cosmos, a thing that defies the rules ordained by the divine beings that created the universe and those things within it.
He is melee, but he has tremendous range for a melee champion. His blade, Static, will is faint and weightless; moreover, when he strikes a target it doesn't materialize fully until just before he strikes his target, afterwards becoming incorporeal again. This allows him to swing through multiple people and impeding objects in order to strike the desired target.
Health 464 (+89)
Health regen. 7.25 (+0.6)
Attack speed 0.679 (+3%)
Attack damage 54.12 (+2.9)
Armor 18.1 (+3.5)
Magic res. 30 (+1.25)
Mov. speed 310
Izmideus is resourceless
Passive Static Soul:
Izmideus is immune to area of effect damage unless he is the only target champion damaged within that area of effect.
Ethereal Jaunt: Cooldown 3 seconds. Range 475. Radius 200.
Blinks to the target spot, slowing the each nearby enemy champion by 0.5% for each 1% of missing health. The slow diminishes over a period of 2 / 2.5 / 3 / 3.5 / 4 seconds.
Removes Static Soul until Ethereal Jaunt comes off cooldown, and the cooldown of Ethereal Jaunt increases by 1 second every time it is used within 2 seconds of coming off cooldown, to a maximum of 9 seconds.
Malevolence: Cooldown 15 / 14 / 13 / 12 / 11 seconds.
Passive: +15 / 20 / 25 / 30 / 35 attack damage
Active: For the next 3 seconds you strike twice with every attack.
Broken Mind: Cooldown 20 / 19 / 18 / 17 / 16 seconds.
Izmideus removes any crowd control except suppression and gains a Mark of Broken Mind granting him 150 / 175 / 200 / 225 / 250 magic resist until he suffers magic damage or for 1.5 seconds. Taking magic damage while Broken Mind is active will reduce its cooldown by 1.5 seconds for every 10% of health Izmideus is missing.
Static: Cooldown 60 / 50 / 40 seconds
For 7 / 10 / 13 seconds, attacks deal magic damage and pass through the target and anything near it, dealing 120 % damage in a very wide fan pattern and silencing anyone it passes through for 0.3 seconds. Does not effect structures.
Static Soul: even with Jaunt shutting down his passive, this passive is overpowered (completely negating abilities such as amumu's crying, nunu's ult, lux's ult, etc) my suggestion would be that this instead of being immune he takes reduced damage, say 7/9/12% with a max number of activations at 1/3/5 times and stacks of this passive regenerating at 1/25 sec (affected by CDR). This would prevent his passive from negating all damage (and more importantly the status effects caused by aoe abilities) but still give him a decent resistance.
Ethereal Jaunt: with the changes to static soul it would no longer be necessary to completely remove his passive for this dash. instead remove 1 or 2 charges of his passive on use. The only other problem I see with this ability is it's cd as compared to the duration of his slow, I like the idea of increasing his CD with excessive use, but it could be very difficult for players to understand. I suggest simply raising its cooldown to 14/12/10/8/6 sec with no stacking debuff.
Edit: I forgot to place my reasoning for this specific set of CDs Ethereal Jaunt would also be used as an escape during the laning phases, the larger CD up front would negate this as an ability to initiate and escape in the same fight early game.
Malevolence: seems decently balanced, the only major problem I can see with this is the synergy with his ultimate. I suggest removing the passive for the duration of the CD on the active. this would allow for easier farm at early levels without a severely broken push method and a strategic decision on whether a fight can be ended quickly with the active, or if it would be more beneficial to keep the passive for a prolonged fight.
Broken Mind: this should also not remove knock-ups or silences. also, I do not believe the cooldown reduction would be necessary for an ability that would practically negate a fair amount of ultimates.
Static: first I believe it should be on a longer CD, maybe 60 sec at final level (please take into account that up to 40% CDR can be given through items) I suggest 150/120/90. I currently do not see any issues with the duration of the ability or the damage, however the silence in conjunction with Malevolence would shut down all casters for the duration of a teamfight. I suggest that this does an armor or magic resist reduction effect instead. say 1% reduction each hit stacks last for 5 sec, max of 2/4/8 stacks, duration is reset with each successive hit.
I like his kit a lot, it seems like somebody that would know how to use it could do really well. thanks for reading and taking my thoughts into consideration.
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