[Champion Concept] The Elemental Apprentice

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Ars Techne

Member

11-19-2012

At the Demacia Magic University, there is one elemental mage that stands far above the rest. The Elemental Apprentice is intelligent and resourceful, but she isnt the only one. Her rival The Magic Blade Apprentice have dueled in unsanctioned fight one too many times at the cost of collateral damage to the University. And so they have been transferred to the League of Legends, who agreed to grant shelter for tham as they finish there final years as students in a location wear they can duke it out many times over.

What many dont know, is that the two have an admiration for each other as well. The term Romeo and Juliet is best applied to these two as when pitted against each other will fight to the bitter end, but if together will long to be close.

Abilities:

Quote:
Passive: Berserk Focus/Focus of Study

Each subsequent spell cast with in 2 seconds increases its AOE by a radius of 50 units

Rival Quest Bonus: The radius bonus is increased to 100

Coop Bonus/Negation: When with The Magic Blade Apprentice, the radius bonus is increased to 60, but while apart is negated to 45

As well, abilities gain mastery points based on the inverse of the level acquired at or order aquired(at level 1 gains 18 mastery, 2 gains 17 mastery, etc....)
Quote:
Q: Flame Burst

Calls Fire at target location with a radius of 100 dealing 50/60/80/110/160 (0.3AP) and burning targets effected for an additional 50/60/80/110/160 (0.3AP) over the next 3 seconds

18 Mastery Bonus: The DOT effect is reduced to 2 seconds
23 Mastery Bonus: The DOT effect is reduced to 1 second
28 Mastery Bonus: The DOT effect is dealt instantaneously and deal 25% to all others effected

Effect changes: fire spread > air spawned fire > Nova-ish > Lightning
Quote:
W: Dense Water

Calls Water at the target location with a radius of 100 that slows all targets effect by 5/10/15/20/25% for 5 seconds

18 Mastery Bonus: After a brief delay the water freezes dealing 10/20/30/40/50 (0.5AP)
23 Mastery Bonus: As well as the 18 Mastery bonus, snares the targets for 0.5 seconds
28 Mastery Bonus: As well as the 18 Mastery bonus, stuns the targets for 1 second

Effect changes: Field of droplets > then freeze into spike balls > Instead freezes lower bodies in jagged ice > Instead encapsulates them in jagged ice
Quote:
E: Air Vaccum

Calls Air to pull targets to the center of the spell with a radius of 100

18 Mastery Bonus: Small minions and monsters effected will deal 10% there max HP to themselves and the first target hit.
23 Mastery Bonus: As well, Cannon Minions and medium monsters effected will deal 10% there max HP to themselves and the first target hit.
28 Mastery Bonus: As well, Siege minions, large monsters and champs effected will deal 10% there max HP to themselves and the first target hit.

Effect changes: mainly just increasing wind effects
Quote:
R: Earthen Armor

Calls Earth to form armor around The Elemental Apprentice dealing 150/175/225 (0.5AP) to all targets within 100 radius of her and increases her attack damage by (0.75AP) and armor and magic resist by (0.09AP) for 10 seconds

24 Mastery Bonus: Increases initial damage to 300, AD Bonus to (0.9AP) and armor and MR Bonus to (0.12)

Effect Change: Earth > Metal/Iron
This Concept came about from the idea that a champ could specialize in an ability (similar to kha'z but more in depth), as this model represents one ability will reach the tier 4 state while one, maybe two, will reach tier 3 and whats left reaching only as high as 2 (if it even does). R is still "ult" like as it only has 3 points (available at 6, 11, 16), but making an ability tier 4 is mainly what constitutes the ult of the character.


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Ars Techne

Member

11-20-2012

bump