[Champion Concept] Guardian of Elements

- Guardian of Elements The big thing around this concept is, that his normal spells [qwe] have 3 diffrent forms that relie on the distance they are casted. So the champion hast a lot of variety in his playstyle. Storyline Kassadin opened while his trip to the Void possibilitys for the monsters from the other side a possibility to open Rifts/Portals to the World. The Guardian of Elements traveled arount together with Swain and some other soldiers to close them again and protect the World from the influences of the void. In a fight around a Rift with the evil creature Cho'Gath Swains leg got destroyed and the first Void Monsters where able to come to our world and destroyed swains leg... Now The Guardian of the Elements is hunting them down for saving our world from creatures that would destroy us if they get here in mass. Optical Stile Dark robe In one hand he rotates 2 or 3 elemental sources (read passive) In the other hand (his main hand) he has one active elemental source (read passive) middle long hair. looks a bit like vladimir in my expectations Passive Fire source active: Normal hits have fire animations and set the enemy on fire dealing 1% of your AP as magic dmg Water source active: Normal hits have water animations and heal yourself around 2% of your AP Storm source active: Normal hits have thunder animations and slow hitted enemies for 1 sec about 10% No source active: Normal hits are melee and deal 100% from your AP as physical dmg Skills Q – Fire Source Mana Cost: Cooldown: 7/6.5/6/5.5/5/4 Low Range: A little fire explosion detonates around you and deal – and 50% of your AP as magic dmg Middle Range: A fireball flies away from you in cast direction and explodes at your cast and deal – and 40% of your AP as magic dmg Long Range: a fire roller runs in your cast direction and hits everything in his way dealing – and 40% of your AP as magic dmg Activates fire source W – Water source Mana Cost Cooldown: 7/6.5/6/5.5/5/4 Low Range: Heals yourself about – and 50% of your AP Middle Range: Heals a mate about – and 45% of your AP Long Range: Cast a little water wave, which runs in cast direction and slows all hitten enemys about 10% and deals – and 20% of your AP as magic dmg Activates water source E – Storm source Mana Cost: Cooldown: 7/6.5/6/5.5/5/4 Low Range: A tornado pushes all enemys … yards away from you. Middle Range: A row thunder jumps over 3 enemys and deals … and 40% of your AP as magic dmg Long Range: Teleports you about … yards in cast direction and leaves a field back that pulls all enemys into his middle Activates storm source R – Elemental Storm Mana Cost: Cooldwon 110/90/70 Creates a big field where in 3 waves all sources release their power Wave 1 4sec: water source all enemies get once slowed about 50% for 5 sec Wave 2 2sec: Fire source all enemies that are while wave 2 in the area get once ignitet and receive – and 70% of your AP as magic dmg over 10 sec Wave 3: storm source all enemys that are still in the area get a hitten by a single lightning that deals . And 80% of your AP as magic dmg
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