Here is a link to my other different support champion 'BRUCE':
http://na.leagueoflegends.com/board/....php?t=1671816
Feel free and post suggestions and fill in the blanks for some of the numbers/etc.
Please really tell me exactly what you think about this champ 
Enjoy!
p.s: for quick read, skip all quote boxes.
Theme: Magnetics
Champion:
- Support
- AP
- Anti-Gank
- Anti-DPS
|
Overall champion ideas: - Counter to physical damage champions - Support themes: o Global passive o Heal or shield ability o Warding ability o Ability to gain gold through other methods o Movement aura o Super ultimate - Heavy focus on early game support, and late game warding |
Depolarize (Passive):
Enemies who have been attacked by this unit continually lose 0.2/0.4/0.6/0.8/1 armor every second down to -10 (-0.01AP, up to -40). Their armor repolarizes when they move out of range, when this unit is disabled (stun/silence/fear) or when this unit is killed.
Leech (Active, x/x/x/x/x mana; 31 second cooldown (reduced by 5 seconds for every nearby ally)):
50/75/100/123/150 (+0.7*AP) Health is leeched from nearby Enemies, multiplied by (spell vamp), and distributed to nearby ally champions. 0.5 Iron gained from each enemy unit, and 1 Iron from each enemy champion.
|
So here is what I was thinking with this ability: Depolarize has a dual mechanic behind it, first of all it helps early game; if the enemy is pushing too hard, just keep their armor down and when the jungler comes in it is a quick and easy kill - which is exactly what a jungler wants. This type of gank preparation works well with E for boosting the jungler's movement speed to gain more of a surprise, while ensuring that this champion can get out as needed. The second mechanic behind Depolarize works alongside the first one early game as well. While keeping enemies low on armor, it will significantly boost your Iron if the jungler can help take them down. These two things will keep enemies from pushing your lane too hard early game. I did update this to be used more in team fights instead of 1v1, by increasing the cooldown while alone. Mid and late game this ability may not be so useful as enemy champions will be more mobile, and have more disables. Leech is the health/shield mechanic of this support champion. Early game it should be enough to sustain this champion along with their lane partner, while picking up some Iron early game as well. Mid and late game, this can be extremely useful as it stacks high on AP and even spell vamp. Because it stacks well on AP and spell vamp, Will of the Ancients can be a great item to use with this ability. |
Fires a magnetic radar beacon outward in a circle. The beacon will 'ping' the following: champions, buff minions, artillery, super minions, Dragon, Baron, structure, or an invisible object. Closeness and armor increase the strength of the wave. This ability triggers a distinct global sound. Each successful cast within a short time costs extra mana, but does not reset the cooldown. Base armor increases the strength of the wave.
|
Ability information: Early game this ability can be used to determine which buff minions are up, and check for ganks. Mid and late game this is extremely valuable for obvious reasons. I struggled a lot with this ability to make it something that can be something other than the ultimate, while still having both advantages and disadvantages. As of now, Ashe and Twisted Fate (Gangplank, Ziggs, Lee Sin, Kog'maw, Janna, etc. also can scout in minor ways) are the only champions who can kind of spot out the land; I think this is ridiculous as surveying is more of a support champions role - correct me if you disagree. I know it is a little confusing if so here is another description of how it works: When the ability is triggered, a sound is made to all summoners warning them that the wave will be coming. Any enemies may hide behind towers, artillery etc. if they want to be hidden. A circle will immediately leave this champion and expand - in the fog of war you cannot see it. As the circle moves along it will get thinner and thinner showing that it is getting weaker and weaker. After a short time, anything any part of the circle hit will show a ping on all allies mini-maps. If the wave got too weak because the enemy unit was too far away, the ping will not show. Zhonya's Hourglass increase of base armor will work great with this ability - increasing the power of the wave, while giving some AP as well (also good for the R ability, more on this later). |
Iron Extraction (passive):
Leeches 1/1.25/1.5/1.75/2 (or level of champion) Iron from each unit which dies nearby. Bonuses are 5x for artillery, 10x for super minions and 20x for structures. Depolarized armor on dead enemies are also gained as Iron. Each Iron slows this unit by 0.15/0.135/0.1/0.075/0.05 ms.
Hover Iron (toggle, x/x/x/x/x mana/second; no cooldown):
Magnetizes all nearby allies armor, increasing their movement speed by 10%/20%/30%/40%/50% of their current armor. Also magnetizes Main Iron causing it to lose 20%/40%/60%/80%/100% of it's weight.
|
Ability information: This is one of the major mechanics behind Iron - the ability to extract it. Any unit who dies nearby can be sucked of Iron. This ability also allows this champion to magnetize nearby allies armor (and self's Iron) and allow them to move faster. This is the mobility mechanic behind the support idea. This may not be so good early game, but mid and late game this can be very useful. |
Channel: Magnetizes 100 Iron to create two cones of infinite length, one in front and one behind this unit for 3/3.75/4.5 seconds. All units in the front cone are pulled, while all units in the back cone are pushed. Magnetic strength is 500[(+AP)(+target armor^2)](1/square the distance). Units may still take all normal actions even attempting to outrun this ability. This ability causes 100 Iron to be burned at the end of the cast. This ability may be activated two more times within one/two seconds to double/quadruple the effect and to add one/two extra seconds of the channel at the cost of burning another 100 Iron each. This spell is channeling and may be cancelled.
|
Zhonya's Hourglass is the best item for triggering this ability. It still makes it impossible to be touched while channeling, while having that bonus AP and armor. Even though the ability can outlast the hourglass, it can almost last as long. Note that the shape of the cone does not reach all the way to this champion, this helps so enemies aren't dominated into towers. Pulling enemies into spawn is impossible (because the cone does not reach that far toward this champion), while pushing them in _is_ possible. If this champion is able to survive running all the way around them, I think they should be able to push the enemies into spawn. |
Gives all allies a large compass beneath their feet which is attracted to all champions. This compass is based on distance, and is doubly effected by Red, Blue or Baron buff.
Compass also helps magnetically reinforce armor to deflect 3% (+0.03%*AP) of physical damage which is dealt directly in line with the dial.
| This follows some of the support champions global passive auras which I really liked. I wanted to make something which was useful in a really defensive way, and this follows the theme and does a great job of making the defense work. Early game, this is the most valuable thing for the jungler and the solo lanes against the enemy jungler who will come in (more than likely) with a buff; once you see that compass turning, RUN! And on top of this, any damage done in line with the dial is reduced - which helps any 1 on 1 escapes. |
o Iron has no cap.
o 0.25 AP gain for each Iron.
o Iron is dropped upon death as an invisible item, called Iron. This can be regained if death site is visited and an enemy has not destroyed it. If destroyed, causes enemy to gain the amount of Iron in gold. Lasts for three minutes.
o One item slot is permanently taken, it is called Iron. This allows the summoner to trade Iron for gold.
o Iron picked up by an enemy of the same champion is picked up as Iron.
o Passive bonus: When alone on the entire map, the compass spins randomly and gives its holder same stats of Baron buff.
o A magnetic beacon can be seen by all summoners only on the normal map in visible areas. Magnetic beacons travel very quickly at 2100ms. Units do not become visible when hit by the wave. Waves which are too weak or do not hit anything will not ping. Enemies who see the beacon pass can estimate where it originated.
o Damage reduction on passive supports Jungler and 1v1 fights (compass points toward buffs and enemy champions - see passive where it talks about compas magnetically deflects physical damage)
o Enemy units who die with depolarized armor, give this champion Iron in the amount of depolarized armor.
o This champion can heavily support their lane partner, by allowing them to last hit every minion since they can trade Iron in for gold.
|
Summoners who helped invent this champion: -BoneBag (myself) - Thayen (Huge updates on W, E and R) |
|
Still coming: - Name/Gender/Artwork for champion - More numbers (looking and calculating them still) - English correction/grammer/misspells (soz I am bad at english) - Your input ![]() Thanks for reading, please give a review!
|


