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[Champion Concept] Din, the Spirit of Fire

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WaffleNSyrup ?? Senior Member
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3 Weeks Ago

Yes the name is the same as Legend of Zelda's Din, and is related to the goddess of Fire, but instead is just a spirit instead of a deity.

Role: Mid Lane
Tags: Mage, Ranged

Quote:
Gender: Female
City Alliance: Ionia
Ability Resource: Mana
Weapon: Firebolts casted from Din's hands
Appearance: Creamy skin, and a robe of firey red. Din's hair is ablaze and she has a fiery glow around her when at full health
Stats from Levels 1 and 18:

Quote:
HP: 375/1545 (+65 per level)
HP5: 5/15.8 (+0.6 per level)
Mana: 280/1360 (+60 per level)
MP5: 7/17.8 (+0.6 per level)
Attack Damage: 48/102 (+3 per level)
Attack Speed: 0.612/1.062 (+2.5% per level)
Armor: 10/82 (+4 per level)
Magic Resist: 30/30 (+0 per level)
Movement: 325
Abilities:

Quote:
(Innate): Spiritual Energy
Passive
: Whenever Din casts an ability or autoattacks, she gains a stack of Spiritual Energy,stacking up to 5 maximum, and granting 2/3/4/5 bonus health and mana regeneration. Spiritual Energy stacks last 6/7/8/9 seconds.
Quote:
(Q) Disintegrating Fire

Active: Din disintegrates an enemy unit's armor and magic resistance, reducing it by 6/7/8/9/10 (+ Number of stacks of Spiritual Energy) for 5 seconds, initially dealing 50/65/80/95/110 (+30% of AP) magic damage, then slowly burning their skin, dealing 20/35/50/65/80 (+50% of AP) magic damage over 5 seconds.

Cooldown: 14/13/12/11/10 seconds
Cost: 60/70/80/90/100 mana
Target Range: 650 units
Quote:
(W) Consuming Fire
Passive
: If enemy target is affected by Disintegrating Fire, Consuming Fire will spread to nearby enemies within 400 units of original target

Active: Din sets her target aflame in a huge cone of fire, dealing 85/105/125/145/165 (+50% of AP) magic damage. If enemy is afflicted with Disintegrating Fire, the target burns for an additional 50/70/90/110/130 (+10% of AP) over 2 seconds.

Cooldown: 12/11/10/9/8 seconds
Cost: 65/80/95/110/125 mana
Cone Range: 600 units
Cone Radius: 450 units
Quote:
(E) Flame Barrier
Active
: Din creates a massive barrier of fire around herself that lasts for 6 seconds, slowing all enemy units inside by 10/20/30/40/50% of their movement speed while inside the barrier, and for 3 seconds after leaving and dealing 45/65/85/105/125 (+100% of AP) as magic damage every 2 seconds they are inside the barrier.

Cooldown: 15 seconds at all ranks
Cost: 90/100/110/120/130 mana
Radius of Barrier: 400 units
Quote:
(R) Infernal Vortex
Passive
: Grants 10/15/20% magic penetration

Active: Creates a vortex of fire at target location, pulling in all nearby enemy champions to the center of the vortex, dealing 250/325/400 (+75% of AP) as magic damage and snaring them in place for 2 second, and 3 seconds if an enemy champion unit is afflicted with Disintegrating Fire.

Cooldown: 170/160/150 seconds
Cost: 100/150/200 mana
Range of Cast: 900 units
Pull Range of Vortex: within 700 units of initial cast

 
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WaffleNSyrup ?? Senior Member
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3 Weeks Ago

bump, feedback?

 
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WaffleNSyrup ?? Senior Member
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2 Weeks Ago

bump, feedback anyone?

 
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WaffleNSyrup ?? Senior Member
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2 Weeks Ago

bump

 
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WaffleNSyrup ?? Senior Member
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2 Weeks Ago

bump, please feed back. Someone?

 
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WaffleNSyrup ?? Senior Member
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2 Weeks Ago

bump

 
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WaffleNSyrup ?? Senior Member
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2 Weeks Ago

bump, two upvotes (which i guess means its good? maybe? idk!!) but no reasons why. So some feedback would be appreciated please

 
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ArchAlChemist ?? Junior Member
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2 Weeks Ago

Similar concept to Brand, not saying that's a bad thing though.
You might get away with increasing the snare duration, unlike stuns, snares still allow for all non-movement actions to be used.
Perhaps with the W have a draw back to having it on cool down. This makes people interact with ability a little more then spamming it and seeing if they get lucky.
With the E have damage apply immediately entering as well as the burn when they leave and remove the slow, this makes it a little different from Shyv's Burnout.

 
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WaffleNSyrup ?? Senior Member
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2 Weeks Ago

Quote:
Originally Posted by ArchAlChemist View Post
Similar concept to Brand, not saying that's a bad thing though.
You might get away with increasing the snare duration, unlike stuns, snares still allow for all non-movement actions to be used.
Perhaps with the W have a draw back to having it on cool down. This makes people interact with ability a little more then spamming it and seeing if they get lucky.
With the E have damage apply immediately entering as well as the burn when they leave and remove the slow, this makes it a little different from Shyv's Burnout.
I dont quite follow with what you mean on having a draw back on the W when its on cooldown, so if you could be more specific that would be great

and I can see what you mean on having a longer snare because it doesnt do much in hinder a champion that much other than not allowing it to move for X amount of seconds.

 
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ArchAlChemist ?? Junior Member
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2 Weeks Ago

Quote:
Originally Posted by WaffleNSyrup View Post
I dont quite follow with what you mean on having a draw back on the W when its on cooldown, so if you could be more specific that would be great

By draw back I mean say something like the passive is disabled while the ability is on cool down. Simple yet it means that players have to make judgement calls.
Eg Blitzcrank's Ultimate has a passive effect but while it is on cool down the passive is inactive. Admittedly bad example because most people don't care about the passive part to his ult

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