Santiago, the Seer of Truth
November MCCC entry
Santiago was once one of Malzahar's closest friends. It was said he had talents of foresight similar, if not greater than his friend Malzahar. Of course, back then, he hid this fact, as he would rather play than train to be a Seer. As was true of most Seers, he was loved by the spirits, but he personally had an especially good affinity for conversing with the fire spirits. At the time, he was content to let his friend undergo the rigorous training required of a Seer, while he was out playing in the sands with other Shurimian youths.
One day the Seer Malzahar disappeared from Shurima. The people prayed for his return, for Shurima was nothing without their Seer. The Seer was both the religious and military leader of the people of the Shurima desert. One day, Malzahar did return. For a time, the people rejoiced. However, they soon discovered that he had been altered in the time he had been gone, now preaching the eventual takeover of Valoran by the Void. At that point, the people knew that Malzahar was lost to them, and that they needed to find another Seer.
By now, Santiago had lost his childish ways, and was already an adult. When the people called upon him to become their new Seer, he obliged. He would fully stretch his mental and physical capabilities at great risk to his life, to complete the training that normally took years in only months. In this short time, he would learn history, swordplay, politics, and of course, magic. As was shown in his childhood, his greatest strength was in calling upon the powers of the fire spirits. He became the Seer that Shurima had once lost, and has now regained. After hearing Malzahar had joined the League, Santiago had to follow, in order to prevent the spread of Malzahar's teachings.
In accordance to being a great leader, the logical conclusion is that in game, he must lead the team into battle. This means that he is an initiator... but his concept also lends to being a support type champion.
The people of Shurima believe in a religion similar to Islam, and thus Christianity and Judaism (Muslims believe in Jesus and Moses)
Visually, the champion is an Arabian Nights styled character, with a turban and a magic carpet.
With these ideas in mind, I will create a skill kit that fits this idea, and hopefully easily incorporates the ideas set forth in the November MCCC.
He rides a magic carpet, wears a turban, is surrounded by spirits (could be portrayed by small orbs of light around him) and wields a lantern, from which he draws his fire.
I'm also taking advantage of the fact that there's an image on Google that fits this concept perfectly :P (except for being surrounded by spirits)
- "The path will be shown."
- "The sands never lie."
- "The truth has been shown."
- "I bring the truth."
- "Follow me."
- "We will be enlightened."
- "Malzahar, my old friend." (if Malzahar is within 1200 range of Santiago)
- "I grieve for you, Malzahar." (same as above)
- "The path has been revealed."
- "Our sins are many."
- "I will enlighten you."
- "Atone for your sins!"
- "I must show you the right way."
- "I do not wish to hurt you."
- "I will set you on the right path."
- "The truth cannot joke!"
- "You are not worthy!"
- "Only noobs cannot accept the truth!"
Tank, Jungler, Support?, Top, Mid?
Support and Mid is slightly doubtful, the first because he doesnt't have great buffs, and the second because he doesn't have great AP scaling and is melee.
He does however, have great CC and protection, so that may be his saving point, playing him as a support.
Health: 446 + 100/level (546 at level 1, 2246 at level 18)
HP/5: 8 + .65/level (8.65 at level 1, 19.7 at level 18)
Mana: 255 + 55/level (310 at level 1, 1245 at level 18)
MP/5: 7 + .6/level (7.6 at level 1, 17.8 at level 18)
AD: 56 + 3.375/level (59.375 at level 1, 116.75 at level 18)
AS: .685 + 3%/level (.70555 at level 1, 1.0549 at level 18)
Armor: 16 + 4/level (20 at level 1, 88 at level 18)
MR: 30 + 1.25/level (31.25 at level 1, 52.5 at level 18)
Innate: Fulfills 1st requirement: Santiago heals more (of the ally's damage) if they stand in his path, rather than outside of it.
Passive: Light the Way
Santiago is surrounded by spirits, and leaves a trail of spirit energy behind him which "lights the true path". This trail lasts for 5 seconds. He is empowered by his followers, healing for 6/7/8/9/10% (levels 1/6/11/16/18) of all damage dealt by allied champions within 1200 range of him and double that for champions standing in his path. While Santiago is in the fog of war, the path is only visible within a range of 600 around Santiago. (to enemy champions, still visible to allies)
Note: Allied champions also refers to Santiago himself, and his damage always regenerates the "double" to himself (if he is the only allied champion in a 1200 radius, he heals from only his own damage at a 12/14/16/18/20% rate, if there are 2 allied champions, himself and another, and the other is standing outside of his path, then he regenerates 12/14/16/18/20% of his own damage, while regenerating 6/7/8/9/10% of the ally's damage)
Note 2: Santiago is the one gaining regenerative effects from his and his allies' damage, and no one else.
Range: radius of 300 around Santiago, lasts 5 seconds.
Challenge 1 requirement, he heals for x% of damage dealt by allied champions within a 1200 radius, but damage dealt by allies inside his trail deal 2x% damage.
(inside > outside requirement, those inside the path give more healing to Santiago than those outside)
Visually, this looks like the dusk trail of Nocturne's Duskbringer, though the path is wider, and has a white/yellow glowing effect, maybe with orbs periodically rising out of the surface, to represent spirits. The leading section has a radius of 200 around Santiago. These specifics on path vision are necessary, or Santiago will be highly susceptible to counterjungling or counterganks, and will get caught very easily while counterjungling himself.
Not sure if the path should grant vision, may be broken, but then again, maybe not.
Q: Burning Sands
The spirits recreate the burning sands of Shurima, which deals deals an initial 40/55/70/85/100 (+ 0.3 AP) magic damage and slows enemies by 30/35/40/45/50% for 1.5 seconds to enemies in the path. The path continues to burn for 3 seconds at a rate of 15/25/35/45/55 (+ 0.2 AP) magic damage per second. If the mark from Flame Surge is procced, Burning Sands deals 150% damage and stuns enemies for 1.5 seconds.
The DoT does not slow.
Trail created after spell cast will also burn, but only for the 3 seconds after cast.
Mana Cost: 20/25/30/35/40 mana
Cooldown: 5 seconds all ranks
Area of Effect: the entire area of the trail
Visually appears to have the trail flaring up, then smoldering.
W: Flame Surge
Santiago charges forward, ignoring unit collision. Enemy units Santiago passes through (trail counts too) take 60/90/120/150/180 (+0.5 AP) magic damage, are slowed by 50% for 1.5 seconds, and gain a mark which lasts 5 seconds, which can be procced by Burning Sands.
Note: Santiago must pass by or through an enemy for them to be slowed, if they are behind Santiago at the start of the cast of this spell, they will not be slowed.
Cooldown: 9 seconds all ranks
Mana Cost: 60/70/80/90/100
E: fulfills 2nd requirement in two ways. 1st, cooldown is reduced passively for every enemy champion within a 1200 radius of him (does not count enemies not within sight). 2ndly, Shield strength is determined by # of allies in a radius around Santiago.
Santiago's strength of will is increased by his adversaries and his allies.
Passive: Base cooldowns are reduced by .2/.4/.6/.8/1 second for every enemy champion around Santiago, up to a maximum of 3.
Active: Santiago has the support of his followers, gaining a shield of strength (40/45/50/55/60 + 0.2 AP) * # of allied champions within a radius of 1200 of Santiago. Minimum shielding: 60/75/90/105/120, shield lasts up to 4 seconds.
Cooldown: 10 seconds all levels
Mana cost: 60/70/80/90/100
Range: 1200 (passive and active affected only by champions within 1200 of Santiago)
Passive is visually shown by a gradual increase of the amount of light balls that rise up around Santiago.
Active is shown by a shield of light, with flames licking the bottom of the shield? (like Karma's shield, except instead of Karma's "things" revolving around the bottom of her shield, we have flames, and the shield has the light orbs hovering around.
Similarly to Santiago's innate, he himself also counts as an allied champ.
R: Fulfills both 1st and 3rd requirement.
1st requirement: Allies within path gain 1.5x increased damage absorption
3rd requirement: In this case, spatial manipulation is defined by area control (locks enemies and allies within an area, and, damage dealt to allies within this area is absorbed and redirected to Santiago).
Santiago uses the spirits' power to create a reality marble, within which he atones for his allies' "sins".
The reality marble lasts for 10 seconds, during which time no allies or enemies within the marble at the time of the cast may exit. Santiago and his allies gain vision of the entire area enclosed by the reality marble. Allied units may enter the reality marble, but may not exit until after the effect ends. Enemy units may also enter the reality marble, but will be slowed by 85% for one second upon entry. In addition, enemy units must enter the reality marble through the edges (thus they cannot directly teleport into the marble.) Similarly, they cannot exit until the effect ends. Within the area, a percentage of damage dealt to allies is absorbed by Santiago. This percentage is increased by a modifier of 1.5x if the ally is within Santiago's trail. Cast R again to cancel, delayed until 1 second after initial cast (to prevent double cast cancel)
Note: An enemy Shen, for example, may not ult into Santiago's reality marble, nor can any enemy use teleport into the marble, while an enemy Nocturne may ult into Santiago's reality marble, as Nocturne enters through the edges. The slow upon entry may be negated by spellshields (pops banshees, Sivir's shield, Noct's shield, etc. upon entry), and may be cleansed, either by QSS or Cleanse. However, it is impossible to exit the area until the effect ends. (no flashes, no spell shields, no dashes, nothing) However, an allied Shen can ult into Santiago's reality marble, and allies may teleport in.
Note 2: At rank 3, for example, if an ally takes 600 damage (includes true damage, ignite ticks, any form of damage) before resists, Santiago absorbs 40% of the damage, or 240 damage. If true damage was dealt to the ally, true damage is dealt to Santiago, physical damage becomes physical damage, etc. If the enemy directly attacks Santiago, he takes normal damage. (think about it, if Santiago absorbs 40%, or even 60% of the damage dealt to him before resists, and it is channeled back into him, he still takes 100% of the damage he would have normally taken)
Note 3: The area affected is visible to enemies and allies, by a red line marking the boundary in the game, and by a change of the area visuals on the minimap (normally blue/gray/green, full area will become yellow/brown on minimap upon ult cast)
Note 4: The ult effects persist for 3 seconds after Santiago's death, or until 10 seconds have passed (which ever comes first), minus the damage absoption. If Santiago were to use Zhonya's Hourglass, the same damage absorption applies, even though he does not get damaged himself, as the following theory applies: If someone were to AoE a mage under stasis, the mage under stasis does not take damage from this AoE. However, Santiago cannot be healed from his passive while under stasis.
Cooldown: 180/165/150 seconds
Mana cost: 200/250/300
Damage absorption: 10/25/40%
Damage absorption for allied champions within trail: 15/37.5/60%
Diameter of AoE: 3000 (radius = 1500, i.e. the radius is 3/4 of Noct's ult's range at level 6)
Santiago will probably die in most teamfights, but that's the role of a tank, right?
Visually could be shown as the ground turning to sand dunes, possibly with broken swords in the ground
The edge is bounded by "cyclones", or a wall of fire?. To prevent the wastage of flash (removal of burden of knowledge) Flash and Arcane Shift is disabled within a certain range of the boundary. Dashes are repelled by being stopped if you attempt to cross the boundary, similarly to how dashes are stopped if you try to jump over a wall that is too thick to jump over. Fizz's pole is also repelled by the boundary, and for all other cases, such as Vlad's pool, or spell shields, the boundary is considered impassable terrain, similarly to Jarvan's ult.
The best example of how the ult boundaries will work (in terms of not being able to get out) is the barrier around your fountain at the start of a dominion game.
The fact that this is truly impassable terrain is somewhat balanced by the fact that:
1. It has a massive cooldown, 90 seconds rank 3 with 40% cdr
2. It has a massive mana cost
3. It deals no damage to enemies within
4. It has a massive area, allowing people to freely roam the area enclosed by the boundary.
5. The fact you can cancel the ult if things go wrong is balanced by the fact you just wasted an ult with a 150 second cooldown (90 w/ 40% cdr)
Fulfills 3rd requirement
Spells buffed 1% (CC, damage, duration, effects in general) when Wriggle's Lantern is in inventory
Special quotes when Malzahar in enemy team
a picture I stole from google that somewhat fits the concept
Yep, someone riding a magic carpet. Santiago would have a flaming sword, or whip, or a lantern like the picture? (I wanted to give him fireballs, but he would then be ranged, and thus not a very good tank.)