Myrkur, the Dark Sorcerer is a champion that I made with my friend for no apparent reason.
Myrkur's abilities apply Dark Fire to enemies for 4 seconds. Enemies with Dark Fire take 15 - 100 (based on level) (+ 15 / 30 / 45 / 60 / 75) (+ 30% AP)magic damage over the duration, while causing Myrkur to restore mana equal 30% - 55% (based on level) of the damage dealt.
Also, Myrkur will sacrifice 8% of his maximum mana to gain ability power equal to the sacrificed amount of mana.
Active:Myrkur fires a dark blast in the targeted direction. This shot will pass through all non-champions and small monsters and will hit the first champion or large monster, applying Dark Fire to all enemies hit.
Spell shields will block the damage and the root, but will not prevent Myrkur from replenishing mana.
Myrkur will restore mana regardless of whether the champion with more mana has a spell shield.
RANGE:575 / 170 / 325
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8
Passive:Myrkur restores a portion of his missing mana every second.
Mana restored per second:3 / 3.75 / 4.5 / 5.25 / 6% missing mana
Active:Myrkur lands a ball of unstable energy at the target location and selects a direction, dealing magic damage to enemies hit.
Magic damage: 30 / 55 / 80 / 105 / 130 (+ 30% AP)
After a 0.5 second delay, the energy ball will explode, sending out 4 beams of energy in a cross shape, with the cross facing the selected direction. Enemies hit by the cross take magic damage and are slowed by 60% for 1 second.
Mana cost lowered from 60 / 70 / 80 / 90 / 100 to 40 / 45 / 50 / 55 / 60.
New active: Mayrkur detonates the targeted area after a delay, dealing damage to all enemies caught in the blast. Enemies with Dark Fire are rooted for a while.
Mana restore per champion changed from 5 / 6 / 7 / 8 / 9% missing mana to 30 / 45 / 60 / 75 / 90, increased by 25% for each champion beyond the first.
New effect: Myrkur will only restore mana if the champion with more mana than he does has Dark Fire applied.
Mana cost lowered from 55 / 70 / 85 / 100 / 115 to 50 / 60 / 70 / 80 / 90.
Cooldown changed from 12 / 10.5 / 9 / 7.5 / 6 seconds to 10 seconds.
New passive: Now restores a portion of Myrkur's missing mana every second.
New active: Myrkur places a ball of unstable energy at the target location and selects a direction, dealing magic damage to enemies hit by the ball. Shortly after, the ball explodes in a cross shape, with the cross facing the selected direction, dealing magic damage and slowing enemies hit.
Cooldown up from 8 seconds to 14 / 12.5 / 11 / 9.5 / 8 seconds.
Mana cost lowered from 80 to 50 / 55 / 60 / 65 / 70.
Myrkur detonates the area around him after a delay, dealing magic damage to all enemies and causing enemy champions with Dark Fire who are hit to lose vision for a short duration. Then, for the next 8 seconds, the detonation zone will continuously apply Dark Fire to enemies still standing in it while slowly expanding outward for the duration.
Cooldown increased from 105 / 90 / 75 seconds to 120 / 105 / 90 seconds.
16 November 2016
Base health up from 502 to 546.
Health per level up from 76 to 79.
11 November 2016
Base health lowered from 571 to 502.
Health per level up from 74 to 76.
Base heath regeneration up from 4.82 to 6.25.
Health regeneration per level up from 0.49 to 0.75.
Base mana regeneration up from 3.33 to 8.44.
Mana regeneration per level down from 0.43 to 0.16.
Bonus mana regeneration lowered from 3.5 / 5.25 / 7 / 8.75 / 10.5 (+ 3.5% AP) to 3.5 / 4.75 / 6 / 7.25 / 8.5 (+ 1.75% AP).
7 November 2016
Removed: Damage conversion to mana no longer has an AP ratio.
AP ratio for magic damage lowered from (+ 55% AP) to (+ 40% AP).
Removed: No longer deals increased magic damage if the target has Dark Mark.
AP ratio for base magic damage lowered from (+ 25% AP) to (+ 15% AP).
Magic damage per stack reduced from 55 / 70 / 85 to 40 / 55 / 70.
6 November 2016
Damage to mana conversion lowered from 80% (+ 1% per 40 AP) to 60% (+ 1% per 80 AP).
Cooldown down from 15 / 14.5 / 14 / 13.5 / 13 seconds to 8 seconds.
New effect: Cooldown now begins after the ability is over.
Channel duration up from 0.5 seconds to 1 second.
13 June 2016
Revised passive:Dark Magic is now separated into two parts: Myrkur now deals bonus magic damage in his next basic attack after using an ability. Also, a percentage of his maximum mana is converted into ability power.
Now recharges a percentage of Myrkur's missing mana upon hitting an enemy champion whose current mana pool is greater than his own.
17 May 2016
Damage per second down from 7 - 21 (based on level) (+ 12% AP) to 5 - 14 (based on level) (+ 7.5% AP).
14 May 2016
Damage modifier up from 2.7 to 2.86.
30 April 2016
Damage per second changed from 3 (+ 1 per 250 AP) seconds to 4 seconds.
30 March 2016
Current mana ratio for damage up from (+ 5% current mana) to (+ 8% current mana).
Current mana ratio for non-champion damage up from (+ 3% current mana) to (+ 4.5% current mana).