Necrius. the Spirit Controller is a champion that I decided to make for no apparent reason.
If Necrius or an allied champion kills an enemy minion or small monster near Necrius, then Necrius will gain a Spirit Fragment. Collecting 3 Spirit Fragments automatically converts the Spirit Fragments into a Spirit Essence. Enemy champions and epic monsters will instantly grant Necrius a Spirit Essence. Necrius can store up to 15 Spirit Essences.
Obtaining a Spirit Essence also heals Necrius for 2% of his maximum health.
Spiritual Essence is a storage system that allows Necrius to use his abilities.
Spiritual Essence'sSpirit Essence collection range is around the enemy killed instead of the ally who killed it.
If Necrius already has 10 or more Spirit Essences upon returning to base, he will not be granted any more.
COST: 40 / 45 / 50 / 55 / 60 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Active:Necrius steals some of the target enemy's spiritual energy, dealing magic damage, slowing the target by 25% for 1.25 seconds, and granting himself 2 Spirit Fragments. If the target is a champion, Necrius will gain a Spirit Essence instead. The target will also be afflicted with the Soulless effect. This lasts 8 seconds.
Necrius'sbasic attacks against Soulless targets will deal bonus magic damage to the target. However, Abate will only deal 75% damage and will not grant NecriusSpirit Fragments or a Spirit Essence. Allied champions can also apply the on-hit damage, but at reduced effectiveness.
At the end of the heal, the target will be granted 10% bonus movement speed for 1.5 seconds and 15% increased heals for the next 5 seconds. If Necrius uses Rejuvenation on himself, then whenever he heals, he will also heal for 2% of his missing health. This effect also lasts for 5 seconds.
Rejuvenation cannot be cast if Necrius has 0 Spirit Essences.
Rejuvenation is a targeted heal over time that grants movement speed and buffs heals.
The bonus heal will not affect natural health regeneration.
Necrius can move freely during the channel.
However, he cannot attack or use abilities.
He can, however, cast summoner spells.
RANGE:600 / 400
COST: 70 / 75 / 80 / 85 / 90 mana
Active:Necrius consumes a Spirit Essence to create an area of Soul Ground. He will also deal magic damage to and silence enemies for 1 second in a reduced area around him. Soul Ground lasts 15 seconds.
When in a patch of Soul Ground, Necrius will be able to reactivate Imbued Ground, consuming a Spirit Essence but granting a shield to all allies inside the Soul Ground for 3 seconds. This can be repeated up to 3 times before destroying the Soul Ground, but has a 4 second static cooldown.
Shield: 70 / 120 / 170 / 220 / 270 (+ 20% AP)
Any ally with this shield active will take 10% reduced damage from all sources.
Imbued Ground cannot be cast if Necrius has no Spirit Essences.
Imbued Ground is a point blank area of effect ability that can be reactivated and that grants effects to allies.
Reactivating Imbued Ground will not deal damage or silence enemies.
When standing on Soul Ground, the icon for Imbued Ground will change to a different icon, which means that casting Imbued Ground will instead reactivate the ability.
The cooldowns for Imbued Ground and the reactivation are separate.
If the shield is destroyed, then the damage reduction is cancelled.
Reactivating Imbued Ground will also grant Necrius the same shield.
RANGE:800 / 275
COST: 60 / 70 / 80 mana
COOLDOWN: 120 / 105 / 90
Active:Necrius consumes a Spirit Essence to fire a projectile in the targeted direction, dealing magic damage to all enemies in its path and stopping at the first enemy champion struck.
Magic damage: 70 / 110 / 150 (+ 50% AP)
Upon striking an enemy champion, the projectile will explode, dealing the same magic damage to all enemies caught in the explosion and granting Necrius a Spirit Essence for each enemy champion struck.
After casting, for the next 12 seconds, Psyche Attack's cooldown will be reduced to 1.5 seconds.
If Necrius or an allied champion is also caught in the explosion, then all enemies in the explosion will be stunned for 1 second. This cannot happen on the same target more than once every few seconds.
Psyche Attack cannot be cast if Necrius does not have any Spirit Essences.
Psyche Attack is a piercing skillshot with an area of effect component.
Spirit Fragments required to gain a Spirit Essence up from 2 to 3.
Removed: Non-champions no longer grant Spirit Essence.
New effect: If Abate is used on a non-champion, Necrius will gain 2 Spirit Fragments instead.
Revised active: Necrius channels for up to 5 seconds, increasing the amount of Spirit Essences consumed by 1 per second, consuming up to 3 Spirit Essences. Upon reactivation, Necrius will splash the target ally or himself with soul energy, healing the target over time based on the amount of Spirit Essences consumed. At the end of the heal, the target is granted 15% bonus movement speed for a short duration, increased to 30% if Necrius casts Rejuvenation on himself.
New effect: If an ally is also caught in the explosion, then all enemies inside will be stunned for a short while. This cannot happen on the same target more than once every few seconds.
Mana cost up from 50 / 55 / 60 to 60 / 70 / 80.
17 October 2016
Revised innate: If Necrius or an ally kills an enemy minion or small monster near Necrius, then Necrius will gain a Spirit Fragment. Collecting 2 Spirit Fragments automatically converts the Spirit Fragments into a Spirit Essence. Enemy champions and epic monsters will instantly grant Necrius a Spirit Essence. Necrius can store up to 15 Spirit Essences.
Damage reduction against Soulless targets up from 50% to 75%.
AP ratio for magic damage down from (+ 65% AP) to (+ 60% AP).
On-hit magic damage up from 10 / 20 / 30 / 40 / 50 (+ 5% AP)(+ 1% of target's maximum health) to 10 / 25 / 40 / 55 / 70 (+ 10% AP)(+ 1.5% of target's maximum health).
New effect: Allies' basic attacks now apply the on-hit damage at reduced effectiveness.
16 October 2016
Mana per level down from 43 to 39.
Maximum Spirit Essences reduced from 20 to 15.
Spirit Essences granted upon returning to base down from 15 to 10.
Removed: Maximum health ratio on magic damage.
New effect: Bonus magic damage now has a maximum health ratio.
AP ratio for on-hit magic damage down from (+ 10% AP) to (+ 5% AP).
New effect: Bonus on-hit magic damage now applies to Necrius's allies' autoattacks as well.