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Cris, the Mana Blade

Revision as of 09:36, June 8, 2012 by ElleRose (Talk | contribs)

Contents

Introduction

Cris Etherius is an anti-caster tanky support mage champion. She excels in cutting off chasers, protecting allies from damage, disrupting aoe channels and setting up clashes.

Her skillset makes her viable for a variety of roles. Proper usage of skills can either make or break a clash, similar to Gragas or Janna's ultimate that have displacement effects. There is also a risk involved regarding if it is a good choice to split the shield to aid allies or keep it to prevent being nuked down.

This is my first custom champion idea. Any comment or suggestion to improve it is highly appreciated.

Info

Cris Etherius
the White Knight
Cost: IP ? or RP ?
Fighter, Mage, Support, Melee Release date Unreleased
20
45
65
80
Statistics
Health 430 (+80) Attack damage 50 (+2.75)
Health regen. 4.0 (+0.50) Attack speed 0.550 (+0.95%)
Mana N/A (Manaless) Armor 10 (+3)
Mana regen. N/A Magic res. 30 (+1.25)
Range 150 Mov. speed 300

Abilities

Patch Unknown

Etherius
(Innate): 40% of the mana cost from abilities cast in an area around Cris is converted into a temporary magic absorption shield. If the ability cast has no cost the shield generated is equivalent to 5 + (5 per level). Maximum shield strength is 90 + (30 × level). The shield decays by 3% per second.
  • Radius: 1200 (sight range)


Ability Description Leveling up

Cleave and Smash
(Active): Cris cleaves at targets in a small area in front of her. This ability can be activated a second time within 4 seconds, and a third time within 4 seconds of that. The third activation of which roots enemies in place for a few seconds.
  • No Cost
  • Cooldown: 15 seconds
  • Radius: 300
  • Range: 150

Root Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds

Magic Damage Per Strike: 30 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage) (+0.3 per ability power)


Total Magic Damage: 90 / 120 / 165 / 210 / 255 (+0.6 per bonus attack damage) (+0.9 per ability power)


Sacrifice
(Active): Cris sacrifices her shield and divides it among allied champions around her, plus a base amount that absorbs physical and magical damage for 5 seconds.
  • No Cost
  • Cooldown: 15 seconds
  • Radius: 1000
Shield Strength: 20 / 40 / 60 / 80 / 100 (+0.6 per ability power)

Barrier Assault
(Active): Cris roots her self into a defensive stance and gains a temporary damage absorption shield that lasts for 2 seconds. While the shield persists, any crowd control ability thrown at her is nullified along with the shield and causes Cris to perform a dash attack aimed at the caster if they are in range. Damage dealt is equivalent to remaining shield health and applies half the duration of nullified crowd control. Using this ability again while the shield persists cancels the effects.
  • No Cost
  • Dash Range: 500

Cooldown: 20 / 18 / 16 / 14 / 12 seconds

Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.3 per ability power)


Wings of Light
(Active): Cris stabs her sword to the ground creating an explosion of energies at a small area around her upon cast, launching enemies upward for 1 second. She then channels an energy wave that deals damage every half second along a path for 1 second. Enemies caught in the wave are pushed towards the end of the path with the launched units receiving double damage.
  • No Cost
  • Explosion Radius: 350
  • Wave Radius: 350
  • Wave Max Range: 700
  • Push Distance Per Half Second: 200

Cooldown: 120 / 110 / 100 seconds

Explosion Magic Damage: 50 / 75 / 100 (+0.25 per ability power)


Magic Damage per Half Second: 50 / 100 / 150 (+0.4 per ability power)


Maximum Magic Damage: 250 / 475 / 700 (+1.05 per ability power)

Notes

  • Etherius generates a shield even if the ability is self cast or allied cast.
  • Etherius' absorption shield only blocks magic damage.
  • Cleave and Smash can be cast while moving.
  • Cleave and Smash goes on cooldown after all three instances are used.
  • Sacrifice converts and gives 100% of Cris' shield + base shield strength to a single target. If there are two allied champions it is 50% of shield + base shield strength.
  • Cris can move again if Barrier Assault's duration ends, the shield is depleted, a crowd control ability is used on her or if the ability is used again to cancel its effects.
  • Barrier Assault's counter attack can apply half the duration of any crowd control effect used on her. (I.E. Silence, Stuns, Blinds, Taunts, Slows)
  • Barrier Assault's dash can not pass through walls and can not target enemies if they are hidden.
  • Wings of Light is a ground targeted line area of effect ability that has an initial effect upon activation. All enemies hit by the initial effect are launched into the air and gain a small debuff that amplifies the damage of the channeling ability.
  • Wings of Light's channeling part pushes all enemies caught in its AoE towards the end of the targeted line. Regardless if they have been hit by the initial knock up.
  • It is possible to cancel Wings of Light's channeling part if Cris uses another ability or moves away breaking the channel.


Lore

Quotes

Gameplay

Cris presents a variety of game styles and a few troll styles. The following are basically suggestions and theories regarding her possible builds.

  • Full tank - Improve her defense against auto-attack champions and make her extremely resilient to ability damage. Though it would be a bit hard to farm with very low attack damage and attack speed. Sacrifice would give a less than stellar shield to allies but clash presence can still be felt due to her abundance in CC.
  • Tanky AP Caster - A little weaker toughness-wise than a full tank but has the merit of pitching in a few more damage with her abilities. Ability Power increases the strength of her abilities in offense and defense.
  • Aura Support - Due to her nature of being in the middle of battle, auras aren't such a bad idea.
  • Full AP Caster - With decent AP scalings, a bit of innate toughness against ability damage, an ability to prevent Crowd Control effects and returning said effect to the enemy while providing a gap closer with damage. A FUll AP caster build can deal medium to high damage but sacrificing survival.
  • CDR Caster - At max CDR, she can block crowd control effects every 7-8 seconds. Shield all allies in a 1000 AoE with a moderate to weak shield every 9 seconds. Root enemies in place for 1.5 seconds every 9-10 seconds and deal a 250-700 damage ultimate with decent Crowd Control every minute or so.
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