Like Zyra'sRise of the Thorns, Averdrian's Astral Barrier replaces his basic abilities whenever Astral Barrier isn't active. The cooldown of Astral Barrier and his basic abilities are independent of each other.
COOLDOWN: 12 seconds
Averdrian can press any of his basic abilities to activate Astral Barrier. While Astral Barrier is active, Averdrian gains access to cast his basic abilities. The cooldown of this ability begins when his Astral Barrier expires, and is reduced by 3 seconds for every ability Averdrian used while it was active.
Active: Averdrian surrounds himself with an Astral Barrier that absorbs 80 + (10 x level) + (10% of his maximum mana) incoming damage.
COST: 60 mana
COOLDOWN: 4 seconds
Active: Averdrian detonates an active Astral Barrier, dealing magic damage equal to the remaining shield strength plus 80% of his ability power and silences surrounding enemies. Detonate has a minimum damage threshold.
Active: Averdrian suppresses himself, temporarily hardening his Astral Barrier to make himself entirely invulnerable to incoming damage and crowd control effects for 1.5 seconds, while converting 50% percentage of the negated damage to boost the shield strength of Astral Barrier. This bonus shield is capped. Averdrian cannot act for the duration.
Bonus Shield Cap: 155 / 245 / 335 / 425 / 515
Passive: Averdrian's attacks deal bonus magic damage plus 3.5% of his maximum mana. This passive remains active even while his basic abilities are hidden by Astral Barrier.
Active: Averdrian creates a bond between himself and a target enemy for up to 5 seconds. During this time, any damage soaked by Astral Barrier is also dealt to the enemy anchor. Damage returned is calculated before damage reduction, including the invulnerability from Lockdown.
Leash Range: 900
COST: 100 mana
COOLDOWN: 120 / 100 / 80
Active: Averdrian targets an area anywhere on the field. After a 0.6 second delay, a beam strikes the ground dealing magic damage per half second to all enemies caught in the blast and half that damage to all within a moderate area of effect. This beam lasts for 4 seconds. Activating this ability again while the beam is active will redirect it.
Magic Damage at Center: 35 / 60 / 85 (+ 20% AP) per half second
Beam Movement Speed: 360 / 380 / 420
Radius of Center: 100
Total Radius: 250
Many have looked up at the stars and wondered what mysteries the unknown holds. But few would think that there are those above who look down at Runeterra and wonder the same.Such is the case of the being who calls himself Averdrian; his sudden appearance on the outskirts of Piltover—crashing down like a comet—threw the inquisitive community into an uproar. When the state champions were sent at the crash site to investigate, this strange visitor proved to come in peace.
While happy to cooperate with the wishes of the city, he delighted in tormenting scientific minds with nonsensical gibberish when quizzed about himself and the worlds beyond. It was the Institute of War that finally caught Averdrian's interests. So impressed by their magics, Averdrian agreed to grace Valoran with his knowledge upon one condition: that he is permitted to partake in the League games, so that he may personally witness that might and magics the land had to offer.
To have come this far: he either means to enlighten us or devour us.
Averdrian is a anti-caster, who specializes in recoiling and mitigating damage. The Magic Reflect Rammus, you could say.
Obliterate was added to his kit to give him a source of direct damage. It also grants him a pseudo-innate as his current innate ability is almost a resource system; and resource systems don't qualify as innate abilities any more (see Rengar, example).
His attack animation is not conventional in the sense that his attacks fly from his avatar, but rather, Averdrian makes broadcasting motions with his hands that conjures an astral bolt to appears behind his target and fly toward it. This is to capture an alien feel, but is merely an aesthetic and does not effect attack conditions.
Averdrian best counters high burst or damage over time champions. His most potent manoeuvres is to activate Consume Spirit and use Lockdown when they go to burst him, detonating the empowered Astral Barrier once Lockdown ends.
Should the shield automatically detonate when destroyed, thus guaranteeing minimum damage?
Should the duration scale of the invulnerability scale with rank?
Or with ability power? Armor? Health? Cooldown reduction?
Should I remove the cap on the bonus shield?
Should the percentage of damage taken scale with rank?
Astral Barrier - Innate: Averdrian surrounds himself with an Astral Barrier that absorbs incoming damage. Upon its destruction, a new shield will form after 8 seconds. This time is not affected by cooldown reduction. While an Astral Barrier is active, this timer on the next shield is reduced by 2 seconds every time Averdrian uses one of his basic abilities to a minimum of 2 seconds.
Astral Beam - Innate: Averdrian's basic attacks deal bonus magic damage equal to 4% of his maximum mana and mark his target with Plight for 6 seconds. Upon reaching 6 stacks of Plight, Averdrian locks-on to his target. After a brief delay of 0.7 seconds, a beam strikes the ground at his target's location dealing damage. The beam will follow the target. Once fired, the Astral Beam will not fire again for 16 seconds. During this time, enemies will not accumulate Plight stacks but will still suffer the bonus damage.
Percentage of damage negated to bonus shield changed to 50% at all ranked from 40 / 45 / 50 / 55 / 60 %.
Shield cap increased to 155 / 245 / 335 / 425 / 515 from 100 / 150 / 200 / 250 / 300.
Obliterate now states that it remains active even while his basic abilities are hidden by Astral Barrier. This was true before, but in case it wasn't apparent.
Abilities cast while the shield is active now reduce the cooldown by 3 seconds, up from 2.
Delay reduced to 0.6 seconds from 0.7 seconds.
Damage reduced to 35 / 60 / 85 (+ 20% AP) from 50 / 80 / 110 (+ 26% AP).
Final Iteration Chosen:
Astral Barrier Averdrian can activate this ability by pressing Q, W or E to shield himself. This shield scales with maximum mana. While active, he gains access to his basic abilities.
Detonate (Active): Averdrian detonates his shield, dealing damage relative to it's current strength.
Lockdown (Active): Averdrian suppresses himself, becoming invulnerable and immune to disruption.
Consume Spirit (Active): Averdrian forms a bond with an enemy that causes them to share damage dealt to Astral Barrier, including while using Lockdown. Passively grants Averdrian bonus damage on his attacks.
Astral Beam (Active): Summons a beam anywhere on the field that deals damage per half second for 4 seconds.
Slayers that damage enemies behind the front-line.
Slayers that bombard the enemy front-line.
Slayers who utilize burst and/or damage.
Slayers who deal persistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who annex and hold territory.
Specialists who take down structures.
Specialists who secure jungle objectives.
Speciliasts who obstruct and deny.
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Part of my 7-Ability Champion Overhaul project. Under construction.
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While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
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A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
"Assuming direct control." - Arbiter the Custodian of the Void
Arbiter is a master manipulator and strategist, interacting with the battlefield through proxy agents such as other champions and minions. Arbiter's top-down approach provides a unique enchanter experience.
"You think flattery will save your life?" - Ao Shin the Storm Dragon
Ao Shin's core directive resembles Singed, in the sense of having a trailing body that interacts with those behind him. However, Ao Shin is a Warden, and using his power of the winds to protect his allies as much as he uses it to devastate his enemies.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
"Too few people stop to appreciate things." - Clockblocker
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
"Ssssh, we're hunting razorfins." - Finn the Tidehunter
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
"I am Iceborn and you gotta deal with it!" - Jeddica the Ice Breaker
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
"(Unintelligible.) Hehehe." - Mowgli the Changling
Mowgli is a derivative of Heroes of the Storm's Murky, a champion that challenges the basic mechanics of respawn times, respawn location and bounty. Mowgli's the answer to a brick wall - keep throwing yourself at it until you break through. He's small, squishy and highly disposable - but he keeps coming back!
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
"I would hit you with my Ugly Stick, but I think it'd be an improvement!" - Nostrilla the Bogey Shaman
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
"The drums of war never stop." - Thane the Thunder Warrior
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".