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This started as the odd skill idea for different champions, such as a shield-breaker and freezing-solid ability. After realizing the elemental variety of my unused abilities, I decided to combine them into a single elemental mage: mind, ice (water), electricity (wind), fire and earth. The innate and ultimate were created post-concept, and so are a little less thorough (I feel).
Due to the Frankenstein's Monster style to his creation process, I don't overly have any lore or even ideas for lore.
Hope you like him.
Also, if anyone has any better ideas for a name. :)
Mind Over Matter
|(Innate): On being silenced or stunned, Prophet releases a discharge of magic at the source: silencing or stunning them for the same duration and dealing 50 + (10 * level) + (0.3 per ability power) magic damage. This effect cannot trigger on the same target more than once every 20 seconds.
|(Active): Prophet chills his target, dealing magic damage and applying an initial 40% slow to the target's movement speed and attack speed that lasts for 2 seconds. Over the 2 seconds, the movement slow increases until the target is frozen solid: effectively stunning them for 1 second.
Frozen enemies take increased damage from all sources and the stun is removed early upon taking damage from a champion. Reducing the duration of the slow will incur being frozen quicker.
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Cost: 60 / 65 / 70 / 75 / 80 mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.55 per ability power)
Damage Amplification: 6 / 8 / 10 / 12 / 14 %
|(Active): After a brief delay, Prophet conjures an instant blast at his target, dealing magic damage to it. If shielded: Overload will first destroy the shield and also causes 50% splash damage to nearby enemies. If otherwise: Overload will deal additional damage based on the targets current health.
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 85 / 125 / 165 / 205 / 245 (+0.7 per ability power)
Unshielded Bonus: 10 / 12.5 / 15 / 17.5 / 20 % of target's current health
|(Active): Prophet hurls a ball of fire that deals true damage to the first enemy it hits and sets them ablaze. Surrounding enemies take up to 30% additional true damage over 4 seconds.
Cooldown: 8 / 7.5 / 5 / 6.5 / 6 seconds
Cost: 50 / 65 / 80 / 95 / 110 mana
True Damage: 100 / 140 / 180 / 220 / 260 (+0.25 per ability power)
Aura Damage: 30 / 42 / 54 / 66 / 78 (+0.075 per ability power)
|(Active): Prophet punches the ground, causing a ripple that damages and briefly knocks back surrounding enemies. This is followed by two aftershocks, one 3 seconds after activation and one after 8 seconds. Aftershocks deals 40% damage and very briefly immobilize affected enemies.
Magic Damage: 250 / 375 / 500 (+1.0 per ability power)
Aftershock Damage: 100 / 150 / 200 (+0.4 per ability power)