1 Growth 18 1 Growth 18
Health 345 (+80) Attack damage (+0)
Health regen. 4.75 (+0.5) Attack speed 0.625 (+2%)
Mana 250 (+50) Armor 14 (+4)
Mana regen. 7 (+0.7) Magic resist. 30 (+0)
Attack range Ranged role 550 Mov. speed 335

Vis, the Elementalist is a custom champion in League of Legends designed to participate in the CCC (yes, the names are cheesy - I am not a creative man)

Abilities

Elemental Legacy
Rising Spell Force

Momentum: Whenever Vis casts a basic ability, he gains a stack of Momentum. for every stack of momentum, his spells gain 1.5 / 3 / 4.5% more damage, at the cost of 20 more Mana, up to 5 stacks. Momentum stacks decay over 4 seconds.

Lasting Power: Upon casting a basic Ability, Vis gains an Elemental Charge, granting buffs depending on the Element of the charge. Charges last for 5 seconds and are refreshed upon using the same Element before the duration is over.



Ignis
RANGE: 700
COST: 30 mana
COOLDOWN: 4
Pillar of Flame

Active: Vis blasts a targeted location with fire, dealing Magic Damage and leaving behind an area of scorched earth, damaging any enemies that remain within 200 units. Ignis lasts for 4 seconds.

  • Magic Damage: 50 / 70 / 90 / 110 / 130 (+ 50% AP)
  • Magic Damage per Second: 5 / 10 / 15 / 20 / 25 (+ 10% AP)

Ignis Charge: Vis gains 5% Ability Power.



Aqua
RANGE: 700
COST: 30 mana
COOLDOWN: 4
Ebb and Flow

Active: Vis creates a burst of water on a target location, dealing Magic Damage and leaving behind a small stream of water, speeding up any allies within 200 units by 10 / 15 / 20 / 25 / 30%. Aqua lasts for 4 seconds.

  • Magic Damage: 50 / 70 / 90 / 110 / 130 (+ 50% AP)

Aqua Charge: Vis regenerates 1% of his Maximum HP and MP per second.



Fulmen
RANGE: 700
COST: 30 mana
COOLDOWN: 4
Arcanopulse

Active: Vis strikes a target location with lightning, dealing Magic Damage and leaving behind a storm cloud, stunning enemies within 200 units for 0.3 / 0.4 / 0.5 / 0.6 / 0.7 seconds. The same target can not be stunned again for 2 seconds. Fulmen lasts for 4 seconds.

  • Magic Damage: 50 / 70 / 90 / 110 / 130 (+ 50% AP)

Fulmen Charge: Vis's abilities will lower enemies' Magic resist by 10 for 4 seconds. This effect cannot occur on the same target for 6 seconds.



Fusionem Magna
RANGE: 800
COST: 100 mana
COOLDOWN: 40 / 35 / 30 / 25
Tectonic Disruption

Using the Elemental Charges currently in effect, Vis creates a new effect by combining them. Fusionem Magna deals contact damage, and damage per second while enemies remain in its radius. Fusionem Magna lasts for 5 seconds, and has a radius of 300 units.

  • Initial Magic Damage: 100 / 175 / 250 / 325 (+ 75% AP)
  • Magic Damage per Second: 20 / 35 / 50 / 65 (+ 15% AP)
  • Total Magic Damage: 200 / 350 / 500 / 650 (+ 150% AP)

Vis begins with one rank in Fusionem Magna and can increase it at levels 6, 11 and 16.

Ability Details
Fusionem Magna is an Area of Effect Spell.

Additional Information:

  • Combining Ignis Charge and Aqua Charge will create Nebula: Dealing Magic Damage and Silencing enemies inside its radius for .50 / 1 / 1.5 / 2 seconds
  • Combining Ignis Charge and Fulmen Charge will create Clades: Dealing Magic Damage plus 20 / 30 / 40 / 50% of the Initial Magic Damage over 3 seconds after leaving the radius.
  • Combining Aqua Charge and Fulmen Charge will create Tempest: Dealing Magic Damage and slowing enemies inside its radius by 20 / 30 / 40 / 60%.
  • Combining Ignis Charge, Aqua Charge and Fulmen Charge will create Elementum Ultima dealing 1.25 / 1.5 / 1.75 / 2 times the Magic Damage and Damage over Time.


End Notes

  • I have been informed he holds some similarites to a DOTA character called "Invoker". I assure you, I had no previous knowledge of this. It's like if you invented ice cream today just to find out it's existed forever.
    • EDIT: I have now looked at Invoker and added a "charge" mechanic inspired by him.
  • As soon as I come up with an actually decent lore and general background, that will be added.
  • Constructive feedback and helpful tips are greatly appreciated. This is my first custom champion and I will probably make more, so help make them better!
  • I am undecided on this: after CDR, his cooldowns are lower than the durations, so should he be able to have multiple instances of the same ability, or should a new one just cause the older one to disappear?