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1 Growth 18 1 Growth 18
Health 468 (+63) Attack damage (+0)
Health regen. 5.36 (+0.55) Attack speed 0.625 (+1.36%)
Mana 342 (+46) Armor 17 (+3)
Mana regen. 6.0 (+1) Magic resist. 32 (+0)
Attack range 500 Mov. speed N/A

Lorraic, the Archmage is a purely conceptual champion in League of Legends. Using three elements, fire, ice and lightning, he can use these in conjunction with shapes to form a total of 9 spells. The concept is loosely based off the Invoker from Dota. While Lorraic is not nearly as advanced, this was sort of the point. I've always thought Dota is much more complex. But complexity isn't necessarily a good thing. One thing that is very important to offer in games is depth. I wanted to increase the depth of League of Legends. I feel like Lorraic may help in accomplishing this. Currently, the only stat he benefits from damage wise is AP. This makes for a very simple build path almost every time. I plan to change this.


Abilities

Arcane Feedback

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Lorraic gains various benefits when he hits enemy champions with his spells.

  • Fiery Passion: Upon hitting any fire spell, Lorraic regenerates 1% of his max health every 1 second for 4 seconds. This effect has a 16 second cooldown.
  • Cold Calculation: Upon hitting any ice spell, Lorraic gains a stack of Cold Calculation, increasing the damage of ice spells by 12% per stack. Stacks up to 3 times and lasts for 6 seconds.
  • Shocking Awe: Upon hitting any lightning spell, Lorraic stuns enemies hit for 1.5 seconds. This effect has a 12 second cooldown.

Info
  • No additional details.

Fire Mastery

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Light foes on fire with all-consuming flames. Fire spells do moderate damage over 6 seconds. The damage over time from Bolts, Waves and Wards all operate as individual debuffs.

  • Bolt Projectile Speed: 1400

  • Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 40% AP)

Info
  • No additional details.

Ice Mastery

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Slow down foes with bone-chilling magic. Ice spells cause little damage, but are cheap and cause enemies hit (or enemies who hit Ice Wards) to have their movement speed slowed for 2 seconds.

  • Bolt Projectile Speed: 1000

  • Magic Damage: 40 / 70 / 100 / 130 / 160 (+ 25% AP)
  • Slow: 20% / 25% / 30% / 35% / 40%

Info
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Lightning Mastery

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Shock foes with violent currents of lightning. Lightning spells are the strongest in terms of damage and range, but have long cooldowns and high mana costs.

  • Bolt Projectile Speed: 1800

  • Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 55% AP)

Info
  • No additional details.

Spell Shaping

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First Cast: Engages Bolt (skillshot) shapes. Linear, no pass-through by default.

  • Range Modifier: 200%
  • Damage Modifier: 150%
  • Mana Cost Modifier: 50%
  • Cooldown Modifier: 100%

  • Skillshot pass-through count: 0 / 2 / 4 / 6
  • Area Effect width increase: 0 / 50 / 100 / 150
  • Shield value increase: 0% / 20% / 40% / 60%

Second Cast: Engages Wave (area effect) shapes. Ability Width: 100. Damage delay is roughly 0.5 sec.

  • Range Modifier: 100%
  • Damage Modifier: 75%
  • Mana Cost Modifier: 150%
  • Cooldown Modifier: 150%

Third Cast: Engages Ward (buff) shapes. Damage is converted into shields. Adds a base duration of 6 seconds. Enemies who hit the shields take minor damage.

  • Range Modifier: 100%
  • Damage Conversion into shield: 50%
  • Reflection Damage: 25%
  • Mana Cost Modifier: 100%
  • Cooldown Modifier: 200%

Info
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To explain the spell shaping concept, I wanted to give some examples. A "Fire Bolt" at level 5 (and 0 AP) with the applied modifiers would deal 330 damage over 8 seconds. It would cost not 80 mana, but 40 because of the mana cost modifier. The range would be twice as long aswell, resulting in a 800 range. A "Fire Ward" would be able to absorb 110 damage and reflect 55 damage to attackers.

Keep in mind these numbers are not final! This is just a little something I think is fun to do. Feel free to give criticism.

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