User:Emptylord

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Favourite Champions

 * Mid
 * Carry
 * Support
 * Jungler

Ability Sandbox

 * Passives
 * Whenever you kill an enemy there is a chance they will drop credits. Credits can be collected by you or your allies to earn bonus gold.
 * The last enemy champion to kill you is marked as your nemesis. Your basic attacks deal bonus damage and your abilities have bonus effects against your nemesis.
 * You and nearby allied champions have 10% increased attack speed. Whenever a nearby allied champion dies, you gain 10% attack speed for 5 seconds. This bonus stacks.
 * Landing your abilities grants 5% spell penetration for a few seconds. This effect stacks.
 * When your health drops below 25%, you release a shockwave that knocks all nearby enemies away. This cannot happen again for 60 seconds.
 * Whenever you land an ability you gain X% bonus movement speed for a short duration. This bonus stacks. Additionally, you gain ability power equal to your bonus movement speed.
 * You have bonus stats. This bonus doubles if a nearby allied champion dies.
 * If you lack the mana to cover your ability costs, you will pay the difference with health. Abilities can be cast at any health value, but will not reduce health below 1.
 * Whenever a nearby allied champion activates an ability that costs less mana than your current energy, you pay the cost instead. You will not regenerate energy while in combat.
 * You periodically summon a mindseeker that will follow you around. Whenever a nearby enemy champion casts a spell (1200 range), the mindseeker will chase - dealing magic damage and briefly silencing them. You can have up to 3 three mindseekers. (May or may not be targetable)
 * You take 10% reduced damage from behind.
 * Upon scoring a champion kill or being killed, you gain a random mutation from a pool of possible mutations. While the resulting mutation is random, your chance to receive a particular mutation is influenced by how you're achieving kills or how you are dying.
 * When you first rank an ability, it will begin cycling between a pool of possible abilities (similar to Pick A Card). Activating the ability will lock in the selection. Upon respawning, all abilities much be reselected.


 * Actives
 * You snare the target enemy for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds. The cooldown of this ability is reduced every time you damage the target while the snare persists.
 * You phase out of reality for a short duration, becoming untargetable, invulnerable and unable to perform any action except for movement.
 * You place a pylon at the target location. Whenever one of your abilities hits a pylon, lightning arcs off to nearby enemies dealing magic damage. While near to a pylon, the effects of your abilities are improved.
 * You blast your target dealing magic damage. Residue from the blast falls to the floor, which an ally can pick up to replenish 40 / 80 / 120 / 160 / 200 mana or 30 energy.
 * You blast your target dealing magic damage. Allied champions surrounding the target replenish 30 / 60 / 90 / 120 / 150 mana or 30 energy.
 * You form a tether with target allied champion. While the tether persists, you each gain a percentage of each other's attack damage and ability power.
 * You begin channelling for up to 2 / 2.5 / 3 seconds, charming any enemies facing you and any other enemy that turn to face you during the channel.
 * You create a point of unstable magic at the target location. After 0.5 seconds, the unstable magic releases a bolt of electricity that travels toward you. If the bolt strikes an enemy, they will take magic damage and be stunned for between 1 and 2 seconds depending on how far the bolt has travelled. If the bolt reaches you, you absorb it and gain magic penetration for 5 seconds.
 * You create an area of unstable magic at the target area for 3 seconds. If you land an ability against an enemy standing on unstable magic, they will take additional damage become stunned for 1.5 seconds. This can only happen once per enemy per cast.
 * You spawn a mindseeker at the target location which will sit idle for up to 3 seconds. If a nearby enemy champion casts a spell during this time, the mindseeker will chase them for up to 3 seconds - dealing magic damage and silencing them if it hits them.
 * You fire two individual skill shots that converge on a target location, dealing damage to enemies they pass through. Enemies will only be damaged once, even if they are hit by both missiles. When the two missiles meets, they explode dealing damage in an area. Enemies can be damaged by both parts.
 * Choose a target. For the next 5 seconds, you will attack that target with 850 attack range and 40 / 50 / 60 / 70 / 80 % bonus attack speed regardless of the direction you're facing or whether you're moving. This effect ends early if you attack a new target or get out of range for longer than 0.5 seconds. (July 7th, 'cause I reckon will have this) Nailed it! :D
 * You fire a wave of energy forward in a line that completely mitigates any non-ground-targeted or point-blank ability that it passes through.
 * You surround yourself in a spell shield for 1.5 seconds that will block the next non-ground-targeted or point-blank ability. For the next 3 seconds, you gain the ability to cast the blocked spell.


 * Mechanics
 * Missing mana scalings - you do more damage the longer you've been fighting! For example:
 * A direct hit bonus for a ground targeted spell that reduces cooldowns, or halves its own cooldown.
 * Fury - Your basic attacks generate 3 fury and your basic abilities (Q and W) generate 8 fury. Your advanced ability (E, a semi-ultimate) requires 50 fury to cast, and will consume 15. Your ultimate ability (R) requires 100 fury to cast and will consume 100 fury.


 * Kits
 * Inspired by Jagex's Arcanists; World of Warcraft's Arcane Mage; and Ezreal