Sorotos the Shamanistic Master (UPDATED from a post I made a couple of months back)
Heya fellow summoners! I bring you a champion suggestion by me, still featuring the idea of a shamanistic caster, who focuses on using the power of the different elements to crush his enemies.
All spells, abilities and other types of text which have been edited will be marked with a * at the end of the sentence or ability name. You can find the complete list of edits in the Changelog on the bottom of the champion suggestion, along with the date the change(s) were made.
So… who / what is this guy?
Well, the general idea is that Sorotos, the Shamanistic Master, is going to be a powerful mage type champion. His skillset is set up so that proper positioning and utilization of the different bonuses of his skills play a major role in him being able to deal his maximum damage potential. He has decent CC, but week-to-no real "escape" possibilities. However, he compensates for this with noticeable range and very strong AoE capabilities.
Comments and Notes from my side considering every single ability will be added shortly.
Sorotos, descendant of a long era of powerful shamanistic leaders in his tribe, was once the soon-to-be leader of his tribe. At very young age during a storm so violent a multitude of the tribes’ households got torn apart by the wind and blown away, his little body was of no effort for the winds to carry, and they dragged him far away from his tribe and his family. Sorotos’ father, infuriated to the brink of madness and despair due to these events, cursed the elements with his life; “If my boy gets harmed due to your actions, I swear on my life, I will seek out each and every core of your being and destroy them with my own hands!” Upon hearing these words from the shamanistic master himself the elements found no other option then to look after the boy and make sure he stayed safe.
As the years went by, the boy grew up to be a man. Well aware about his situation, as well as the reasons behind his current state, thanks to the elementals’ explanations, he had set himself the goal of reuniting himself with his family and his tribe. He wandered for decades, only accompanied by the elementals, until he finally walked up the steps to the Institute of War. The realization of exactly how well known the Institute was around Valoran gave Sorotos a minor hope that he would possibly increase his chance to reunite with his father, should he join the League of Legends. Sorotos consulted the Leading Summoners for a chance to join the League of Legends, and upon being accepted on the terms that he had to prove to be valuable to them, Sorotos consulted the elementals to offer him a piece of their powers to fight in the League. The elementals, realizing too that this would be their only chance to finally relieve themselves from their burden, accepted Sorotos’ whishes, and gave him the power to wield the strength of the elementals.
"His conviction to be noticed and seen in the fields is astonishing… And he manages to do so through incredible power and mastery of a magic I have never felt before… Truly amazing…"
- Kassadin, the Void Walker
Passive: Spirit Realm
When Sorotos has not been struck by any hostile attack for 6 seconds he partly splits his spirit between the Spirit Realm and the real world, granting him 30/50/70 movement speed and 4.5/8/11.5 mana regeneration per 5 seconds. Movement speed and mana regeneration bonuses are increased at levels 7 and 12.
Sorotos will appear slightly transparent while in this state, and he will appear fully solid while out of it. Sorotos will leave this state upon activating any ability or being affected by any hostile action from any foe, like direct attacks or non-damaging crowd control effects. He will not leave the spirit realm upon auto attacking.
Q: Magma Bolt
Passive: Sorotos enchants his basic attacks with elemental fire, charging him with elemental flames every time he lands a basic attack on an enemy minion or neutral creep. He gains 3 stacks instead of one when hitting an enemy champion instead of a minion. This magic effect lasts for 4 seconds, and can stack up to 8 times. Upon reaching 8 stacks, Sorotos' next Magma Bolt will stun its main target for 1.5 seconds.
Active: Sorotos summons the fiery elementals within him, firing a Magma Bolt towards the targeted enemy. The magma bolt will deal 70/110/150/190/230 (+0.6 AP) magic damage on impact with the enemy, as well as 60/85/110/135/160 (+0.3 AP) magic damage to any enemy who are positioned in the path of the bolt as it travels. Additionally, the bolt will explode upon impact with its target, leaving a Lava Trench on the ground. This Lava Trench will burn enemies who stand in it for 25/35/45/55/65 (+0.1 AP) magic damage each second for 3 seconds.
Cast Range: 650
Lava Trench Radius: 225
Magma Bolt Width: 100
Mana cost: 50/60/70/80/90
Cooldown: 12/11/10/9/8 seconds
W: Earthen Blessing
Passive: Sorotos receives a gift from the elementals of the earth, granting him a Stone Armor covering his body from harm. The Stone Armor grants Sorotos 150/175/200/225/250 health and 20/25/30/35/40 additional armor. This effect will not be active while Earthen Blessing is on cooldown.
Active: Sorotos can activate this ability in order to call for the earth elementals’ aid. The earth elementals will violently shake the earth at the targeted location, dealing 30/50/70/90/110 (+0.25 AP) magic damage every second for 3 seconds, as well as slowing the movement speed of all affected enemies by 10/15/20/25/30 %.
Mana cost: 80/90/100/110/120
Cooldown: 14/13/12/11/10 seconds
E: Air Orbs
Passive: Sorotos summons forth numerous air elementals, all of which will take the form of an Air Orb and start swirling around him in clockwise circles at a set range. Should an air elemental at any time hit any enemy, it will violently disperse dealing 30/45/60/75/90 (+0.3 AP) magic damage to the struck enemy. Additionally, the affected enemy will be stunned, spinning around for up to 0.5 seconds.
Active: Sorotos can command his active air elementals to instantly swirl around him once, causing all enemies within a larger area formed by his swirling Air Orbs to suffer 90/120/150/180/210 (+0.6 AP) (+ 20 / active Air Orb) magic damage as well as getting knocked air-born for 0.25 seconds. This knock-up effect is multiplied by the amount of active Air Orbs Sorotos has, capping at 1 seconds knock-up duration.
The passive component of this ability will still be active while Air Orbs is on cooldown.
Circling Range (Passive): 325
Air Orbs: 2/2/3/3/4
Respawn Timer: 10 seconds
Circling Range (Active): 450
Mana cost: 70/80/90/100/110
Cooldown (Active component): 15/14/13/12/11
R: Tsunami (previosly called Tidal Wave)
Sorotos uses the power of the water elementals to summon forth a huge tidal wave from his hand, which will deal 350/450/550 (+0.6 AP) magic damage to all enemies hit. As the wave will grow bigger and stronger the longer it travels, the damage of the wave will increase by 1% for every 15 units it travels.
Wave Width: 350
Mana cost: 100/120/140
Cooldown: 110/100/90 seconds
Tall, slim figure but crouched over, making him appear shorter than he actually is. Rather long arms and legs. Shamanistic ritual paint on various places on his body. Different types of ornaments like feathers and charms in threads on his vestments and leggings. Wields a long staff, decorated with charms and offerings to the elementals.
“The elementals stand strong at my side.”
“The spirits shall guide me.”
“Mountains all kneel before me.”
“I serve the imprisoned.”
"Burn in ferocious flames!"
"Cover before the might of the earth!"
"They shall drown!"
"The winds shall sweep them off their feet!"
“Forgiven by friendly winds, or scorched by furious flames!?”
“Blessed by the hands of the earth, or drowned in the wrath of the sea!?”
“Totems? Oh, you’ve met those kinds of shamans… Heh, novices…” (“Noobs” possibly)
“Fire, water, earth and air… They all stand at my side at this day.”
Thank you for reading! Please take the time to leave a thumbs up if you like the idea, and add a comment of any kind to keep this post on the front pages.
Added damages, scalings, mana costs, ranges, cooldowns, etc. on each ability.
Minor tweaks on Magma Bolt’s additional benefits, as well as adding a passive component to the ability.
Changed Air Orbs to not silence but knock back enemies they hit. Lowered the total amount of orbs at later ability levels. Changed the knock-up scaling on Air Orbs’ active from a flat amount which gets lowered the fewer orbs are active, to a flat amount which gets multiplied by the amount of active orbs.
Ability descriptions have been edited to fit the edited ability benefits and actives.
Minor ability description tweaks.
Also, removed the description which earlier stated that his ability damages, scalings etc. were not present, though now are added. Simply forgot to remove it at the same time as I added the values.
Changed the additional effect Air Orbs have on struck enemies from knocking them back a certain amount of units, to stunning them for a short time.
Moved his passive to be the first ability shown in the "Ability" section of the suggestion.
Buffed the damage increase on the passive component of Magma Bolt, and changed the way it dealt damage from flat increase to adding a DoT on the enemy. Reduced the range on Magma Bolt, and upped the mana cost.
Reduced the passive health gain from Earthen Blessing quite a lot, and buffed the armor gain because of this. Changed the activation effect to be a targeted AoE effect rather than an AoE effect around Sorotos as this didn't suit an AP mid caster that much. Reduced the AoE radius and duration because of this change.
Added in a specification on how long enemies are air-born when all orbs are up on Air Orbs and normalized its cooldown.
Nerfed the damage-increase-per-yard-traveled on Tidal Wave, as well as reducing its width.
Added the timer for how long the "Burnt" effect of the passive component of his Q ability will last, as this was missing.
Nerfed the damage of his W ability at all levels.
Remade the passive component on his Magma Bolt ability, now making it charge him up with elemental flames as he uses basic attacks, making his next Magma Bolt stun its target after reaching a certain amount of stacks.
Buffed the base damage and the AP ratio on the damage-dealt-to-enemies-in-its-path component of the Magma Bolt, in order to make it feel actually worth it to not just throw it at the closest enemy, but instead focus on positioning.
Nerfed the radius of Lava Trench, but increased the base damage and ratio.
Balanced the passive component of Earthen Blessing by making it not be in effect while the ability is on cooldown.
Nerfed the base damage and AP ratio on the Air Orbs themselves, and set the stun duration at 0.5 seconds per orb, up from 0.4 seconds.
Buffed the base damage of the active component of his ability Air Orbs, and lowered the knock-up duration to 0.25 seconds per orb, down from 0.33 seconds.
Added in that all ratios on all his abilities are, indeed, on ability power.
Increased the cooldown of Tidal Wave, from 90/75/60 seconds to 110/100/90 seconds.
Specified his passive a little bit.
Changed the passive component of his Q ability slightly, making him receive a bigger amount of stacks upon attacking enemy champions.
Reduced the cast range of his Q abiity by 50.
Reduced the mana cost of his Q ability.
Added a per-orb-damage-bonus on the activation component of his E ability.
Specified that the cooldown on his E ability only applied to the active component, and have no effect on the passive component of that ability.
Reduced the mana cost of his E ability.
Added the mana cost of his R ability.
As Nami the Tidecaller has been released, I felt the need to change the name of his ultimate.