[Champion Suggestion] Sorcim, the Purifier

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zehawk

Senior Member

09-05-2011

Lore

He cames from the depth of the biggest forests, with the knowledge of all things in nature down from every type of element and creature to every kind of deadly venoms, toxins and poisons. He feels one with nature and it responds to his every call for help wherever he might be. His name is Sorcim and he's willing to attain more knowledge and experience on the League by participating on breath taking fights dealing with the highest variety of enemies coming from all around the "World"(in this case the LoL World ).

(It's just an example... an idea for a real Lore. Not very good with stories! Sorry ^^")


Stats

Damage ~ 48 (+3.1 per level)
Health ~ 355 (+68 per level)
Mana ~ 250 (+60 per level)
Move Speed ~ 310
Armor ~ 8 (+3.6 per level)
Spell Block ~ 30 (+0 per level)
Health Regen ~ 1.0 (+0.2 per level)
Mana Regen ~ 1.4 (+0.15 per level)


Attributes

Ranged
Mage
Support


Suggested Items

Doran's Ring
Rod of Ages
Rylai's Crystal Scepter
Rabadon's Deathcap
Aegis of the Legion / Soul Shroud
Ionian Boots of Lucidity / Sorcerer's Shoes


Abilities

Parasite Skin (Passive)
Champion info tooltip: To protect himself from danger, Sorcim covers his skin with a liquid substance that paralises unprotected foes who touch him.
In-game tooltip: Has a 1%(+0.5% per level) chance to paralise a melee attacking enemy for 1.5 seconds.
The effect cannot occur on the same target for 7.5 seconds (1.5 from duration + 6 after wearing off).


Thunder
Champion info tooltip: Mastered in the lightning element, Sorcim is able to conjure thunderbolts and re-direct them towards a foe dealing damage and dazzling it.
In-game tooltip: Sorcim conjures a thunderbolt, aiming the nearest enemy champion, dealing magic damage according to it's health and dazzling the target for a brief duration.
The target takes damage equal to 5%(+0.01%) of it's actual health and gets dazzled for X seconds.

Dazzle time: 0.6/0.7/0.8/0.9/1
Cooldown: 8/8/7/7/7
Cost: 70/75/80/80/90
Range: 600


Fellow Companion
Champion info tooltip: Calling on the forces of nature Sorcim summons a wild beast to help him on the fight, which obeys his every command and shares his pain with him.
In-game tooltip: Summons a werebeast with 40% of your max. health (limit of 1000) and 10% of your ability power as bonus attack damage to fight on your side.
Passive: Summoned spirits maintain a link with the summoner, therefor any damage the werebeast takes is parcially transfered to Sorcim.
Y% of the damage taken by his companion is transfered to Sorcim.

Notes: You have control of the creature until it's released or dead and can only control one beast at a time.
After summoning a creature the spell can be cast again, with no aditional mana cost, to release the beast but it's cooldown is doubled.
Cooldown is applied after the summon, death and release of the companion.
Notes on mechanics: I'm not sure if the beast should deal physical damage, as it only uses auto-attack, or magical damage since it's a skill, a summon skill but still a skill.. If magical damage was dealt then Rylai's Scepter would apply to it's every attack thus slowing the enemy down. (which was the point for it on recommended items)

Werebeast base damage: 40/55/65/70/75
Y% (from passive): 20%/20%/30%/30%/40%
Cooldown: 20/18/16/14/14
Cost: 120
Range: 100


Spirit Bond/Mind Replenish
Champion info tooltip: Focusing his spirit and strengthening the link between the werebeast and him, Sorcim can heal the beast's wounds while healing himself in the process.
When Sorcim is not linked with his companion he can synch his mind and body replenishing his mana at the cost of his health.
In-game tooltip: Spirit Bond - Sorcim focus his spirit and strengthens the link between the two, healing his companion for X(+0.75) and himself for Y% of that value.
Mind Replenish - Synchronizing his mind and body Sorcim is able to replenish Y mana at the cost of X health.

Spirit Bond
Companion heal (X): 40/60/80/100/120
Self heal (Y): 50%/50%/75%/75%/90%
Cost: 50/65/80/95/110
Range:800

Mind Replenish
X Health cost: 50/90/130/170/200
Y Mana gain: 25/55/95/150/200

Cooldown: 9


Purification
Champion info tooltip: Giving use to his nature connection and antidote knowledge, by joining them together Sorcim creates a zone of cleansing winds that remove all harmfull toxins from the body of allies and regenerate severe wounds.
In-game tooltip: Creates a zone of cleansing winds that remove all damage dealing debuffs from allied champions in the selected area.
The removing effect applies every 2 seconds, meaning that toxins may still deal a certain ammount of damage if applied in the spell duration.
Furthermore allied champions that remain in the area benefit from an extra X%(+0.02%) health regeneration.

Ammount of bonus health regeneration (X%): 10%/20%/30%
Cooldown: 130/115/100
Cost: 100/125/150
Duration: 4/6/8
Range: Global or 3000
Area: 500

Sample of debuffs that may get removed (Ignite and Blessing of the Lizard Elder are not removed):
Blaze
Noxious Blast
Miasma
Grog Soaked Blade
Malefic Visions
Poison Trail
Torment
Toxic Shot
Noxious Trap
Explosive Shot
Deadly Venom
Noxian Corrosive Charge


Tips

Playing as Sorcim:
*Having control of a companion gives you a certain terrain advantage so keep it mind to create some harassment but beware of the consequences...
*Thunder damage is higher based on the target's current health, but sometimes that's not the right target to focus remember that.
*Dont try to spam Spirit Bond in the middle of a confusing fight. If your pet dies then you'll be using Mind Replenish instead... At the cost of health!

Playing against Sorcim:
*You might be playing against two but you can take that to your advantage if you catch both at the same time and place!
*If you are the closest target to Sorcim and all your teammates have more health than you, dont back down unless they also do.
*Try to get enemy team away from Purification zone, they have the advantage inside it.


Conclusion/Gameplay
This character play style is divided among Mage, Support and Carry but can never be a full mage since it has only 2 damage dealing skills.
It is recommended that you play it support like, take your distance from battle substituting your presence with your pet's while supporting him and your team in the battle.
Sorcim is not a fighting kind of type champion and so he's covered with a substance that helps him to repell the foes that try to come near him. That's his passive, Parasite Skin. It might be very helpfull when getting focused by more than one enemy champion specially a physical damage dealer.
The first skill, Thunder, comes from a mage style of play, deals considerable amount of damage if the right target is near and with some cooldown reduction it can be very dangerous to the enemy as it also stuns them for a brief moment.
The second skill, Fellow Companion, is something new since the only champions that have a similar mechanism in some aspects are Mordekaiser and Annie both with their ultimates. Some might think that having a controlable unit is overpowered but the costs to have it and maintain it are reasonable enought if you read it carefully.
The third skill, Spirit Bond/Mind Replenish, starting with Spirit Bond it's a good companion support skill, with it you can keep your companion and yourself alive. But be warned that if you kill your pet too much, Mind Replenish can kill you slowly if you dont take it easy.
Both effects of this third skill excell at maximum level so it is highly recomended that you dont forget to level it up.
The ultimate, Purification, is a full support skill meant for a battle survivability boost, a tactical retreat assist or lane sustainability.


Hope you like it & if you do vote!

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