An idea that I've got for a Doctor Strange rework.
I'll be honest. I voted for Cyclops, but I still would love to see how a Doctor Strange rework would play out. I had a pretty interesting idea pop in my head and here I've visualised it. This take on Doctor Strange takes his original kit and keeps the feel roughly the same while adding some of Arcade's arena trap mechanics. This kit is intended for short and medium length fights and falls off in longer fights.
Oh yeah, he also counters Serpent.
Feel free to add feedback and I hope you enjoyed it!
Master of the Mystical Arts - Always Active:
Doctor Strange has -100% Combat Rate but gains 3.3% of his Max Power every second.
If Doctor Strange is not at a Class Disadvantage, warding spells grant Doctor Strange immunity to Ability Power Rate reduction.
Proficiency in astral projection allows Doctor Strange to not be struck by attacks when dodging backwards. As such, it overrides the Dexterity mastery if it is active.
Trap - Mystical Gateway:
After the final hit of Doctor Strange’s Special Attack, he opens a Mystical Gateway where the hit would have landed. Only one Mystical Gateway can be active at any time.
When either champion is over the Mystical Gateway, Doctor Strange gains 1 Spell Focus plus additional Spell Focus at a rate of 1 per 0.5 seconds.
If Doctor Strange dashes through the Mystical Gateway, he is passively Unstoppable until the remainder of his dash.
100% chance to Nullify a buff if the opponent passes through the Mystical Gateway.
Vishanti Blessings:
Doctor Strange calls upon the power of the Vishanti to grant him three different blessings that he can access during the fight one at a time. Each of the blessings last for 12 seconds, after which he cycles to the next blessing in the following order.
Oshtur’s Refuge grants +1200 Armour Rating and +2000 Block Proficiency.
Agamotto’s Insight grants +900 Critical Rating and a passive Grit effect.
Hoggoth’s Wisdom increases Ability Power Rate by +20% and grants Strange 25% Power Efficiency
Blessings are unaffected by Ability Accuracy Modification
Performing a 2nd Medium Attack refreshes the active Blessing, whereas double tapping Block automatically cycles to the next blessing.
Special Attacks:
If the opponent is over the Mystical Gateway or Faltered from Strange’s abilities, they are Rooted for the duration of the Special.
While the opponent is Rooted, they are inflicted with a 150% Neutralise passive.
Whenever Strange would consume Spell Focus, he gains an 18 second Fury passive increasing attack by a flat +7.5% for each consumed Spell Focus.
Special 1:
Grants Doctor Strange 8 Spell Focus.
If the opponent is Rooted or knocked through the Mystical Gateway when hit, Doctor Strange gains 5 additional Spell Focus and consumes them immediately.
Special 2:
NOTE: This was designed using Doctor Strange's original SP2 in mind.
Up to 30 Spell Focus is consumed when launching this Special Attack. For every three Spell Focus consumed (rounded up), the secondary effects of the Special Attack have their potency/effects increased by +100%, whichever one is relevant to the ability.
Oshtur’s Refuge: Each hit deals a burst of Direct Damage on each hit equal to 7% of the hit’s damage.
Agamotto’s Insight: Each hit drains 2.5% of the opponent’s Max Power and applies a 12-second Weakness debuff reducing the opponent’s Attack Rating by the percentage of Max Power they had lost.
Hoggoth’s Wisdom: Regenerate 0.57% of the damage dealt to the opponent on each hit.
Special 3:
Removes all active buffs on the opponent and applies Doctor Strange’s personal Neutralise passive on the opponent, lasting 12 seconds.
Reopens a Mystical Gateway to be in front of Doctor Strange.
Double all active Spell Focus. If Strange would have less than 20 Spell Focus after this attack, his Spell Focus count is set to 20.
Strength Of The Sorcerer Supreme - SIGNATURE ABILITY:
Well-Timed Blocks inflict a non-stacking Stagger passive lasting 7 - 16 seconds.
Punishing a Special Attack or intercepting the opponent has a 50 - 100% to give Doctor Strange 1 Spell Focus.
Against Cosmic champions, if the opponent passes through the Mystical Gateway, they are inflicted with a 0.5 second Falter passive. If the opponent misses this way, Falter goes on cooldown for 15 - 30 seconds.