Zlera (NA)
: Shes fine, she really doesnt need a rework
I think maybe a visual update would be needed but yeah no rework
Neesus (EUNE)
: Neeko Skin Ideas
To be honest I rather see some love for some of the older champions atm, most of the newer ones are just plain better then the older ones for obvious reasons.
: So you basically want the old Moekaiser skin to be real. https://youtu.be/7N_xHtA_ifY
I honestly have no idea what to say after watching that video.
: Super cool concept, love the idea of using items in a different way than just for the stats. I think that the cooldown on the E could be a little bit lower, considering that {{champion:141}} has a similar thing but minus the no harming or being harmed, and his is on a 7 second cooldown if you go shadow assassin. Also considering that it lasts for only two seconds at rank 1, I'm not sure if that's enough team to even escape a gank, especially if you aren't near a wall to escape to the other side of. Seems like either making the duration longer or lowering the cooldown might be beneficial. I will give you credit though, most of the champion concepts that people propose seem broken, but you have made one that seems balanced, if not a little bit underpowered. Knowing Riot, if she got released right now, she'd probably get hotfixed to quadruple her stats right after she came out, just to make sure people buy her skin. Overall great job, inventive concept, would love to see something like this put into the game.
Thank you very much, I recently decided to release concepts once every two weeks so I could come up with better ideas and I will lower the cooldown then just felt since it was basically an hourglass that the cooldown should have been high but yeah it doesn't really do much except for running away, though not many people will get to see this concept now since its pretty low in the preview section now.
Rioter Comments
: Update Singed Skins
I believe singed first need a visual game play update before they update any of the skins and a lore update for that matter.
Rektagon (EUW)
: >Passive: Mist body While nearby a mist, Kasumi gains 10-60 (Based on level) bonus movement speed. So where does the mist appear? Can it only be summoned by... >Q: Mist Creation (Charge: 34/30/26/24/20 seconds) (Target Range: 750) Passive: While in a mist, Kasumi regenerates 0.75% of her missing health and increases her auto attack speed by 5/10/15/20/25%, these bonuses persist for 4 seconds after leaving the mist. Kasumi stores a charge of Mist Creation periodically, up to a maximum of 5 stored at once. Active: Kasumi generates a mist at a target location for 22 seconds, slowing and grounding enemies within it by 40%. Mist Creation spawns more mist if used near terrain or other mist. The cooldown is way too long for an ability like this. She relies on generating mist for her passive, yet she can only do it once every minute at level 1, and three times at level 5. As for the 22 seconds debuff, that's ridiculously overpowered. 22 seconds is too long in the game for such area control. Riven's ult is one of the longest abilities in the game at 15 seconds, and it only gives her bonus range/AD. >W: Mist forms (cdr: 16 seconds) (Mana: 40/50/60/70/80) Active: Kasumi can only activate this ability while in a mist, she create 1/2/3/4/5 replicas of herself with 200 health and only deal 10% of Kasumi’s total AD. The replicas will prioritize units that Kasumi is auto attacking. The replicas disappear after being away from a mist for 4/4.5/5/5.5/6 seconds but can be refresh by returning to a mist. Another reason why the Q passive is stupidly underpowered. The cooldown should be decreased and the slow decreased. For the W, the ability is interesting, but how long will the last in the mist? >E: Slashing Wind (cdr: 12 seconds) (Mana: 35/45/55/65/75) (Range: 400) Active: Kasumi and any replicas dashes to a location slashing and stunning all targets for 1/1.25/1.5/1.75/2 seconds within the dash and dealing 50/70/90/110/130(+60% AD) physical damage, this ability gets its cooldown reduce by 3 seconds if she dashes into a mist. So all the replicas have their own stun? Do they stack? Other than that, it seems decently balanced in range. >R: The Mist Demon Active: Kasumi becomes enraged which makes her body more demonic like then it was previously. She gains 100/250/400 bonus health, 20/40/60 bonus movement speed, auto attacks rips targets dealing an 10/20/30(+1%(+1% per 100 AD) of target’s missing health) bonus physical damage, and creates a mist at her location every 20/16/12 seconds. Kasumi can only become enraged when she has 100% of her mana, after activating this ability she loses 2/1.5/1% of her maximum mana per second, she calms down whenever her mana reaches 10% or less. I don't get this ability...does it apply at 100% mana until she reaches 10%, or is there another CD? Overall the concept isn't well-balanced, despite the abilities being kinda interesting. Please look at this again, and carefully. Try comparing the stats of other champions.
> The cooldown is way too long for an ability like this. She relies on generating mist for her passive, yet she can only do it once every minute at level 1, and three times at level 5.As for the 22 seconds debuff, that's ridiculously overpowered. 22 seconds is too long in the game for such area control. Riven's ult is one of the longest abilities in the game at 15 seconds, and it only gives her bonus range/AD. Its only a debuff if your in the mist, which is about the size of a ivern bush, however it used to be 20% slow but someone gave me quite a lengthy speech the champion has no way of ganking besides a very bad slow but I will change it to 20% since I think it was a lot better. This was also before the dash had a stun.I will also adjust the Q cooldown it a bit better. > So all the replicas have their own stun? Do they stack? Other than that, it seems decently balanced in range. They don't stack but somewhat increase the radius of the stun since its more then one person dashing. > I don't get this ability...does it apply at 100% mana until she reaches 10%, or is there another CD? its applies at 100% mana Thanks for the comments, you will see the changes right about now or so by the time you read this post.
: [Champion Concept] Halynecca, The Summoner
I think she needs more damaging abilities. Other then that i can't say much until I see more past the rough draft.
Rioter Comments
: You are forgetting about the lethality part. She would have 400 AD + about 60 lethality which would increase her DPS substantially.
the concept since been updated, I removed the 3.0 atk speed and just gave her a railgun.
Seishi (NA)
: Just a funny and curious idea for the jungle.
The jungle just needs the crab removed so no more super early ganks as much as this would hurt some champions, this would allow a few more junglers come back into the game and not be a bad pick. Nowadays its just mainly gank heavy junglers plus barely any penalty on camping lanes. More objectives would be nice but I think the jungle needs a reworked layout honestly.
: Hmm...I see where you're going with this, but it leaves some thematic issues. - How can you proc Harrier on a swath of units after your ult, when there's only ONE Valor? - if Valor is to attach to you or to an enemy unit, would your E not be pretty much worthless unless you sent him to someone? (your W is worded somewhat poorly if you can send him somewhere other than a unit, and even if you could, my next point covers this) - If your W allows you to freely move Valor anywhere, but there's only ONE of him, and your passive procs to make him mark a target every x seconds, how does that work? Do you W behind you, E to dash away from an enemy and end up dashing in the opposite of your intended direction to your new mark? I'll save the rest of my analytics until I have more clarity. I do like the concept of Valor being able to attack from odd angles (as birds tend to do that) but there's a lot that needs to be clarified before I start pecking at this concept further.
I saw what you did there at the end of that paragraph. {{sticker:sg-kiko}}
: Well my main issue with her kit would probably be the lack of play-making. Basically everything is passive damage or effects, you have no hard hitting or play-making abilities. Literally just a zoning support once you get E, which should probably be reversed? Passive 120+ damage per second is pretty strong, basically Fiddle rank 1 R permanently activated, but with a potential radius of 1,400 units(2x Pantheon R size is HUGE). I imagine her currently just zoning out Baron for days, get a {{item:3151}} and then you'll dominate teamfights without having to do much of anything. Get Q > E > W, max W and then E. Win Game. So for slight fixes, Mundo does 0.3% Health per second on Passive, so lower it to at MOST 1% Missing Health while in Mist? Your mist would be almost everywhere, but still a condition for activating, and Missing Health helps make it not TOO oppressive but still helpful against getting poked to death down in bot lane. I think changing the mist to act more like Ivern bushes would be better? So set effect radius but they connect to each other? This would let her replace her W for another ability while still letting her "spread" the mist. As creating mist and increasing the size is basically the same thing? If you do that change then you can make W into a wall-ish ability. Turns the mist into a barrier that dampens enemy projectiles inside(-40/45/50/55/60% damage) and grounds enemies inside(Poppy barrier for enemies trying to dash inside/through the mist). Would probably snare enemies inside mist upon cast and then provide the other effects for 3-5 seconds. Her E could be reversed, enemies inside mist passively have reduced armor by x amount or x%, and the active turns the mist into the damaging form(might do small passive damage still though). R COULD consume mist? Or something? Just doesn't seem very helpful though, to use in teamfights or to really help the game progress. Maybe have a recast effect? That deals damage and reverts her? So getting low on health would cancel out your recast, making it more dangerous. Because we all know in-game right now she would sit safe under tower and just spam mist to kick away the enemy botlaners. SOME kind of more active gameplay would certainly help. No more Yuumi's lol.
Well I am revisiting this idea and remaking it to be more assassin like.
Kuponya (NA)
: Now I might be wrong but I'm pretty sure you've just been posting the exact some concept with subtle changes for the past few days. Not to be mean, but the first iteration I saw was bland and uninspired, this also follows suit. I'm rather sure it's your IGN drawing attention rather than your concept interest.
Well I have for Xena and the doctor but this concept, I made today just came up to me. Though it does stay with the theme of picking what you want to do. Was the first iteration, Amari the animated armor? I have a updated Kasumi I am working on too since a lot of people hated that one. Also thank you on your comment, I will try to avoid putting nearly the same idea in the forums now.
: Quinn, Damacia's Wings [Rework Concept]
I like the old quinn then the current one.
Rioter Comments
Rektagon (EUW)
: [CUSTOM Concept] Lolita, the Mech Master
This reminds me of lolita from mobile legends.
Èlisé (NA)
: Xena & The Doctor [Champion Concept V.5] Updates plus taking opinions.
Well this may be my last try with this concept then I will go trying to improve on the mist walker concept.
Rioter Comments
Rektagon (EUW)
: Hate her new design. No hate towards Zehra Fazal, she did a nice job with the voiceover, but ffs I miss the golden armour and faceless helmet.
I am personally ok with the new design but I did preferred her old e and old ult, the new ones are basically a Nerf version of it.
Èlisé (NA)
: Xena & "The Doctor" [Champion Concept V.3] + short story
Well ever since the creation of this idea I always get the same comment that the 3.0 atk speed is too much even after i adjusted it so its not broken, people just see it and say its busted so I am going to completely rework Xena passive for something else.
: Xena seems absolutely busted late game if you go full lethality as she could acquire around 400 AD with 3.0 attack speed. She is essentially an ADC who only needs to worry about AD.
I did the math on that actually late game with 400 ad she did be doing 1.2k damage per second but every other adc from my math outscales her very very hard because they have crit from my estimates a regular adc would do 1.4-1.8k damage per second late game. I also kept her auto attack range to 500 so yeah. Only adc that i think she outscales is quinn.
: RIP Kayle
Not sure what your talking about new kayle is pretty good in low elo she is basically like nasus in low elo no one knows how to play against it. When the new kayle was first release she had a very high win rate with a high play rate because her early game isn't that bad sure its not perfect but its pretty easy to just wait out the game or if the enemy champion is not good should be able to get a first blood by outsmarting that player, her win rate is still very good to this day even after the nerfs they did.
: Just a question about the passive part. How does it interact with HoB/Lethal Tempo? Are they allowed to break their cap with those or not? I know Jhin can't, but he still gets AD scaling from Atk Spd to compensate.
it won't break the cap since its a locked 3.0 attack speed, I made it that way so she can't go higher then 3.0 I had to a do a lot of math right now I currently have it she falls off a bit since she can't crit but does pretty decent mid game.
Rioter Comments
: I created a new Champion is it good?
Your giving him way too many free stats with that passive and it would be better if metal randomly spawn since its doubtful they will code for every single lol champion for each different effects. Its a unique Idea but I feel its way too much coding involved. Keep working on it, I remade my Amari champion seven times so far, it get better with every different version of the champion concept you make.
: Maybe they could be part of a zaunite secret organization. Or he could be a doctor that has brainwashed a patient into becoming his personal soldier or something like that.
I also found a way to balance the 3.0 atk speed some more, via looking at urgot's w which is also 3.0 but only deals 50% on hit effects and can't critically strike. Will likely change the Ad usage to 33%-100%(based on level)
: Maybe they could be part of a zaunite secret organization. Or he could be a doctor that has brainwashed a patient into becoming his personal soldier or something like that.
Noted also what do you think of rhe changes I did on the abiltiies?
Rioter Comments
: Wow. Okay so straight to the point to make this post less massive. My opinion: 1. Animated Armor: -Interesting passive. However, the choice doesn't seem to have any impact on the other abilities, which feels weird to me. With sword and shield she's like a Master Yi that trades damage for durability and cc, which may be fine, but going bow makes her feel like... Exactly the same with more aa range. -Q cooldown too low I think, unless it starts after the bonus expires, and not on cast. -W bonus damage on aa procs with every aa while she's shielded? Just to clarify. -R is extremely overpowered. It needs to have the passive disabled if the ability is on cooldown, at the very least. That way it essentially still becomes a more powerful Ekko R, so it may need more nerfs. Otherwise you need to take a lot of power budget out of the other abilities or even stats. HotS has a character that has a similar ability but trades 3/4 of a champion's usual power level for it. -All abilities scale off attack speed and health, but the kit doesn't synergize well with {{item:3078}}. Do you have an idea about the build? 2. Rider of Runeterra: -Passive is stat-checky. Kinda boring. -Q says barrage but the description makes it look like a single projectile that impacts 1 target. It's kinda confusing. -I really hope W is not global. XD -I am confused at how exactly her R works. Is it similar to Gangplank's? Overall she feels like another Sejuani in a way. I don't think I quite like this version. 3. Spirit of the Ocean: -As I understand the passive: Staff bubbles work like Ahri's W, and bow gives her essentially 80% more aa damage against isolated targets? The bow passive is pretty OP unless the extra arrows work exactly the way runaan works. -500 radius is very massive for the damage and cc it has. And the CC is pretty OP since it's almost like an instant easy to land root that lasts 4 to 6 seconds. Lmao. I'd just lower the radius and make it a tamer slow that drags enemies to the center when the effect finishes. -I don't really understand how W works, but nothing seems to stand out. -E is a really cool ability. I like it. This one has an interesting E, but the rest of the kit does not impress me. Passive has the same issues as version 1. 4. Doctor: -3.0 a.s. from min 0 is incredibly easy to abuse with on-hit builds and effects. Not sure if really OP or just really hard to balance. {{item:3153}} {{item:3124}} {{item:3042}} {{item:3115}} -Amari's Q really should last a limited ammount of time. But I like the idea. -Amari's W: I don't get why put a 47 use limit. Lol. Just make it stack charges and put a somwhat long recharge time. -Amari's E is really interesting. I like the idea of a spammable unconditional dash that can get you killed if abused. I'd change it so it always costs 15% current HP, doesn't stack AD because well... By min 20 it means that you can reach between ~600 and ~1400 AD. It kind of cancels out her passive reduced damage meant to balance out her op attsp and, more importantly, {{item:3057}} exists. Also Doc's E radius is nutty. XD not sure why it's so overwhelmingly big. I don't know what to think of this version. It is essentially a transform champ such as nida, gameplay wise. An adc with sustained targeted or aoe damage, sustain, cc, free cleanses, dashes, and vision. It sounds like she can support herself lol. Interesting concept tho. I voted the last version because it's the one that feels more unique and interesting to me. I vote the concept of olaying two champions at once that are adc and support at the same time.
Thank you very much and yes i know not all the wording is perfect and some stuff have to be balanced but i placed all my rough drafts here to know where concept to work on for my 3d modeling and lore. I am glad you like the fourth verison and the amari's w for fpurth verison is base on scp-500 which is a pill that cures everything but only 47 of them exist, but yeah i can change it to a charge instead. The doctor's e was base on karthus e but since he had no mana I had to add a timer to it. On Amari q well i can make a timer for when she has to remove the mask. Lol you know haven't really thought about ahe could support herself with use od the doctor, up next double top lane meta.
Èlisé (NA)
: Amari [Versions 1-4] (Champion Concepts)
Maybe I should have posted each one separately I just didn't wanted to seem to spam the forums.
Rioter Comments
: Do you recall Kalista's new story and her once-upon-a-time 'lover' or whatever trying to return her memories? If I were you, I'd play off of that, but you're not me. Goodluck either way.
: I didn't actually read any of it TBH, just animated armor and decided to mess with you. As a dabbler in writing myself however, I would recommend a set of animated leather/ranger armour and make it a celestial as a sort of tie-in that's working against mordekaiser, who essentially arose to that level of power through sheer will.
I'll likely go with a crusader or even rusted metal kinda theme for the armor and I will keep it as a ghost because If riot ever use a portion of the idea I did like the champion to be from shadow isles.
: > [{quoted}](name=Èlisé,realm=NA,application-id=A8FQeEA8,discussion-id=YgZ4iWKG,comment-id=00000000,timestamp=2019-07-18T15:32:48.129+0000) > > In a month or two I should be able to have a base model for the character I'll be waiting to see this {{sticker:slayer-pantheon-popcorn}}
Well that's good to hear I am currently learning how to use blender so I am looking forward for this project very much.
: So, basically mordekaiser, except Alphonse.
Won't lie the w I sorta took a bit from mordekaiser though she can't instant consume the shield, she basically a ghost that possess armor or yeah somewhat like Alphonse, full metal good anime watched both of them. I will likely change the w a bit in the future to be less like mordekaiser and more like Amari when i release her background story.
: I like it, we need an artist in here stat, RITO GET IN HERE
In a month or two I should be able to have a base model for the character
Rioter Comments
: Quick question before I dive deeper into the kit and whatnot. If she chooses to revive after 0.5 seconds, near instantly, and then dies AGAIN immediately after. Would that give the enemy gold for killing her twice? Or would killing gold only be granted after she revives naturally/doesn't use R?
E: Shard of Corruption (cdr: 28 seconds) (Mana: None) (Effect Radius: Self/1000 units) Active: Amari shatters a Shard of Corruption which corrupts her soul, she gains 10/12.5/15/17.5/20% more attack speed, 10/12.5/15/17.5/20 bonus movement speed and temporarily immune to soft crowd control for five seconds. However, she loses 10% of her current health over the duration. At the end of the duration the corruption discharges and all surrounding ally champions restores 5% of their missing heatlh over 10 seconds. How does this sounds like?
: Well actually you wouldn't per-say "int", you'd just execute yourself repeatedly? Early-game 10/10 is a HUGE stat advantage. Think of it this way: {{item:1029}} 15 AR = 300g | 1 AR = 20g {{item:1033}} 25 MR = 450g | 1 MR = 18g This means that 10/10 = 380g worth of stats. Not being tied to an item slot I think technically makes it a little more worth it as well. So you execute at tower like 2-3 times before the game really starts and you get 1,140g worth of stats. Total is 1,900g worth of stats. Early on this is really strong, but of course it DOES fade fairly quickly if you don't start snow-balling(which this champ isn't really designed to do). You can at least have 3 unique deaths not tied to champs; jungle, minion, and tower. *** My mine issue would be that her kit is overall lacking, no clear reason why you'd want to pick her over other champs? Best role I can think for her would honestly be Jungle, since she could R+Smite Baron and use her E to clear camps and sustain herself. Need to back? Get killed by a jungle camp. ADC might also work, but not better than other ADC's, same with support(though R+Q>Q would be pretty good).
Should i buff some of her numbers or add more stuff into the kit? I changed it per unique death someone gave me that idea in the reddit, so now its not a problem anymore. I think a solid 50 armor and 50 magic resist should be good i believe anyhow. I can also change her w and place the first two effects of it on her q making it an escape/offensive thing depending on she wants to use it but not sure what the new w would be. Decided to edit the e completely to remake it. going to be posting amari 2.0 soon.
: Quick question before I dive deeper into the kit and whatnot. If she chooses to revive after 0.5 seconds, near instantly, and then dies AGAIN immediately after. Would that give the enemy gold for killing her twice? Or would killing gold only be granted after she revives naturally/doesn't use R?
gets the gold for killing her again. its why the effect is optional and you have to play smart using it. So far the people in the reddit isn't a fan of the concept, they think because of the passive the ghost knight will just int for those free stats. its 10 armor and 10 magic resist that isn't worth dying on purpose for giving enemy laner 300 gold and experience.
Rektagon (EUW)
: > [{quoted}](name=Èlisé,realm=NA,application-id=A8FQeEA8,discussion-id=purFAMlx,comment-id=00000000,timestamp=2019-07-17T11:38:02.830+0000) > > The fear is targeted so only one person at a time. > First - why is she rewarded for dying? Would this not simply encourage less fastidious play, and reward those who secure a high number of deaths in lane? If she's a carry, Amari should be rewarded for securing kills/assists and thus making successful plays around the map. Also, 20 bonus armour and MR per death is too damn high - even for a bruiser. The reason is because at 6 deaths, she will have 120 armour, on top of her base armour (85) effectively pushing her into tank territory at 205 armour. Many bruisers at full build don't even have 150. > > Your right I will reduce the armor and magic resist at a capped 60 instead. > > Alternatively, you could simply raise the cooldown slightly. > > The idea behind w she so if she picks tgw sword and shield so she can be a tank since the w shield scales with bonus health and the damage scales with attack speed. I will however lower the duration. > > I'll add a timer for this. > I like the revive, but: > > 1) Can Amari's allies and enemies see her soul? So when she's about to respawn, they can see her? > 2) How much health does she revive with? > > Overall this is a niche concept and something I haven't seen on the boards before, but the numbers will need some cleaning up to prevent her from being a on release. > > The idea behind this r so she can scout an area or find a more suitable location to respawn or finish a fight, yes enemies and allies can see her, like how you can see the bodies of champions when they are died until they respawn. I made tge cool down 4 minutes because its a fairly powerful ult in some situations. Thanks for making that more clear. It's just that some of the abilities may be balanced on one form and not balanced on another.
Update: changed the ghostly knight passive to be base on unique death so kinda like a reverse rengar passive. Yeah It is why I am adjusting some of the numbers a bit, scaling with attack speed was only way I could think of people not using a brusier build on her. Also tried getting abiltiies that would be useful for a tank and an adc build. Good to know you liked the concept though and that its the first time you hear about an ult like that. The concept is to be a tank or a Adc
Rektagon (EUW)
: >Choice of the Soul: Passive: Amari selects a weapon at the fountain to use at the start of the game between either a sword and shield or a longbow[Can’t be changed after the choice is selected.], Amari gets a different passive base on her choice. I like this already. It's a bit like my [Omen ](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/p5zhtTcU-classic-concept-omen-the-rift-rival)concept where the range is variable, but here you actually get a choice of range (between melee and ranged). This adaptability also means she will probably be viable in multiple lanes. >Ghostly Knight(Shield and Sword): Amari gains 20 bonus armor and 20 bonus magic resist for each death she has from enemy champions capping at bonus 120 armor and magic resist. The idea is good, but the numbers and execution are poor. First - why is she rewarded for dying? Would this not simply encourage less fastidious play, and reward those who secure a high number of deaths in lane? If she's a carry, Amari should be rewarded for securing kills/assists and thus making successful plays around the map. Also, 20 bonus armour and MR per death is too damn high - even for a bruiser. The reason is because at 6 deaths, she will have 120 armour, on top of her base armour (85) effectively pushing her into tank territory at 205 armour. Many bruisers at full build don't even have 150. >Doomed Marksman(longbow): Every tenth basic attack fears for 0.1-0.5 seconds(Based on level). Where's the fear radius? As in, is it only going to fear the target or everyone in an area? >Q: Quickening Fear (cdr: 8 seconds) (Mana: 40/45/50/55/60) >Passive: Slows are 20% less effective against Amari. >Active: Amari gains 10/15/20/25/30% movement speed for 4 seconds and at the end of the duration fears all nearby enemy champions for 0.5/0.75/1/1.25/1.5. Ability can be reactivated to end the duration earlier. This is a fair ability, you even have Yi's passive in this Q so she will be a good pick against {{champion:22}}Ashe in Marksman form, or Glacial Augment users in general. >W: Endless Battle (cdr: 14 seconds) (Mana: 60/70/80/90/100) Active: Amari gains 10/18/26/34/42 bonus AD(+ 0.25 AD per 1% bonus attack speed) and a 50/80/110/140/170 shield(+25% bonus health) for 3/3.5/4/4.5/5 seconds, during the duration the next basic attacks deals 20/40/60/80/100 bonus magic damage. Amari deploys this ability when she's about to make an attack, right? So why does the shield last for 5 at max seconds and scale with bonus health? It shouldn't make her into a tank, and will be busted if she's in bow form because her lane opponent cannot retaliate. Alternatively, you could simply raise the cooldown slightly. >E: Shard of Corruption (cdr: 28 seconds) (Mana: None) (Target Range: 1000 units) >Active: Amari places a Shard of Corruption on an area lasting for 36 seconds with four health (similar to how a ward has health), Amari and her allies can right click on the shard to heal 40/55/70/85/100 health(+20% missing health) over three seconds or Amari can auto attack the shard which releases energy dealing 35/70/105/140/175(+0.75 AD per 1% bonus attack speed) AD damage in a circle. Healing consumes 1 health from the shard while attacking the shard consumes 2 health. Only one Shard of Corruption can be up at a time. This is a nice, unique ability. However, is the heal applied after every 1 health is depleted? If so, then this heal could possibly be applied 4 times, making the numbers you've provided busted. You should try to clarify how it works a bit more in this section. >R: Unshackled Soul (cdr: 240 seconds) (Mana: 200/300/400) >Passive: Upon death, Amari soul is free to move around while waiting to respawn she is intangible and unable to do damage, she is unable to use spells or auto attack, her recall only takes two seconds. Upon the end of the respawn timer, Amari respawn at her current location. >Active: Upon death, after 0.5 seconds Amari can revive herself instantly at her current location and deal 60/120/180(+1.2 AD per 1% bonus attack speed)(+10% bonus heath) AD damage in a 400 unit circle. Mana is consumed after being revived. You should make it so that if she does not cast this ability after death, she respawns at the fountain like a normal champion - unless that's what you've already done here. I mean, I'm not sure what it means by 'her recall only takes 2 seconds' unless you mean she can back while dead. I like the revive, but: 1) Can Amari's allies and enemies see her soul? So when she's about to respawn, they can see her? 2) How much health does she revive with? Overall this is a niche concept and something I haven't seen on the boards before, but the numbers will need some cleaning up to prevent her from being a {{champion:142}} on release.
> Where's the fear radius? As in, is it only going to fear the target or everyone in an area? The fear is targeted so only one person at a time. > The idea is good, but the numbers and execution are poor. First - why is she rewarded for dying? Would this not simply encourage less fastidious play, and reward those who secure a high number of deaths in lane? If she's a carry, Amari should be rewarded for securing kills/assists and thus making successful plays around the map. Also, 20 bonus armour and MR per death is too damn high - even for a bruiser. The reason is because at 6 deaths, she will have 120 armour, on top of her base armour (85) effectively pushing her into tank territory at 205 armour. Many bruisers at full build don't even have 150. Your right I will reduce the armor and magic resist at a capped 60 instead. > Amari deploys this ability when she's about to make an attack, right? So why does the shield last for 5 at max seconds and scale with bonus health? It shouldn't make her into a tank, and will be busted if she's in bow form because her lane opponent cannot retaliate. Alternatively, you could simply raise the cooldown slightly. The idea behind w she so if she picks the sword and shield so she can be a tank since the w shield scales with bonus health and the damage scales with attack speed. I will however lower the duration. > This is a nice, unique ability. However, is the heal applied after every 1 health is depleted? If so, then this heal could possibly be applied 4 times, making the numbers you've provided busted. You should try to clarify how it works a bit more in this section. I'll add a timer for this. > You should make it so that if she does not cast this ability after death, she respawns at the fountain like a normal champion - unless that's what you've already done here. I mean, I'm not sure what it means by 'her recall only takes 2 seconds' unless you mean she can back while dead. I like the revive, but: 1) Can Amari's allies and enemies see her soul? So when she's about to respawn, they can see her? 2) How much health does she revive with? Overall this is a niche concept and something I haven't seen on the boards before, but the numbers will need some cleaning up to prevent her from being a on release. The idea behind this r so she can scout an area or find a more suitable location to respawn or finish a fight, yes enemies and allies can see her, like how you can see the bodies of champions when they are died until they respawn. I made the cool down 4 minutes because its a fairly powerful ult in some situations.
Rioter Comments
: Well my main issue with her kit would probably be the lack of play-making. Basically everything is passive damage or effects, you have no hard hitting or play-making abilities. Literally just a zoning support once you get E, which should probably be reversed? Passive 120+ damage per second is pretty strong, basically Fiddle rank 1 R permanently activated, but with a potential radius of 1,400 units(2x Pantheon R size is HUGE). I imagine her currently just zoning out Baron for days, get a {{item:3151}} and then you'll dominate teamfights without having to do much of anything. Get Q > E > W, max W and then E. Win Game. So for slight fixes, Mundo does 0.3% Health per second on Passive, so lower it to at MOST 1% Missing Health while in Mist? Your mist would be almost everywhere, but still a condition for activating, and Missing Health helps make it not TOO oppressive but still helpful against getting poked to death down in bot lane. I think changing the mist to act more like Ivern bushes would be better? So set effect radius but they connect to each other? This would let her replace her W for another ability while still letting her "spread" the mist. As creating mist and increasing the size is basically the same thing? If you do that change then you can make W into a wall-ish ability. Turns the mist into a barrier that dampens enemy projectiles inside(-40/45/50/55/60% damage) and grounds enemies inside(Poppy barrier for enemies trying to dash inside/through the mist). Would probably snare enemies inside mist upon cast and then provide the other effects for 3-5 seconds. Her E could be reversed, enemies inside mist passively have reduced armor by x amount or x%, and the active turns the mist into the damaging form(might do small passive damage still though). R COULD consume mist? Or something? Just doesn't seem very helpful though, to use in teamfights or to really help the game progress. Maybe have a recast effect? That deals damage and reverts her? So getting low on health would cancel out your recast, making it more dangerous. Because we all know in-game right now she would sit safe under tower and just spam mist to kick away the enemy botlaners. SOME kind of more active gameplay would certainly help. No more Yuumi's lol.
She has no AP scaling so she doesn't abuse stuff like that, I thought about the ivern bush related kinda thing maybe I will do that for version 2. I will be working on version two very soon. Thanks for the reply. https://www.reddit.com/r/leagueoflegends/comments/cdhkn0/champion_concept_skyla_the_explosive_expert/ A link to Skyla, the explosive expert if you wanna check it out. so far only complain about it was its reminds people of ziggs and jhin :P pretty happy with that one.
: fair. No disrespect meant, just more that when people usually post their initial concepts here, I'm actually used to seeing more than you had listed already is all. This is probably closer to like the very beginning of the process than your first actual attempt to set everything up, on re-reading, and it threw me off.
Its all good, I usually post on here to check what's broken and adjust it for the lol reddit.
: Generally speaking, many people wouldn't like her because she'd just keep mist on lane forever, and with nearsight she will just kite you infinitely and you also won't be able to CS. Also, her health regen would make her annoying as hell. Literally nobody would want to lane against such a champion. It's like her whole kit is made to make you go crazy.
I can adjust it to be a bit more fair to play against, any suggestion please note I really would like to keep the near sight but i can either remove it and increase the slow or replace it with a minor debuff. Update: decided to remove the nearsight and increase the slow.
: So I know we're on the same page, when you say "broken" you mean "ridiculously weak, but also fundamentally impossible to buff due to how the mechanics are worded" correct? I do appreciate where the OP *intended* for this to go, but this is a far cry from it. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/HFKyTBNc-champion-concept-auralee-phantasm-of-the-isles When it comes to finding ways to make mists interact over an extended zone, it's important to first make sure they're not going to permanently remain. >.>
I removed the indefinite stacking from the w and gave it a limit.
Fukushuo (EUNE)
: Broken concept. You can use Spreading mist on 1 mist infinite number of times, making it as large on whole map eventually, and you only need lvl1 of this ability to sustain mist in place. And I don't know how her(?) ultimate works, the passive part. Is she not human? What non-human state gives her? Because Passive on ability means it works globally on champion, not only during ability activation. So Ultimate passive part in that case should be in Active part I think.
I should make the ultimate passive into the active, thanks for the reply, she is basically a air/mist elemental in human form. The ult idea was a different take on shapeshifting ults. I removed the indefinite stacking with the w.
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Èlisé

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