: That new kit definitely seems more focused. I was going to suggest replacing the attack speed on W with damage reduction if you wanted a diver, but a shield works just as well. From your description, I imagined his Q like a Vel'Koz W that rooted upon detonation, and I do think this works better without tying it to his basic attacks. As for the quotes, you don't have him say "summoner" specifically, but I assumed that's who he was talking to when saying "By your will," or "As you command."
Huh. So I do. Might have to change that.
: First thing I'd ask is: what is his role supposed to be? Currently, he has the base health of an enchanter support, an attack speed steroid and permanent ranged basic attacks (if you consider rank 5 Q and 40% CDR) like a marksman, and a combination of crowd control and mobility more befitting a diver. If you could clarify what your goals are, I could provide a more thought-out opinion. In any case, my biggest gripe is probably that his passive seems kind of unappealing. Sure, you might be able to set up an ambush from time to time, but realistically, you'll only ever use it when triggered by your Q, so you might as well make that a part of the ability and find a new passive (depending on what direction you intend to take him). Last thought for now: his current quotes when snaring an enemy with his passive seem reallly out of place, considering everything else he says is somber and serious. It's common for jokes to be out of character, but these are lines that are tied to a basic skill of his. Also, Riot has moved away from voice lines directly referring to or addressing the players directly (as summoners), as this aspect of the lore has been abandoned.
Thanks for the comment! To answer your question: Adrian was designed to be a Jungler with a lot of damage potential and decent-ish cc, but not a lot of surviveability outside certain situations. For his abilities, I've already discussed this with several people, and I'm thinking of removing his passive. As unique and interesting as the ability was, it just doesn't seem to fit with the kit of the character. His new kit if focused more on a Diving Jungler, with the "KILL ME OR DIE" mentality. His new Passive lets him leap to CC'd opponents, his new Q is a line with light CC, his W is a shield, his E an unstoppable swing, and his R is a channel that upon release pulls everyone to him. As for his quotes: I need to rewrite his lore, but I'm thinking of moving away from his "super edgy" personality, and more focus him on dark humor. In regards to the quotes referencing Summoners, I actually forgot about them (I designed this guy back before the lore overhaul). I might change them to remove the mention of the summoner, as they honestly work fine without referencing anyone. Thanks again for the comment! Cheers :D
Rioter Comments
Rioter Comments
Booleans (NA)
: Personally, I like the premise for the sound mage (I'm imagining more of a sonic boom mage) and the invoker-esque style. However, I'm going to be honest and say I skipped over like 80% of these kits because some of these abilities are literally multiple paragraphs long. To offer some advice if you intend to keep designing champion kits, is to create abilities that have no more than 2-3 effects, and could be described in less than 2 sentences if you had to. The uniqueness of a kit comes from combos and synergies with each ability, not from having an entire arsenal of options in 1 button. Doing this not only makes for easier digestion for the reader, but allows you as the creator to better visualize this character in a real game and to deliberately emphasize strengths and weaknesses for balance. It's a good thing to intentionally not give a champion every single tool it's class needs for success, it creates diversity between concepts.
Hey-oh! Thanks for the comment. To be honest, the reason these particular champions were scrapped were the very reasons you pointed out: too long, to complicated. I tried to see if I could at the very least shorten the Echo-mages abilities, but I'm pretty sure the Magnetic champion is a lost cause XD
Rioter Comments
Rioter Comments
: Champion Idea: Ulysses, Vanguard of the Crazed (Re-Launched Idea)
New Passive, Q, and W: **Dark Crusade (innate):** Ulysses insanity aids him in weathering through enemy strikes. Ulysses take 30% (+3% per level) reduced damage from the first damaging attack or ability from enemy champions. This ability has a 15/13/11/9 second cooldown per champion. **Code of the Strong (q):** **Cooldown:** 8/7.5/7/6.5/6s **Mana Cost:** 40 **Range:** 550 (Width: 100) After a brief delay, Ulysses lashes out in a line in target direction, dealing 80/110/140/170/200 (+55% ad) physical damage to the first enemy he hits and applying on-hit effects. If this attack kills a unit, Ulysses regains 2.5% of his max health. If this ability kills an enemy champion, Ulysses instead regains 5% of his max health. The area of effect of this ability will be highlighted before the ability is launched. **Hatred (w):** **Cooldown:** 16s **Mana Cost:** 75 **Range:** 300, 120 degree cone. Ulysses swipes in front of him with his lance, dealing 80/100/120/140/160 (+40% ad) physical damage to all enemies hit. In addition, Ulysses gains a shield that absorbs 100/120/140/160/180 damage, plus an additional 5% of Ulysses max health for each champion hit, and 2% Ulysses max health for each non-champion hit. This shield lasts 4 seconds.
Rioter Comments
Rioter Comments
Rioter Comments
: Steal This Idea [Community Inspiration Thread]
Welp, this will be a long list. As I have lost all motivation/confidence in making champs, I give everything unto this thread! You can find most everything [here.](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JJH266PA-a-full-list-of-ideas-and-thoughts-from-concept-designer-billcurme) However, here is a summary. (If you want any of the kits I've worked out, please let me know.) **ADC:** **Arthur, The Painter of War:** A paint-based ADC using a giant Paintbrush, and cycling through different coloured paints to augment auto-attacks. **Gyest, the Grand Arbalest:** A grumpy old man wielding a giant repeating arbalest. Very large ammo system that doubles as his resource. **Hana, The Blossoming Future:** A serene Ionian assassin who strikes with Razor-sharp petals. **Kavara, The Harbinger:** A void-infested marksman who strikes with tendrils that latch onto opponents and drain them of health. **Lyliss, The Wild Child:** A sling-wielding feral child who uses trickery to weaken opponents before the kill. **Qi'nan, The Delinquent Desperado:** A gun-slinging cow-boy inspired champion who wields a powerful six-shooter. **Jungle:** **Ahqadda, The Shade of the Forgotten:** A shadowy assassin who strikes from beyond sight and manifests the fear of his opponents **Atilia, Last Child of Runeterra:** A being born of the very magic of Runeterra that strikes by marking foes and swooping in for the kill. **Casanova, The Handsome Devil:** A charming demon savant who manipulates his foes desires and leaves them vulnerable to his allies. **Fjeiri, The Unleashed:** A powerful shaman from the Freljord who collects ingredients from jungle mobs for powerful elixirs. **Jullian, The Aggressive Salesman:** A Zaunian crime-lord who spends gold on guards and potions,and can sell items to his allies. **Podrick, The Grizzled Gumshoe:** A no-nonsense Private I from Piltover who now resides in Zaun and fights using a Stun-Baton. **Reex, The Mistress of Traps:** A trap-based jungle assassin from Kumungu who seeks to understand how she came to be. **Tehili, The Viper of the Freljord:** A Winter Claw assassin who uses a slow-acting poison that can be built up for massive damage. **Zex, The Blazing Wind of Shurima:** A care-free Shuriman youth who wields two ancient disc-blades and fights using mobility and positioning. **Mid:** **Austis, The Spell Theif:** A short ranged AP hyper carry who uses magical currency to continuously scale in power. **Cellia, She Who Warps Gravity:** A gravity-based control mage from the stars who builds up tremendous power and strikes with terrifying force. **Fetcher, The Exuberant Echomancer:** A sound based mage who tracks her opponents movements and strikes with powerful destructive spells **Glynt, The Misadventurous Magnetic Master:** A magnetic based mage who positions his opponents and strikes with homing skill-shots. **Hahla, The Mask of Insanity:** An insane mage who wields the very power of insanity to disrupt his foes. **Ipennia and Ainnepi, The Beginning and the End:** A farm-based mid-laner who switches to a powerful AP carry part-way through the match. **Marri, The Beaming Baroness:** A slow-moving yordel genius who bombards enemies with an endless barrage of laser beams. **Riene, The Vessel of the Forbidden:** Ancient mage from the Rune Wars who uses her health when her mana runs out. **Yvenn, The Malevolent Maestro:** A dark musician who builds up chords and strikes with a variety of deadly Finales **Zell, The Silence of Man:** A grim mid-ranged short-bow-wielding assassin who juggles passive effects and active abilities. **Zubabalu, The Mojo Master:** A half-troll mage who uses powerful mojos and can randomly change abilities. Made this idea as a joke. **Support:** **Aza, The Doubtful Defender:** A radiant holy mage unsure of her purpose who aids allies with light magic and destroys enemies with fire magic. **Bailii, The Tender of the Grove:** A gentle druid who abhors violence and focuses almost entirely on aiding her allies. **Dyvis, The Ill Omen:** A corrupted sprite who seeks to devour faeries. Focuses on weakening enemies for his allies to destroy. Foil to Lulu. **Eesstil, The Waking Sleep:** A fast, fragile dream-spirit who aids his allies with pleasant dreams and destroys his enemies with deadly nightmares. **Foden, (needs a title):** A Noxian veteran who spends his time training new recruits. My attempt at creating a Support champ that still feels like he belongs in Noxus. **Johst, The Patriarch:** A tanky, AD support who guides his allies and protects them with his own life. **Lurrina, The Maiden of Beyond:** A semi-real spirit support/mage and ally to Lamb who seeks to prepare enemies for a gentle death. **Mortimer, The Beacon of Technology:** An ambitious scientist who seeks to meld Zaun and Piltover Tech. Uses beacons to buff allies. **Tormen, The Guiding Flame:** A vision-based support wielding a sacred torch. Seeks to show the gentle, protecting side of Fire. **Tuk'Arc, The Symbiotic Parasite:** A void-based support who attaches to allies to aid them in battle, granting powerful buffs to one target. **Yulla, The Heart Forgotten:** The ghost of a dead lover who seeks to aid all those with love in their hearts using powerful AOE spells. **Top:** **Choiren, Keeper of the God Arms:** A master of four ancient artifacts that he cycles through with his basic attacks for a variety of effects. **Earis, The Aerial Ace:** A former acrobat-turned Zaunian Guttersnipe who fights with superior aerial manoeuvrability and mobility. **Felicia, The Free-Spirited Fulmination:** A kinetic-based electro-mancer tank/bruiser who tanks enemy attacks for her team. **Fendell, The Redeeming Light:** A tanky top-lane crusader who hides his wounds and defends his allies with the power of Justice! **Iennia, Fist of the Black Rose:** A deadly master of Spell-Fist, using magic and her own physic to destroy enemies in a flurry of blows. **Layden, The Ruined Son:** A cursed boy wielding an enchanted blade that feeds on his enemies, using their essence when mana is low. **Magnolia, The Deadly Dervish:** A mobility based Ionian P.O.W trained to fight for Noxus. Uses graceful dances and deadly moves to shred foes. **Naix, The Jester of Blades:** An eccentric blade-collector who has seen hundreds of wars. Fights using his impressive collection of blades. **Orchis, The Hungering Bones:** A ghoulish warrior who must strike his foes to regain life and can split his head and body to strike from two sides. **Rath, The Shade of the Battlefield:** The incarnation of the battles between Noxus and Demacia. Fights using a horn that calls in allied attacks. **Sirrust, The Salt King:** A deadly Shuriman wanderer with the power to purify the 'unclean'. Fights by managing Salt and Health. Ult can execute enemies, turning them into Pillars of Salt. **Stefan, The Armsman of Demacia:** A guisarm-wielding Demacian soldier who tries to fight at the edge of his range for maximum effect. **Su, The Raging Tempest:** An Ionian Swordswoman who fights with the raging sea, quickly moving around the Rift and even redirecting skill-shots. **Suegero, The Keeper of the Skies:** An majestic pegasus-riding warrior who controls the skies with quick movements and driving strikes. **Voul, The Breaker of the Earth:** A slow-moving, tanky Shuriman resistance fighter wielding a massive flail. Fights with a massive amount of CC. **Woalin, The Veteran of the Old Wars:** An experienced warrior who studies his opponents and tries to keep a healthy advantage. **Xerxes, The Taskmaster:** An ancient Shuriman Slave-driver resurrected by Azir to fight by his side. Uses his whip to command NPC troops. All of these ideas have "completed" kits, in that I threw together a few abilities that seemed to have synergy. I openly admit, most of these are probably shit. However, if anyone wants to take a crack, you are more than welcome. I just ask that you give me some credit for the ideas. Hopefully, someone will find one of my ideas interesting, and their working on the champion will help me get my 'spark' back. Also, if anyone wants to take a crack at one of the champion ideas I have already posted to the site, be my guest. Just once again spare a line to credit me. Thanks, and hope this inspires some people to make good ideas. -Billcurme-
Rioter Comments
Rioter Comments
Arakadia (NA)
: Aw, this is really freaking cool! First time I've gotten 1st place alone. I hope everyone else is satisfied with their results and feedback. I sure am. I was really excited about sharing Syllsygigoff's lore, I'm quite happy with how it turned out. I felt it gave a cool inside look of Targon we never got from the other Aspects. In addition we got to learn about some of their culture. I felt I had to make this Aspect different from the others for a few reasons. For one thing, Diana's conscious is mixed with the Aspect of the Moon, Leona is totally independent, and Pantheon is completely controlled by the Aspect of War. They each are varying in that way. So I had to find another variation. In addition, if anyone was going to pose any challenge against Aurelion Sol, they'd have to be extremely powerful. It's super cool to hear that my lore was appreciated and I hope I can meet expectations next month. Oh, and @Echoing, you shouldn't need worry about my next concept's name, Fronde is pretty mellow.
Two first-place concepts in a row! Great job, man. Looks like you're unstoppable :P
Echoing (NA)
: [CCOS] July Results Are Here!
Great job everyone! As always, a ton of great concepts. Congrats to the top 5, and of course, to Arkadia (no tie this time haha)
KIWl (NA)
: Hey Billcurme! Firstly, sorry for not replying straight away. I've been away a couple of weeks and haven't had the time to check out the forums. Secondly, honestly your suggestions are solid - which is why I want to give this concept to you. I may have started this and enjoyed it, but it sounds like you have the passion behind it to make this really good. I don't exactly have the drive to push this concept forward, as much as I enjoyed making the framework behind it. Feel free to take whatever you'd like from this concept and make it into your own. Just make sure you keep me in the loop - I'd love to see how this turns out! I just don't think I could do it, but you could. Thanks for taking the time to give your two cents on it, and I hope you have as much fun creating this champion as I did!
Wow. I am flattered. If you honestly don't think you can continue on with the creation, I'd be happy to keep it going for ya. However, I hope this won't stop you from making content in the future. I honestly think you have some talent. But I also understand the frustration of trying to continue something if you don't have the passion for it. I hope to see more from you in the future, and I'll definitely keep you posted on the progression of this champ idea. Cheers, -Billcurme-
Gushis (NA)
: > [{quoted}](name=Echoing,realm=NA,application-id=A8FQeEA8,discussion-id=1R0bK6dk,comment-id=00070000,timestamp=2017-07-02T16:38:28.717+0000) > > I realized too late that you had emailed the gmail account I never use instead of my hotmail. Apologies. > > There's no need to break the tie - it's fine to have two concepts in first place. Alright, now I know for next time, this is my first time aftrt all. Very good winners anyways, and great concepts from everybody all around. P.S. I think if my vote went in Ankh would win, but I agree with and respect your decision to not vount my vote since it is late and incomplete.
I can't speak for the rest of the participants, but I know I would personally still love to hear your comments and criticisms, if you are willing to share. Always looking for ways to improve my concepts.
: Champion Idea: Tendu, The Hidden Light
Billcurme here! After taking another look at the Judge's responses for the CCOS, I think I've come up with a few things that will help Tendu become a better champ. Opinions on these will be greatly appreciated! The main things that seem to be hindering Tendu are: Passive Reliance on Blinds Lack of notable steroid. Now, the passive is rather important to his character, but I think I've found a work-around: Near-sighted. If I work a Near-sighting mechanic into his w, that frees his Passive to be something more interesting and useful: perhaps an auto-attack based mechanic that implements his use of needles (needles don't hurt that much on their own, but can be used for a 'death of a thousand cuts' approach. Also good for hitting weak-points) *Edit: I think I have an idea for his new kit worked out. Tell me what you think! > **Abilities:** > **Pin-Point Accuracy (innate):** > Tendu’s accuracy with his needles is unsurpassed, endlessly striking vitals on his targets. Tendu’s basic attacks and Quick Strike attacks against enemy champions and epic monsters apply a stack of ‘Pressure Points’ for 3 seconds, reducing the targets movespeed by 1% and attack speed by 0.5%, stacking up to 100 times. At 100 stacks, the target takes 150% of Tendu’s AD as true damage, is stunned for 2 seconds, and becomes immune to ‘Pressure Points’ for 120/90/60 seconds. Damage against Epic monsters is capped at 1000, and the monsters are not stunned. > > Tendu’s critical strikes only deal 70% crit damage, but apply 5/10/15 stacks of Pressure Points. This ability levels up at levels 9 and 18. > > **Quick Strike (q):** > **Cooldown:** 2s > **Energy Cost:** 40 > **Range:** 600 (width 75, speed 3300) > **Cast Time:** 0.15 seconds. > Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu regains 35 energy. > > If this ability strikes a piece of air-born glass from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the glass, and restore 20 energy. > > **Catch the Eye (w):** > **Cooldown:** 8s > **Energy Cost:** 50 (15 for additional casts) > **Range:** 3000 (Speed 3000) > **Cast Time:** 0.25 seconds > Tendu tosses a piece of reflective glass into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed until the glass lands. The glass shatters upon landing, dealing 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies. (200 units) > > While a piece of glass is in the air, enemies that are looking towards the glass or are directly beneath the glass become near-sighted, until the glass lands or they look away. > > Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each piece of glass in the air. Tendu must throw each piece of glass into the air within 1.5 seconds of the last piece being thrown. This ability will go on cooldown after the last piece of glass is thrown, or after Tendu has gone 1.5 seconds without throwing a piece of glass into the air. These additional casts only cost 15 energy. > > If Tendu strikes the piece of glass with a Quick Strike, the shot will ricochet off the glass at an angle, going farther, and causing the glass to shatter and land immediately. Tendu can only strike the glass once it reaches its destination, and not before. > > **Light on his Feet (e):** > **Cooldown:** 16s > **Energy Cost:** 50 > **Cast Time:** Instant > Tendu gains a burst of speed, gaining 35/45/55/65/75% move speed for 1 second. If Tendu passes beneath the area of one of his air-born pieces of glass from Catch the Eye while this ability is active, he becomes invisible for 0.5 seconds. > > This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born bundle of needles with Quick Strike or each time Quick Strike kills an enemy. Casting this ability while After Image is active will extend the duration of After Image by 2 seconds. > >** After Image (r)** > **Cooldown:** 150/125/100s > **Cast Time:** 0.5 seconds. > Tendu moves so quickly that he creates a semi-real duplicate of himself for 8 seconds. This copy follows behind Tendu, copying Tendu’s actions with a slight delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does. > > The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does. The duration of this ability is extended by 2 seconds every time Tendu kills an enemy champion or casts 'Light on his Feet'. > > At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu) > > If an After Image would auto-attack a unit that has already died, they will instead attack the nearest living enemy within attack range. If no enemies are within attack range, the after-images will not attack. If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with appropriate damage reduction. > > Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward energy for Tendu.) **TLDR** New Passive! Attacks and Crits apply a stacking slow that eventually stuns the target and does crazy true-damage! Death of a Thousand Cuts! Quick Strike costs less energy, and is a little slower! Catch the Eye now nearsights enemies looking towards it, no longer blinds, and now has the projectile speed mentioned! Light on his Feet no longer moves faster towards blinded targets, no longer reduces damage from auto's, costs less, and now makes you invisible under your pieces of glass! After Image no longer costs energy, but now has a slight delay to its cast-time. Also, After Image has an 8 second duration at all ranks, but can be extended by casting Light on his Feet and killing enemy champions!
: Champion Idea: Tendu, The Hidden Light
[CCOS results are in!](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/1R0bK6dk-ccos-june-results-are-here) I... I came in first. I am absolutely tickled pink that Tendu here was so well received. Thanks to everyone who helped shape this idea into a great concept. I'll still be working on this champ to try and make him a more interesting a flushed out idea. Thank you everyone for your support and everything you've done to allow Tendu to be such a well-received champ idea!
: 💬 C&C Discord -- [Information & Verification]
Echoing (NA)
: [CCOS] June Results Are Here!
So does this mean I have to stop the self-deprecating humour? Because that's kinda my forte. On a more serious note: I am beyond flustered and honoured to actually be tied to first. (Also: dat bot-lane doe :D) Thanks so much for all the critiques! Hopefully I'll be able to take what was written here and help iron out Tendu to be an even better idea. On a side note: I am mortified that my critiques may have hindered Kumori and his overall score! I am so sorry! I was just trying to help :( I'm gonna go curl up into my ball of mixed happiness and sadness now. Cheers, and see you all next month! -Billcurme-
: [Champion Concept] Kumori, the Shadow of Ionia
I think all I can really say is "I'm Sorry." While I had intended to help you with my review, apparently some of the judges strongly disagree with the changes I suggested, and that costed you points for the contest. I greatly apologise for this. I had intended to help out, but apparently that was my mistake. I hope you can forgive me of my error, and I wish you nothing but the best for the future of Kumori. -Billcurme-
: Pretty well fleshed out but lacking reviews- let's see if I can fix that. Since you put the kit first- kit first it is! Disclaimer- I rarely play Energy champions so I'm not sure how effective this stuff is resource-wise. _____ Kit > Blinded by the Light (innate): >Whenever Tendu causes an enemy to gain the ‘blinded’ debuff, he becomes invisible to that enemy, only being revealed by enemy turrets. Tendu will remain >visible to all other enemies. > >In addition, whenever Tendu takes damage that brings him below 15% of his max health, he drops a bundle of alchemical flash powder that explodes after a >brief delay, blinding nearby enemies for 0.5(lvl 1)/0.75(lvl 9)/1(lvl18) second. This ability has a 180 second cooldown. (Range: 350 radius) > >The flash powder will not drop if Tendu is stunned or suppressed, but will still be dropped if he is rooted, knocked up, or otherwise disabled. Once dropped, >the powder will always detonate, even if Tendu becomes stunned or suppressed, or if Tendu is slain. How long does he remain invisible to the enemy? If it's only so long as they're blinded then this comes across as slightly redundant- they already can't see him. Imagine if Graves became invisible to people in his smokescreen- doesn't do much does it? If it lasts longer then it's no longer redundant and seems like a fairly cool innate (though the length of time should be elaborated on). Combined with the secondary part (why will stunning or suppressing stop it? That seems odd and specifically weakening him for little gain- it's not THAT strong) I'd say it's a fairly sweet take on the ninja fantasy. > Quick Strike (q): >Cooldown: 2s >Energy Cost: 70/60/50/40/30 >Range: 600 (width 75, speed 3500) >Cast Time: 0.15 seconds. >Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu >regains 35 energy. > >If this ability strikes a bundle of air-born needles from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the >needles, and restore 20 energy. While a cool angle (badum tsst) I don't think the bounce is a good idea. Remember how Alistar had to be changed because it's hard to balance around something that latency makes too much of an impact on in terms of who can do it? This sounds way worse in that regard and fairly limited in terms of angles. I think your interaction with the W is cool enough as-is. Slight note for your scaling- Total AD isn't Base AD- I don't know which you're using. >Catch the Eye (w): >Cooldown: 8s >Energy Cost: 50 (15 for additional casts) >Range: 500 >Cast Time: 0.25 seconds >Tendu tosses a bundle of needles into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed >until the needles lands. The needles deals 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies when it lands. (200 units) > >Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each bundle of >needles in the air. Tendu must throw each bundle of needles into the air within 1.5 seconds of the last bundle being thrown. This ability will go on cooldown >after the last bundle of needles is thrown, or after Tendu has gone 1.5 seconds without throwing a bundle of needles into the air. These additional casts only >cost 15 energy. > >If Tendu strikes the bundle of needles with a Quick Strike, the shot will ricochet off the needles at an angle, going farther, cause the needles to catch the light, >blinding enemies beneath it for 1 second, and causing the needles to land immediately. > >If Tendu would throw a bundle of needles into the air where a bundle already occupies, it will bounce off, going 500 units in a direction at an angle. I **like** this ability, I do. You have the potential for serious damage but a drawn-out time period to give the enemy time to react and an interaction with another skill. I have a slight dislike for the bounce mechanic though- Teemo gets away with it because Riot wanted to mess with his shrooms- it doesn't sound quite a viable with bags of needles. Now, stacking the bundles to increase the AoE and refresh the damage? That would be a neat trick if you ask me. Your call since I like it as is but I'm not found of Teemo's bouncing either. It's generally unsatisfying for him to use and I'm not sure it will be any more fun on Tendu. >Light on his Feet (e): >Cooldown: 16/14/12/10/8s >Energy Cost: 90/80/70/60/50 >Cast Time: Instant >Tendu passively gains 5% bonus movespeed when moving towards blinded enemies. This can stack up to 4 times. > >Tendu can activate this ability to gain a burst of speed, gaining 35/45/55/65/75% move speed for 1/1.125/1.25/1.375/1.5 seconds. During this time, Tendu >reduces all damage dealt to him by auto-attacks by 5/7.5/10/12.5/15%. > >This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born bundle of needles with Quick Strike or each time Quick Strike kills an >enemy. Again I find myself with few issues. You're gonna make me have a bad review because I frankly like where most of this stuff comes from and can't find many ways to improve them! In theory I just dislike the idea of an ADC having DR at all but you've very effectively limited Tendu to only being able to access it when playing well and properly utilizing all aspects of his kit. >After Image (r): >Cooldown: 150/125/100s >Energy Cost: 100 >Cast Time: Instant >Tendu moves so quickly that he creates a semi-real duplicate of himself for 8/10/12s. This copy follows behind Tendu, copying Tendu’s actions with a slight >delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does. > >The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it >disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does. > >At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short >delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its >abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu) > >If an After Image would auto-attack a unit that has already died, they will instead attack the nearest living enemy within attack range. If no enemies are within >attack range, the after-images will not attack. If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with >Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with >appropriate damage reduction. > >Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward >energy for Tendu.) As a player of the NES classic, "Demon Sword" I approve. As a League of Legends player I think I hate this ability. It sounds borderline impossible to use/implement. The latter isn't actually a big problem since these are concepts but the former is. How can it copy Tendu's basic attacks? The target will no longer be where they were when Tendu performed the attack. That's why you get movement speed I suppose but it still comes off as really weird. Although it kinda has to be harder because **The After Image applies the same on-hit effects as Tendu does**. That sounds like super-hardcore-problematic-abuse even worse than Lucian. Think of BotRK for a moment. Even if you're factoring in the decreased damage that's (Tendu)8% + (AI1)4% + (A2)2% + (A3)1% of their current health every AA salvo. 15% of their health for every AA salvo. And if you've played correctly they're blinded and you're invisible to them so they can't fight back unless they're near a tower. Even if they can see you and can hurt you- you've a burst of DR to help nullify them so your After Images can get additional salvo's in. Currently I'm trying to imagine a Guinsoo + Runaan + Full Afterimages Tendu and my mind _literally can't grasp it_- not sure if that means this is a resounding success on your part or a failure on mine. Guinsoo + any on-hit item sounds broken on Tendu though- you essentially get to... 4x abuse it? Twice for the Guunsoo and then almost twice again for the after-images? Even with the damage reduction per After-Image at max ranks you might well be unstoppable. What tank besides maybe Rammus could stand against you? What ADC could hope to outduel you? What assassin could hope to burst you? At lower levels this doesn't seem as bad but you might well have the most hyper-carry of all the hyper-carries here. And I frankly worry about the possibility of tank builds because unlike everyone else who's tried it- you actually gain power from building health since your after-images last longer. It sounds cool but also sounds hopelessly broken in a bad way. Unfortunately I don't know how to fix it while retaining the essence of the skill. In this regard I have failed _____ Lore And again I find myself unable to offer much in the way of assistance. The lore is brief but not too short. You get an idea of the character's past and what they're working towards in the future. References to the kit exist and are used fluently. There's a few spelling errors so running it through spell check won't hurt you. Slight nitpick though > Tendu watched as the bright light drew the butlers eye as he dashed past him through the open door, using one of his needles to shatter the airborn distraction before it gave away his position and presence. Thematically appropriate as this is- aren't you still revealing your position and presence? Most people are alarmed at small explosions of glass happening above their heads.
Hey'oh! Billcurme here! So glad you took a look at the idea! If you don't mind, I'd like to share my thoughts on the matter. **Blinded by the Light:** Alright, I think you are mistaking Blind and Nearsighted. Blind is the status aliment that Teemo's Blinding dart inflects upon the target: Causing the afflicted champion to 'miss' all auto-attacks, removing the damage from that source. Nearsighted (Graves Smoke Grenade, Nocturne Ult, ect) is the effect of lowering the afflicted champions sight-radius. Blinded by the Light simply means that while the target cannot hurt with auto-attacks, they also can't see Tendu, as he is invisible. As such, it was meant to last as long as the blind does. **Quick Strike (q):** Alright, I'll admit that the latency is something I hadn't taken into account. However, this was the crux of the champion idea. Tendu has an abysmal range for an ADC, being even lower than Vayne. As such, he needs something like the Quick Strike bounce to be able to fight back against enemy range. The basic idea is that a really good Tendu can send one Quick Strike bouncing off of 2-3 Catch the Eye's, poking from a rather surprising distance away. I'd love to keep this approach, and would be much obliged if you have any suggestions on how to make this less punishing for higher-latency players (though to be fair, we still have champs that are very hard to play with latency. {{champion:119}} ) Also, it's total AD **Catch The Eye (w):** Glad you like the idea. I'll admit, the bounce is kinda stupid. The main idea was to help set up those crazy ricochet shots with Quick Strike. Maybe instead have the range at which he can toss the bundle increase for each bundle in the air? As for stacking the bundles together... I'm afraid I kinda hate that idea. I honestly prefer this ability to have the choice between trying to damage beneath the bundle, and extending Quick Strike's range, with the really good Tendu players being able to do both at once. I do see the problem with the thing being him throwing up more needles: I might change that to being a piece of glass or something. **Light on his Feet (e):** Alright, that blurb made me chuckle. Don't worry: I think this is a great review. Now, as for the DR: I mostly meant to make Tendu more effective at trading with ADC's, as it only effects auto-attacks, and I felt it fit thematically (Going so fast that the attack only grazes him). That said, I do agree it could be dangerous. I just feel like this ability needs SOMETHING more than just going fast for a very short time. **After Image (r):** Okay, that was my bad. The idea is that if the enemy is out of range of you AI's auto, it will instead target the nearest enemy, or else not attack. Now, as for the On-hit-effect ability: I'll admit, that's the main reason for this ability. In general, Tendu doesn't do a lot of damage on his own. However, with the ult, he hits like a bloody truck if you build him right. However, I will acknowledge one thing: I didn't think of Guinsoo's. I might have to add a caveat that Guinsoo's only doubles the original Tendu's on-hits, as he's already rewarded so much for building on-hit. Now, I do want to point out that even if you build full-tank Tendu, his Ult can only ever last 8-12 seconds. However, I do acknowledge that building tank does help fight off the biggest draw-back of this ability: damage removing an After Image. With Light on his Feet, that does mean that Auto-Attack Champions would have a lot of trouble. However, mages and the like can still melt through his AI's, especially since his base stats are so squishy (he's basically a glorified caster minion.) Now, one thing I had wanted to avoid was having the After Images target-able as their own unit, as well as having them take damage when Tendu does. However, I'm willing to reinstate that if you think it will be enough of a deterrent from Tank-Tendu. In summary, this ability is basically meant to be a 150-187.5% damage increase with incredible wave-clear potential, and something to encourage building on-hit effects. I do see that it has some problems that needs to be ironed out, but I still think this ability can be salvaged. **Lore:** Glad you like the idea of the lore. As for your nit-pick, I think I'll re-write that to him using a needle to push the glass away so that it breaks against the ground or something. That way, it could be mistaken for someone dropping a cup or something. All in all, thank you very much for the review. You've given me a lot to chew on here, and I hope to use this to help solidify Tendu into a grand-old champ concept. Cheers, -Billcurme-
KIWl (NA)
: Hi there! Honestly I was really surprised when I got a full review of this champion concept. Thanks for taking the time to have a look over the concept, and I'll do my best to respond to each one individually. **Lore:** So I wont lie, I usually do really big lores for just about every champion concept. I love writing lores as they're one of my favourite pieces of a champion's kit. However, the last 5 or 6 times I've written a full lore about a champion concept the concept has just been ignored. It felt like time wasted and it made what I liked doing into more of a chore to me. So I pretty much made a deal with myself that I would do a full lore if the concept itself was generally approached by readers. I'd happily add some more lore though, so thanks for the advice! **Essence Eater:** Okay so there is nothing I can disagree with here if I'm honest haha. I do agree it is a strong ability with no counter-play as such other than requiring the enemy champions to burn a non-essential spell before engaging fully. Looking at it there are two ways I could go with this: * **Find** a static cooldown, such as 45 seconds, and keep the passive small. Instead of just eating a random spell within range, your passive would instead mark allies within **X** range. If a spell would hit them or yourself, you would eat it instead. So instead of relying on a spell to just enter range, you actually mark allies passively and wait for it to hit someone. This would require the reworking of **Voidmist** however as they are really similar. * **Change** the passive entirely. It is similar to **Voidmist** already, so perhaps move the passive from **Evocation Consumed** to the Innate. **Evocation Consumed:** The passive was quite strong, and at the time it was less about flowing and more about keeping the idea of her *consuming magic* as tightly knit as possible. As suggested, I could move this to the Innate or make it an ability of its own. The active, when I made it at the time, was a bit of a rough one to come up with. I was still struggling with the idea of *"Do I make this a mage or a support?"*, and because of that I kind of made the best of both. I think keep the first part of the active, where you interrupt someone and deal magic damage on the next auto attack, but change the next part of the active: **When you interrupt a channeling with this ability, you** ***(1. Take the magical energy and reduce all your active cooldowns by 2 seconds)*** **or** ***(2. Grant yourself three stacks of this ability's passive)***. Thoughts on that one? **Voidmist:** So I'm sorry for the typo there, but the scaling was 0.75% ability power. This meant that at 100 ability power you added .75 seconds, and even if you were to build full ap with an average of around (At a guess) 600 ability power, the increased timer would be 4.5 seconds. The scaling might be too much to balance though so I might remove it in favour of a static timer that scales with the ability's level. If I remove this champion's innate ability, I might keep Voidmist how it is - but if I keep the innate, I might change this to when an **ally** casts their next spell or something of the like. Will think about this one further. **Void Rift:** I won't lie to you, this one was put in as a placefiller. I could not think of something that followed on the theme of what I was looking for. That was my mistake, and I should have thought about it further. I might still keep the ability for when I create another concept, but for now I will probably scrap this ability. **Null Volatility:** I'm glad you liked the concept for this one! This was the big one I was revolving most of my kit around - this ability and the theme of a magic-eating void champion. I was trying to aim for something that was a silence without it being a silence, which sounds weird but a silence is really just a hard way to discourage spellcasting. This was a softer method meant for discouraging spellcasting, while still providing drawbacks for if you do. A *soft silence*, if you like. **Summary to your Summary:** Thanks again for the feedback! I do agree with a lot of your feedback, but overall there will need to be massive changes made - more than just little polishes. I might re-make the whole champion concept in a brand new post, just so I can lay out my ideas clean and fully. If you are still interested in the Void Support concept, then I'd be more than happy to keep you in the loop with how it's going. Thanks again!
Glad to see you liked the review! Too often have I left reviews and they were just completely ignored -_- **Lore:** I feel you there, on so many levels. I adore designing champions, and the lore is a big part of it. But I've also had a lot of my concepts just out-right ignored. Though, as a thought, you might try to enter them in the monthly CCOS (Champion Concept Open Stage), as that gives pretty good feedback, and wonderful exposure to your concept. I enter them nearly every month myself (though I almost never do well haha) As for the lore, I can't speak for the rest of the community, but I know I personally would love to read more lore on this champion! > **Kit:** > For your kit, I do have some hard suggestions, if you don't find it too presumptuous. I still say this has the making of a great champion, and you have all the components for a decent kit there. Here's what I see being a decent work around: > > **Arcane Nourishment (innate):** > Ar'kah slowly consumes nearby magic, using it as a source of nourishment and power for nearby allies. Whenever an allied champion or Ar'kah casts a spell, she gains a stack of 'Arcane Shard', stacking up to 6 times. Upon reaching 6 stacks, Ar'kah can click on a nearby allied champion, healing them for (5/level +5% ap) health over 3 seconds, healing every 0.5 seconds. This healing is a channel. Ar'kah cannot move while channelling this ability. If the target ally moves more than 250 units out or Ar'kah's range, the channel ends. (Range: 450) > > Alternatively, while at 6 stacks, Ar'kah can click on an enemy champion to send a wave of Arcane punishment towards the enemy, dealing (10/level +15% ap) magic damage to the target after 1 second. This effect can be used even while Ar'kah is channelling other abilities, though not while she is attacking or moving. > > **Essence Breaker (q):** > **Cooldown:** 7s > **Mana Cost:** 65 > Ar'kah empower's her next 2 auto-attacks within 5 seconds, causing them to deal an additional 20/30/40/50/60 (+10% ap) magic damage and interrupt channels. If the first auto-attack interrupts a channel, the second auto-attack instead deals 30/45/60/75/90 (+15% ap) magic damage, and causes Ar'kah to gain 2 stacks of 'Arcane Shard'. This ability does not go on cooldown until both attacks are used, or the 5 second window is up. > > **Voidmist(w):** > **Cooldown:** 26s > **Mana Cost:** 80 > **Range:** 550 (50 radius circle centred on target, +25 radius for each hostile magic-damage consumed) > Ar'kah summons a small area of deep purple mist around target allied champion or herself, lasting 2/2.5/3/3.5/4 seconds. Allies within the mist gain 15/20/25/30/35 (+2% Ar'kah's max ap) magic resist. If an allied champion takes magic damage while within the mist, the mist consumes the arcane residue, growing larger and lasting for an additional 1.5 seconds. This cannot occur more than 5 times per each instance of Void Mist. > > Once cast, the location of the mist does not move with the champion that it was initially cast upon. > > Once the mist expires, if Ar'kah was within the mist, Ar'kah gains a stack of 'Arcane Shard' for each time the mist was expanded. > > **E:** > Your on your own here. I could probably come up with a new idea, or rework your current passive into a viable active ability, but I'm not sure. Besides, this is YOUR idea. Don't want to steal too much of it from ya :P > > **Null Volatility (r):** > **Cooldown:** 120/105/90s > **Mana Cost:** 100 > **Range:** 400 radius circle centred on Ar'kah > Ar'kah channels for 5/6/7 seconds, creating a large area of Void Energy around her for the duration. Enemies within the area become near-sighted, and have their movement speed reduced by 15/20/25% (+1% per 50 ap). > > In addition, whenever an enemy champion casts a spell while within the Void Energy, the area around that champion erupts after a brief delay (0.25 seconds), dealing 100/175/250 (+50% ap) magic damage to all enemies hit (50 radius circle), and Ar'Kah gains a stack of 'Arcane Shard' This is just an idea for what you could do to the kit to make it more cohesive, have it play off of its own abilities, and make it a fun, nieche support. (Disclaimer! I am by no means an expert at designing champ ideas. I think this is a good start for a kit. Others may disagree.) **Summary of your summary of my summary:** All I can say is keep at it. I'm glad my comment was able to help you with your champion idea. And as for if I'm interested in seeing more from this champion idea in the future: I have designed like 6 Void Supports myself (none of which I've had the courage to post) so that is a most definite affirmative. Cheers, -Billcurme-
KIWl (NA)
: [Support Champion Concept] Ar'kah - The Unsatiable Voidborn
Hello! Billcurme here! Thought I'd pop in and give you my 2cents on this champion idea, seeing as a) you currently have no reviews, and b) this champion is pretty much designed for me (support main who loves Void Champions) I hope this review will help you solidfy this champion into a grand concept: if not, feel free to ignore everything I say! As their isn't much for the lore, I'll get that out of the way now. **Lore:** I can dig it. All Void champions have something that they hunger for endlessly (sans Rek'Sai, who just hunts you because you entered the wrong neighbourhood), and hungering for magic and essence is something we haven't encountered yet. It adds something new to the roster without going against the established lore. Also, the way you described it makes it sound like it could definitely be something a support champion does, so bonus points for that. Honestly, the best advice I can give here is to give the lore some love. Expand it. Make it bigger. Add some meat to it, with fun little details and the like. Right now what you have is a basic layout. I believe if you put some effort into it, it could turn out to be a fantastic lore for the League. Now, to move onto the abilities, and see how this champion plays in-game. **Kit:** **Essence Eater (innate):** > Every 75 (-3 per level) seconds, a hostile spell that comes within 200 (+10 per level) range of Ar'kaj is eaten by her, destroying the spell and any effects it holds. Ar'kah then uses that magical energy consumed to reduce any active cooldowns by 2 seconds. She takes 50% of the damage the spell would do but takes none of the crowd control effects associated with the spell. Um. Ummm. Ummmm. This... is really god-damn powerful. Every 75-24 seconds, you just EAT a spell, taking half the damage and nullifying its other abilities. That is insane. Not only is that powerful enough just their, but it also means that you can shield your carry _just by being near them in lane!_ And because it's a static cooldown, their is no real counter-play to it! It's just there, and will be there quite often. Also, you reduce your cooldowns, just because what you had before wasn't enough. This ability is insanely powerful. The only draw-back is its abysmal range, but honestly you won't often be that far from your allies anyway. Also, bear in mind, that this could potentially consume ults do to your wording. A Viktor ult does nothing but a single tick of damage to you and you alone. Ezreal ult is stopped dead in its tracks. Ziggs ult is stopped from hurting your entire team by your passive. Honestly, it's just way too overloaded. Now, to clarify: I don't hate the idea of eating spells. You just need to do it more _strategically_ than this. I'd move this to an ability (maybe your ult?) and have it be something you have to aim to consume the spell. Maybe like a brief delay into a dash, where you eat the first spell hit? You can still consume enemy ults, but it's not just an instant win. **Evocation Consumed (q):** Okay, I do like this ability, but it honestly feels like they should be two separate abilities. For the one thing, it fills two of the Void champions most common themes: Stacking something, and Augmenting an auto-attack. But lets look at the two effects one-at-a-time. The passive is a nice little heal for your allies that becomes more powerful the more spells cast nearby. It's kinda like a Maokai Passive meets Taric q meets Alistar Passive. I do think the range, and the fact that it heals all nearby allies is a little strong--not to mention the fact that it's hard to use effectively as it'll proc off of any spell you cast. Your active, on the other hand, is a wonderful anti-channeler auto-attack ability. Maybe a little too wonderful, though. The damage is pretty decent as it is, while adding on the intterupt and silence is just gravy. However, doubling the magic damage is pretty scary. While it's not super common, whenever you do manage to hit an enemy that is channelling something, it's gonna really mess up their day. (R.I.P Ezreal/Lux bot lane) Honeslty for this ability, I'd split up the two effects. The Heal is wonderful to have on a support, and the intterupt is great for the anti-mage support trope you seem to be going for. Right now, though, having both abilities tied to one ability slot seems a little too strong. In particular, that means you get both you heal, _and_ a decent damage ability for 1 level up. That really is a little too much. **Voidmist (w):** I like this ability. It's a unique idea with an interesting nieche to fill in. I worry that having the duration scale off of 75% of your ap is kinda ridiculous, and you should probably add a little note on how allies that attack while camo'd by this ability reveal themselves and can't camo again for a certain amount of time. Also, I've mentioned above that negating an enemies spell is a little too powerful. Maybe just have the mist increase magic resist based on rank in the ability and your ap? Other than that, though, the ability seems pretty solid. I like. **Void Rift (e):** Okay, this ability feels a little weird. This is the kinda ability I'd throw on a mid or top lane champion. On a support, however, it feels really strange. And a little too powerful. And by a little, I mean a lot. All three of the summons are pretty strong minions, and the fact that you can summon on a potential of under 10 seconds with max ranks and cdr, with no apparent limit to how many you can have out at once? That is just crazy strong. Honestly, I'd just scrap this ability. It doesn't fit your champion's playstyle or role, and all in all adds too much power and clunky-ness to your champion. I'd suggest either moving half of your Q over to this ability, or else giving your Support some form of CC to help lock-down your opponents. **Null Volatility (r):** Problem 1! This ability is too similar visually to your W! Riot loves their clarity of abilities and champions. This is one thing that should be cleared up ASAP. Now, for the rest of the ability: That's an interesting way to discourage spell casting. Actually having a mist damage and shrink with each enemy spell cast within is a really fun idea. The numbers would need to be crunched out, but honestly, I like it. I'm really glad this ability doesn't have hard CC or any silence involved: it doesn't need it. Just creating a zone where casting spells inside harms the caster (and potentially their allies) is enough of a deterrence. Really, all in all, I like this one. **In Summary:** The potential is their. An anti-mage Void Support isn't something we have in the league at-the-moment (or at least not in Meta. {{champion:38}} Stupid Support Kass grumble grumble) However, I think the champ could use a fair amount of polish. The Lore could use some expansion and love, and the kit needs a bit more clarity of purpose and for some of the unnecessary chaff to be cut. However, I think you've got a really nice start here. Keep poking at it, work through your ideas, and keep doing your best, and I promise you this will end up being a truly wonderful champ idea. Cheers, and I hope this review helped. If you have any questions for me, feel free to ask. -Billcurme-
: [Champion Concept] Kumori, the Shadow of Ionia
Hey oh! Billcurme here! I see that I'm not the only Ionian Ninja in this CCOS, so I thought I'd drop by and give you my 2 cents! Hope my words are able to help you out. If not, feel free to ignore them! :D I'll break this down so it's easy to digest. **Lore:** Okay, I'm gonna go right ahead and say that I do not know the lore for Ionia and the Kinkou order very well. I crammed my way through a lot of it so that I could write my own lore, but my knowledge is far from perfect. Also, while some are comparing this to Genji, I... have no idea who that is. I'm aware he's a cyborg-like guy from Overwatch, but that's about it. So I'll be judging the lore (and kit) on it's own merits, and not through comparison to characters I don't know. The lore seems interesting, but I'm afraid their are a few holes in it, from what I can tell from my own meagre knowledge. First of all, it is my understanding that the reason the Noxus invasion of Ionia was such a big deal was because Ionia wasn't attacked a lot. Noxus invaded because Ionia preferred the pursuit of art and pleasure over combat, so Noxus saw them as an easy target. After the initial paragraph, we get into territory I do not know very well. I'm just going to point out that in the current lore, Shen is part of the Kinkou Order: a Triumvirate where three warriors are tasked with keeping the balance in their own job and rights. Shen, as The Eye of Twighlight, has the sacred duty of Watching the Stars: exercising judgement untainted by prejudice, and keeping balance between all things. Shen even carries around two swords (one for killing spirits, one for humans, all Witcher Style) so that he can keep balance between mortals and spirits as well as good and evil, or law and chaos. Honestly, I don't mind Kumori being a student of Master Kusho, or even Shen himself: I just think you might want to screw his lore to fit better with our current understanding. (I want to stress again that I may be wrong about the lore! This is not my Forte!) One that might be an interesting angle to take could be that Kumori wishes to become the next Eye of Twighlight, but is being held back by his desire to become it, or his pride. I don't know for sure. It's your story man. Other than that, I don't see much else wrong with the lore. I am a little baffled that Kumori would go to Zaun to get his new arm and eye. Remember that Zaun mercenaries were hired by Noxus to unleash absolute horrors on Ionia. The Ionian's don't particularly care for Zaun. Next, as there are no stats written up, I'll move onto the kit! **Kit:** **Shadow of Ionia (innate):** I do like the idea of wall stealth. It is a neat and fun idea that could add spice to the league. My only concern is that I believe I saw a leak at one point that said the Evelynn rework was going to have a passive that was essentially this. As I cannot find that leak at the moment, I will dismiss this as me being paranoid, but it's just something to keep in mind. Still, all in all, I think this is a neat passive. I also like the ability for him to sneak past traps that are near him while he's wall-crawling. **Sword Play/Shurikan Throw (q):** Alright, I read in your comment to Echoing that you really like champions that can freely switch their attacks between ranged in melee. This is a tried-and-true technique that a few champs have, but I'll warn you to take a look at those champions: All three of them sacrifice their Ult in order to have this ability. Elise, Jayce, and Nidalee all have their ult replaced with their stance-switching ability. That is because the power to switch between ranged and melee attacks is actually pretty dangerous. It makes your champion less predictable, and gives him access to new abilities. The fact that your stance ability is not only a basic ability, but also adds on an activated ability makes this a pretty strong and terrifying power. I hate to repeat what Echoing said, as you have already responded to him with your rebuttal, but I _do_ think that this champ idea would benefit from a more definite direction. If you absolutely can't part with this identity though, I'd suggest either moving this ability to your ult slot, or toning it down a fair amount. **Black Egg (w):** Okay, I really like this ability. It fits with the his character, his play style, and is an allusion to actual ninjutsu and similar stealth techniques. Well done here, my friend. Wish I had thought of this one XD **Blades of Fury/Kunai Assault (e):** My biggest concern here is that these abilities are nearly identical, with Kunai assault having a longer range length-wise, where as Blades of Fury has a better width. As an added concern, I fear that these abilities hew a little too to Corki's Gatling Gun and Rumble's Flamespitter. Also, with how your portraying Kumori, I feel like wildly swinging his sword or throwing Kunai like a mad-man doesn't really add on to the graceful and precise Ninja. **Elite Swordmanship (r):** :D Okay, I really like this one. It is a little hard to prevent the damage if you're caught in the area, but it does have _some_ counter-play. My only real concern is that it's a guaranteed kill if you hit low-health squishes with it, as the damage from being interrupted still seems like it'd be pretty high. However, that is just nit-picking now. All in all, a really cool and thematic ability. I like it. **Summary of Thoughts:** Through out the entire champ idea, I can't help but find myself wishing for a little more clarity of direction. I really like the idea in general, and feel that it is a strong and interesting character. I just almost feel like you tossed a bunch of ideas into a hat, and instead of picking one or two, just put the hat on your head and ran with it. Still, I think you've got a great start. I'd suggest ironing out some of the kinks I highlighted above, and of course listening to your other reviewers: most know what their talking about. Also, I'm no master of numbers, but if you ever feel like churning out some numbers for damage, stats, and the like, I'd suggest looking at similar champions, and trying to work your own out from their. Best of luck with the CCOS! -Billcurme-
Echoing (NA)
: [CCOS] June CCOS Entry Time! Enter Here!
So, umm, take 2? [Tendu, The Hidden Light](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/9vlbZBZQ-champion-idea-tendu-the-hidden-light) I kinda cut it close, but I needed to figure out which concept I wanted to finish and enter the contest. Let me know if I'm too late. -Billcurme-
: Champion Idea: Tendu, The Hidden Light
P.S! I did some research on the Kinku order before I wrote his lore, but it's still a part of the league I'm less familiar with! If there is any discrepancies, please let me know!
Rioter Comments
Echoing (NA)
: > Concept Entries must be posted this month, or have been posted last month (as in this month; June 2017, and last month; May 2017), and never entered in a CCOS before. I thought I was going crazy for a moment there. Anyways, can't let Ivanna in, sorry.
I completely missed that, and apologise for the misunderstanding on my part.
: Champion Idea: Ivanna, The Insect Monarch
Hey all: I've decided to take a look at Ivanna's kit and switch it around again, adding a bit more versatility to her playstyle. Tell me what you think!
Echoing (NA)
: [CCOS] May Results are Here!
Well, about as well as I could expect, especially since I couldn't get my second review out. That said, I'm happy with the critiques I got, and am happy to say I've already drafted a new kit. I don't know if you hear this enough, or if me saying this will really have any effect at all: Thank You. Thank you everyone who helps out with the CCOS, who participates in the CCOS, or even just checks it out to see the concepts. Thank you Echoing for keeping this contest going and giving such amazing feedback to all those who participate. Thank you judges who take time out of your busy lives to help Echoing out in order to give the best feedback and reviews and the most fair scores for everyone who steps onto this stage. Thank you participants who share your concepts with the community and help make the League forums a genuinely enjoyable part of the internet. The CCOS means a lot to a lot of people. So truely, all of you: Thank you. And I look forward very much to the next CCOS: both for my participation, and to see all the amazing concepts that will be brought forth! Well, I've now met my quota for embarrassing myself in a public display for the year! Cheers all! -Billcurme-
: Champion Idea: Thell, The Uncrowned King
Hello all! I have decided to swap in a new kit for Thell, in response to the crtiques levied against me in the CCOS. My goal is to realign with my them of slow, calculated power while shaping up some of the inherint weaknesses by making his CC more reliable for single targets while gaining some gap-closing abilities for short bursts. **Holding Power (innate):** Can only hold onto basic abilities. **Crushing the Mountain (q):** Thell can now choose to launch himself forward with this ability, reducing the damage a great deal, but instead applying it in a larger area and applying a light knock up to all enemies in his path. Greater versatility while maintaining the option to unleash one of the highest damaging abilities in the game. **Bleeding the Land (w):** Thell now grabs onto the nearest enemy and slams them into the ground to root them, and knocks back other enemies around him. Designed to isolate one target enemy and leave them vulnerable to Thell's deadly follow up. Can still be powered up to create a zone of danger. **Weather the Storm (e):** Completely reworked! Now a medium speed charge in target direction which delays crowd control to the end of the charge and reducing all damage for the duration, with a greater reduction to all enemies he's facing. **Sundering the Heavens (r):** Scraped. While thematically accurate to the character, this ability had no place in his kit, instead being an overly complicated mess. A new ult has been drafted in its place. **Might of the King (r):** See below. Designed to give Thell a terrifying time of incredibly high mobility, tanky-ness, and damage. Overall, the new kit is proposed as a solution to Thell's innate problems (too much delay, not enough reward for building tanky, unreliable CC), while maintaining an obvious window of power, and a risk/reward system with his Q. The main post will be updated to reflect this new kit. Please tell me what you think! -Billcurme-
: I know when I entered I went out of my way to do the reviews for other concepts, but last time I'm fairly certain I didn't get any either. It's a gamble. Sometimes people will return the favor if you link it- sometimes they won't. A good review does take a substantial amount of time to write up- it's not exactly a 5 or even 10 minute thing.
That's fair. I know for a fact that my biggest trouble with getting reviews out is that they take me about an hour, and during that time (if I even have that time) I get to doubt myself so much that half the time I don't post haha. I apologise if this post sounded whiny or entitled. I had simply noticed a trend over the last couple of CCOS, and thought it would be beneficial to bring it to people's attention. If we simply can't get the reviews out, then we can't get them out.
Arakadia (NA)
: This ult does fit a lot more. His current ult scares me. My only problem with your proposed idea is that it offers some pretty beefy stats for the majority of its power budget.
That's a fair assessment. I had been fiddling with the idea of possibly having the bonus stats scale with Bonus Ad/Armor/MR. My only fear with that is Thell would fall into the category to 'Win More'. Maybe just lower the numbers? Any thoughts on the idea would be appreciated, and thanks for taking a look! -Billcurme-
: Champion Idea: Thell, The Uncrowned King
So... umm, I'm a little late on my CCOS review, but I thought I'd post it anyway. Call it self-gratification. [Here it is.](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/X8rO7oTt-champion-concept-scopeiros-the-being-from-beyond?comment=0001)
: Champion Concept: Scopeiros, the Being From Beyond.
Hello, fellow CCOS participator! Billcurme here! I know I'm a little late to the reviewing party for this CCOS, but I thought I'd give you a review anyway! I hope this will help express my opinions and thoughts on the concept, and will allow you to expand the champion into something truly spectacular! If it doesn't: Ignore my comment entirely! Lets break this down into easily digested chunks, shall we? **Lore:** I will start my little rant here by saying that I do enjoy this lore. I love the premise (I've used it so often myself), and enjoy your spin on it. I think honestly, the only thing this story needs is more love. You have the bare-bones of a lore concept, but you could flush it out into something extraordinary. Add detail, little blurbs, keep the story in a more cohesive form. If you don't mind, I've re-written your first paragraph into two separate blurbs to try and demonstrate to you what I mean. (I'll preface this by saying I am NOT an expert writer. I just dapple) > Since the dawn of existence as we know it, there has existed an entity beyond comprehension. An endless, swirling mass of continuous nothingness that devours all that approach it. This strange entity, known as the Edge of Existence, lies beyond time and space, beyond all life as we know it. Though many consider it nothing more than a natural phenomenon, many of Galaxy's more advanced lifeforms know that this boundary of the universe lives in its own way. It grows and learns, devouring all that comes to close to it's swirling dark mass. > > At one point many eons ago, the Edge of Existence feasted upon a meal unlike any other: an unfortunate Celestial who had wandered too close to its orbit. Unravelling the beings existence, the Edge of Existence gained knowledge of something it had never had before: life and sentience. Intrigued, not only by this new information, but by it's own awareness of this intrigue, the Edge of Existence shuddered with a tremendous surge of power. For the first time since the dawn of the universe, the Edge of Existence had a purpose: to create a Sentience of its own. This is just an example of what you can do with your lore to give it more flavor and impact. Stretch out your information, give us more details and little snippets here and there, and we will gobble it up like you wouldn't believe. Still, I stand by my previous statement that the lore is good. Now, you don't have stats, so I can't go over that. In which case, I'll move directly into your kit. **Kit:** **Tearing Field (innate):** I like it. This appears at first glance to be very similar to an idea that I had myself, only you are doing it RIGHT. This is just what a champion needs if he wants to interact with rips in space/time. The fact that enemies have no way of removing them should be fine, especially since you are hard-capped at five. Looks solid. **Ethereal Spear (q):** Alright, now your q. In a champion, the q is often one of the more signature features of their kit. It may not necessarily be the BIG selling point, but a solid q can make or break a champion (I have been reminded of that time and again myself.) Your q here is a standard damaging skill shot. It has a moderate cooldown and mana cost, deals lower damage with good scaling, and most importantly: it interacts with your passive. All in all, this is a solid q for a mid-lane mage. I don't know the range, so I can't give it a full critical analysis, but I'm imagining something like 600-725. Nice touch with the minion-piercing. **Rift Traveller (w):** Ooh boy. This one is pretty strong. It has a lower mana cost, but a really high cooldown, and is (from what I can tell) an instant movement ability. That is quite strong as it is, but adding in the fact that using it buffs up your next aa and gives you a whopping 90% cooldown refund is crazy. The fact that he is (from what I can tell) a midlane mage and thus won't be focusing on his auto's helps a little, but it's still very strong. Again, no range, so I can't imagine its real power, and it's limited to your existing portals, so your enemies will know where you're going, but still seems strong. Personally, I'd have the cooldown refund scale with rank (50/60/70/80/90?), and also make it so that your next auto-attack has a time limit (6 seconds?) so that if you are using the ability strictly defensively, you are slapped with a powerful cooldown. Gives your enemies more counter-play, and keeps the ability healthy. **Accretion Disk (e):** High mana cost, medium cooldown shield, which actively hurts nearby enemies. I really, really like this ability. It's probably my favourite part of this champion. Honestly, I think it's fine as is, though I have to ask: is the health scaling _current_ health or _max_ health. Might want to clear that up. Also: A+ for thematic :D **Endless Darkness (r):** Alright, this is a pretty common-place idea for an ability. The black hole phenomenon is a popular one for an ability. As it is, this one seems like a neat take on it. When Scopeiros starts this ability, a slowing zone erupts from him, expanding into a root, followed by a devastating explosion which hurts more based on how healthy your opponents are. My only worry is that it seems like you're asking people to take you out. Scopeiros is forced to stand there for 5 seconds, channelling this ability to try and get that big explosion. I made this mistake for a champion of my own design once. You aren't nearly as bad, as you have a shield in your kit, but you are forcing yourself to chain the two together in most scenarios, highly telegraphing your intents. That combined with how long it takes to get the damaging pay-off, it makes the ability very situational. All in all, I like the kit, but it could use a little more polish in certain places: namely the W and Ult. In summary, I really like this champion. The lore and kit seems fairly interesting, and blend together nicely. Keep giving him love, and he could shape out into a truly magnificent idea. Cheers, and best of luck in the CCOS! -Billcurme-
Echoing (NA)
: [CCOS] May CCOS Entry Time! Enter here!
Closing in on the end. Excitement is building! I was wondering though, if anyone else has noticed a distinct lack of reviews in the more recent CCOS's? It may just be me, but I've found in the past 3 CCOS's I have participated in, comments and reviews have been becoming distressingly scarce. I will admit that I have not done as much as I would have liked to fix this problem (Only got my out-reach bonus this time. Was incredibly busy and couldn't get another review out D: ), but I fear it may be a problem none-the-less. I just find this a little worrying. I have always been proud of the CCOS community for going out of their way to aid each other and concepts in general, and would hate to see that disappear. Once more, I admit that this might be an isolated incident for myself (maybe I don't listen to my reviews enough?), but just thought I'd try and bring the problem into the light if it is indeed a problem. Cheers, and good luck to everyone in the coming days of Judgement! (...for the CCOS), -Billcurme-
: Champion Idea: Thell, The Uncrowned King
I am of the belief that hindsight is not necessarily a blessing. As we close in on the end of this month's CCOS, I realise how jarring Thell's Ult is to his kit. It just doesn't mesh, doesn't really give him what he needs, and would be very hard to pull off. Is it cool thematically? Yes. But I can do better. I know this won't count for the actual contest (too little too late), but I thought I'd leave this here as an idea. > **Might of the King (r):** > **Cooldown:** 130/110/90s > **Mana Cost:** 100 > Thell taps into the deepest reserves of his power, erupting in dark magics. For the next 8/10/12 seconds, Thell gains 30/50/70 bonus ad, 20/30/40 armor and magic resist, and casts all of his basic spells as if they have been fully powered up by Hold Power. > > In addition, for the duration of this ability, Thell gains access to Temporal Jaunt, casting it up to 3 times. > > This ability cannot be held with Hold Power. > > **Temporal Jaunt (r):** > **Cooldown:** 2s (cannot be lowered) > **Mana Cost:** 20 > **Range:** 425 > Thell warps to target location after a brief delay. Casting this ability does not cancel the channelling of any of Thell’s other abilities. This just seems like a better ability for his overall kit, and gives him a terrifying potential for surprise attacks, while maintaining a solid out-play window.
: > [{quoted}](name=Billcurme,realm=NA,application-id=A8FQeEA8,discussion-id=tLkdW2bx,comment-id=0004,timestamp=2017-05-14T17:33:29.685+0000) > > Billcurme here! Oh, hey! Thanks for the review. I confess I had a pretty narrow pool of second opinions while this idea was in development, so that might explain why some of these initial concepts seem imbalanced. > **Lore:** I see what you mean and kinda had some of these champs in mind when I made his revised lore from the initial concept. I did kinda plan for the end product to be less aligned to any particular region of Valoran than some of those others, he'd basically be traveling all over Runeterra to try to learn the "truth" about mages while providing help and guidance to any others like him he may encounter on his travels. I confess there is still plenty of room for improvement though. > Appearance is pretty standard for your idea. I just worry about the weapon's similarities to Thresh. The fact that he fights with the actual Lantern part does help. I thought about that and had planned on referencing this fact with any Mikheil/Thresh interactions. That and I did plan on the lantern taking different forms with some of his skin ideas, like a Noxus-inspired skin having him just wielding a flaming flail and a "Guru" skin where it's an incense censer instead. > No attack speed or range listed Did I leave that out? Huh, my bad. I'll have to fix that soon. > Offence: > For AD, you have a middle start, as per the usual for many supports, with a lower-end growth. Nothing wrong here. Mana is higher end, but with lower-middle growth: that is a little worrying if you want to be spamming abilities, but that's balanced by a low-cost q. Your mana regen is a standard start for supports and mages, but it's growth is pretty low especially for supports. Mana items will be very important in his build, methinks. Finally, your move speed is perfectly fine: particularly if you have a lower-end range for a ranged champion, as the extra 5 will help you zone in your foes. I can buff his mana/regen growth a bit, if it's really that low. > Defence: I did intend for him to be a bit on the tanky side so engaging him would be more a war of attrition- he doesn't have a lot of burst damage, > **Abilities:** > > **Fan the Flames (innate):** I like Embers and wish I had thought of that first. As for the stats, I was debating whether the bonus radius should *extend* his range or just give a smaller radius that ignores terrain within the boundaries of his normal vision, and I guess going with the former was more overpowering than I thought it would be. Maybe the max version could extend your basic vision radius by a smaller amount, but I will keep the caveat that it doesn't reveal stealth or brush. > **Meteor Lantern (q):** Yes, the idea was more along the lines of preventing enemies from escaping so allies could kill them and/or knocking them into bonfires to damage them. > **Bonefire(w):** > I'd personally rework this. I have a suggestion, if it's not too presumptuous: I kinda see what you mean about the Bonfire, and I do like your rework suggestion a lot. Keeps the "heal over time" focus and differentiates him further from Bard. I think I just might steal that, thank you very much. > **Sirocco (e):** Nerfing the knockback on champs (and/or replacing it with just a slow) makes sense, and I actually had considered tying it in with the bonfires beforehand but ultimately didn't. Making the bonfires persistent like your suggestion would certainly help them synergize with his other abilities a lot better. > **Inferno Unleashed (r):** Yeah, I confess I may have gone a little overboard in the bonus features department. I blame most of its overloadedness on either trying to save concepts from earlier builds and/or trying too hard to make the ult itself do something in addition to providing the empowered abilities, kinda like Shyvana. I have a _few_ tweaks in mind that could help nerf this, not the least of which being reducing the maximum range of the vision radius for a more reasonable AOE damage. I had also considered the implications of only empowering as many ability casts as he had Ember stacks for, but I'm not entirely certain how necessary that limitation would be. I may need to reconsider the "empowered" version of the new Bonfire if I'm going with your version, though.
Glad to hear you liked so much from my review! For your Ult, I'd suggest trying not to do TOO much. Definitely have something for its activation. But try looking at Shyvanna: Her ult launches her forward a little bit, knocking enemies with her, and buffs her abilities. That's all. Incredibly useful, but not too overwhelming. I don't hate the inferno burning around him upon activation, especially since your reducing the radius of his passive. But try not to do too much more. As for new Bonfire bonus, maybe try speeding allies towards your fires, or having it plant a blue bonfire which heals more and adds more damage to your other abilities.
: [Champion Concept] Mikheil, the Lantern's Ambassador (WIP)
Billcurme here! Finally cleared up my schedule (who needs sleep? XD) so I thought I'd drop by and finally give you that review you requested oh-so long ago. I find this an interesting concept over-all, because I myself have been tackling this very concept of benevolent fire user in my spare time (mines more of a torch-bearing guiding light, but I digress) I'll try breaking this down in to easy-to-digest sections. Lets start, as you do, with the Lore: **Lore:** So, your lore is basically meant to show the life that led this older gentleman to the path he now treads. It showcases how the people reacted to his innate abilities, and how he himself reacted to the abilities that were forced upon him by life. It's not bad, though I will warn you now, it's a lot of what we've already seen before. A Demacian born with an abundance of magical power that he has to hide ({{champion:99}}), taken by Noxus with promises of control and freedom ({{champion:163}}), leaves Noxus in horror of what they've done ({{champion:92}}), wanders the frozen north until taken in by kind tribe, then travels to Ionia for training with the monks, ({{champion:77}}). Now, this isn't a bad thing necessarily. I would just advise you to do what you can to differentiate Mikheil from these other champions. The joining of these lore is already a good first step. Appearance is pretty standard for your idea. I just worry about the weapon's similarities to Thresh. The fact that he fights with the actual Lantern part does help. Next, his Stats: No attack speed or range listed, so no comments on those. As you mentioned a change in animation between close and mid range attacks, i'll assume this guy is at least a ranged champion (between 300 and 650, most likely mid-range) Offence: For AD, you have a middle start, as per the usual for many supports, with a lower-end growth. Nothing wrong here. Mana is higher end, but with lower-middle growth: that is a little worrying if you want to be spamming abilities, but that's balanced by a low-cost q. Your mana regen is a standard start for supports and mages, but it's growth is pretty low especially for supports. Mana items will be very important in his build, methinks. Finally, your move speed is perfectly fine: particularly if you have a lower-end range for a ranged champion, as the extra 5 will help you zone in your foes. Defence: Pretty strong health for a mage-support. Not bad per-se, but i'd keep an eye on that. You're pretty beefy. Health regen is strictly middle-ground form what I can tell. You have a lot of armor to start with. Like, a _lot_, especially for a ranged champion. Your growth is middle/low ground, though, so later it won't be quite so powerful. Now, your MR. Your MR is that of a melee champion. Now I am very confused: is he ranged or Melee? I would clear this up pronto, and it should go without saying that if he is ranged, your MR is scary-powerful. All in all, pretty good for the stats. He doesn't hit hard, but he's actually decently tanky. His mana is a little low for someone who wants to cast, but if he's played as a support, that would be fine. In fact, this is very much a good stat-set for a supportive champion. My only question that remains is his range and his attack speed. As his attack speed helps him stack up his passive, it's pretty important to know. **Abilities:** At last, the meat of the champ idea! Let's dive right in. As your ult Empower's your standard abilities, I'll go over the empowered forms when I look at your ult. **Fan the Flames (innate):** As you already mentioned the coorelation between your stacks and rumbles resource, I'd honestly rename it, just to clear up confusion. How about 'Embers'? Now, I am a fan of the idea of granting extended vision. But good lord, that's a lot of vision. At max stacks, that is a bonus 1200 vision radius, literally doubling your slandered sight radius, and letting you see over walls. On top of that, it's pretty easy to maintain, with auto-attacks and abilities keeping up your stacks. This can potentially be very oppressive. As long as Mikheil keeps up his stacks, he is very hard to gank without vision-cancelling abilities. Vision is an incredibly powerful, game-changing ability, and to have one this strong is really scary. For reference, Quinn's Heightened Senses reveals a stationary 2100 area around her for 2 seconds, and has a base cooldown of 30 seconds at rank 5 (usually level 13). Mikheil reveals the area around him at all times, going between an additional 1300-1600 units at level 1, 1350-1950 units (i'd assume level 9), and finally ending at the aforementioned 1400-2400 units (again assuming, level 18). Add on the fact that this has no stated cooldown, this is very oppressive: you'd barely need wards around your lane, allowing you to ward other areas, granting your team more vision control. I'd tone down your extended radius: It's part of his identity, but bring it down a bit. We want the enemy to have _some_ counter-play! **Meteor Lantern (q):** A line-cast skill-shot that damages all enemies hit, the pulls back, knocking enemies towards you, that can be cast early to catch opponents off-guard. Not bad, not bad. Damage is quite low, so you won't be using this ability for its damage, but the slow is quite nice. My only question is why do you want enemies near you? You have decent range. I can understand maybe trying to pull enemies towards your allies or powered bonefires, but otherwise, not seeing much reason to want to oull people to you. Very nice for a support. **Bonefire(w):** That... well, that does a lot. I'd clarify between whether this is a one-time activated trap, or something that stays there for 30-60 seconds, affecting all who touch it. From your wording, I see it as the latter, but i'll review it as both. If it's the one-time thing, it's a little weak in the numbers department, but the effects are strong. I honestly thing Bard does it better with his shrines, but it's still something. If it stays, I'm going to say I think it's too strong. A heal-bot that lasts 30-60 seconds, getting stronger for the first 10, and also hurts enemies that step on it? I mean, it fits thematically, but good lord its powerful. It also reduces CC, cleanses most debuffs, applies Greivous wounds to enemies, _and_ true sights them at max stacks? And you can have 3! Admittedly, the heal and damage aren't that strong. But the fact that you can keep using it for 30-60 seconds is insane. Also, your enemies have no way of stopping it. I'd personally rework this. I have a suggestion, if it's not too presumptuous: > **Bonfire (w)** > **Cooldown:** 24/23/22/21/20s > **Mana Cost:** 100/110/120/130/140 > **Range:** 250 > > Casting this ability consumes 1 stack from Mikheil's passive. > > Mikheil creates a bonefire at target location with 2 hp for 4/4.5/5/5.5/6 seconds, revealing the nearby area. Allied champions near the fire are warmed through, healing 10/15/20/25/30 (+20% ap) every 0.5 seconds. After the bonefire goes out, the reamins stay behind for 30 seconds. Casting this ability on the remains of the bonefire reduces the mana cost by half. > > Enemy champions can attack the bonefire, destroying it after two hits. Enemy turrets will attack the bonefire, destroying it in one hit. > > If Mikheil launches his lantern through an active bonfire, the lantern will burn brighter, dealing an additional 20/30/40/50/60 (+20% ap) magic damage to enemies hit, and applying grievous wounds. **Sirocco (e):** > Sirocco: A Mediterranean wind that comes from the Sahara and can reach hurricane speeds in North Africa and Southern Europe especially during the summer season. > > -Except from Wikipedia 10 points for the name and thematic, though it might be a little strange in the world of Runeterra (I still like it.) As for the ability: A cone of fire that does middle-ground damage, stuns enemies, and knocks them back, up to 675 units. That is very strong. I'd reduce that a fair amount. The combo of stun, good damage, and a long-range knock back would be too oppressive. I like the idea of a blazing wind. Perhaps changing it to slow enemy champions, and knocking back enemy minions. And if it passes through a bonefire, it catches fire, dealing more damage and stunning enemies. That makes it have more counter-play, and has Mikheil suddenly become a more mechanically interesting champion. **Inferno Unleashed (r):** ... Holy Shit. That is... that is insane. After a brief channel, you unleash a torrent of hell fire, dealing decent damage in a radius equal to your passive's bonus?! That is a potential 2400 radius! That's wider than a lane twice-over! Than you deal more damage for the remainder of the duration for half of the bonus radius (Still wider than a lane), grant your allies bonus penetration, _and_ empower your basic abilities?! Speaking of which: Your Q becomes a targeted knock up or knock towards, your W places maxed bonfires and burns bushes, and your E deals additional % current health damage and burns bushes. Those... are actually quite reasonable. Carry on. But still, this ability is very overloaded. I'd seriously look into reworking this ability. It's way too powerful. _Final Thoughts:_ ...I like it. Overall, it's a very good idea. He seems a little over-loaded in a few categories, but this is the start of very good champ idea. The thematic is solid, and the kit--while needing some polish--is very promising. Keep at it, and if you have any questions, don't be afraid to pop me a message: i swear I won't take as long to respond next time! Cheers, and I look forward to seeing your progression as a champ designer, -Billcurme-
Echoing (NA)
: [CCOS] April results are here!
Hello again. I hate to impose, but I have reworked Seira's abilities in response to your critiques. If you, or anyone else, feels so inclined, I would be grateful if you stopped by and gave your opinions on the new kit to see if it better suits the needs of the champion while keeping true to her thematic. A link to the comment in question can be found [here.](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/prp6cTFb-champion-idea-seira-the-spectral-stalker?comment=0004) Cheers, and I hope to hear from you soon if it pleases you, -Billcurme-
: Champion Idea: Seira, The Spectral Stalker
Taking the ideas and critiques that Echoing lobbied in the CCOS review, I have modified the kit for Seira, trying to maintain her idendity while solidifying her usefulness and neiche. Please leave your thoughts and comments, and if this is popular enough, I'll edit it into the main post. > **Abilities:** > **Quiver of Souls (innate):** > Seira forges the souls of the fallen, twisting them into arrows to aid in her hunt. Every 15/14/13/12/11/10 seconds, Seira creates a Spectral Arrow, adding it to her quiver. This arrow causes her next auto-attack to deal additional damage. Seira can carry up to 12/24 arrows at a time. If Seira kills a unit with an auto-attack, she instantly creates a Spectral Arrow for her quiver. This additional arrow does not interfere with the passively generated arrows. > > The number of arrows in Siera’s quiver are shown under her resource bar. The arrows will change colour and design to show what type of arrow will be fired when. Seira’s quiver can hold any combination of Spectral Arrows, Acid Arrows, and Shining Arrows. If an arrow would be changed by one of Siera’s abilities, the next Spectral Arrow in her quiver will be changed. > > Spectral Arrows (Clear): Seira uses the raw power of the soul to strike her enemies, causing the arrow to deal 105/110/115/120/125/130% ad physical damage. Critical Strike’s with Spectral Arrows deal 2.15x damage to the enemies (instead of 2x). (This critical damage can be further increased) > > Acid Arrow (Green): Taw brings out the darkest part of the soul, causing this arrow to deal 65/70/75/80/85/90% ad physical damage, but eat away at enemy defences, reducing their armor rating by 2.5%/5%/7.5%/10%/12.5%/15% for 1.5 seconds. Additional applications of this will not stack, but refresh the duration. Critical strikes with Acid Arrows do not deal additional damage, but double the duration and effect on enemies. > > Shining Arrow (Yellow): Yuni brings out the beauty of the soul, causing this arrow to shine with unmatched brilliance. This arrow cannot critically strike, but the light dazzles the target, near-sighting them and slowing them by 10% for 2 seconds. Additional applications of the slow can stack up to 3 times. > > These arrows level up every time Seira puts a rank in Magic Quiver > > If an item or ability would cause Seira’s shots to be replicated (such as with Ruunan’s Hurricane), Seira only applies the bonus of her Arrows to the initial shot. > > Seira may click the icon for this ability to toggle it off, causing her arrows to not be expended on auto-attacks. The short cut for this is Alt-S. On spawn pad, you can click-and-drag arrows around in your quiver to re-arrange them. > > **Bone-Shatter (q):** > Cooldown: 16/15/14/13/12s > Mana Cost: 50/60/70/80/90 > Range: 550 > Seira calls upon Taw to shatter the bones of her enemies. Seira marks target enemy, causing them to take 90/120/150/180/210 (+35%ad) (+100%ap) magic damage after 1.5 seconds, and slowing them for 30/35/40/45/50% (+1% per 25ap) for 2 seconds. > > If the marked enemy was hit by a Shining Arrow while the mark is festering, the mark will instantly detonate, dealing an extra 50/65/80/95/110 (+50% ap) magic damage to the target and letting out a brilliant burst of light, stunning enemy champions and frightening enemy minions near the target for 0.75 seconds. (AOE radius 175 centred on targeted enemy) > > Seira’s next 1/1/2/2/3 plain Spectral Arrows in her quiver become Acid Arrows. > > **Magic Quiver (w):** > Cooldown: 18s > Mana Cost: 25 > Seira’s power over the souls of others strengthens, increasing the power of her Spectral Arrows, Acid Arrows, and Seeking Arrows. > > Seira may activate this ability to turn all of her Acid and Shining Arrows into Spectral Arrows. > > At rank 5, this ability grants Seira a second quiver, doubling the amount of special arrows she can carry. > > **Hunting Shadows(e):** > Cooldown: 30/28/26/24/22s > Mana Cost: 80 > Seira passively increases her sight radius while standing in a bush by 50/100/150/200/250, and increasing her basic attack range by 50. Taking damage will disable this passive for 6 seconds. > > Seira calls upon Yuni to help her find hidden foes. Seira’s senses sharpen for 4 seconds, doubling her current sight radius, and allowing her to see enemy champions through walls and in bushes, and revealing camouflaged enemies. Seira’s next non-shinning arrow within 8 seconds will always critically strike. Moving outside of a bush, attacking or taking damage will end this effect instantly, though the free critical strike will remain. > > Seira’s next 1/1/2/2/3 plain Spectral Arrows will become Shining Arrows. > > **Explosive Arrow (r):** > Cooldown: 120/100/80s > Mana Cost: 100 > Range: 2000 (350 radius) > This ability requires are least one Spectral Arrow in Seira’s Quiver, which is consumed on use. Seira calls upon both Taw and Yuni to empower her arrow with volatile, conflicting magics, before binding the magics and firing it in target direction after 1 second. The arrow passes through all enemies in its path, dealing 50/100/150 (+50% ad) physical damage to all enemies it hits. > > Seira may activate this ability again to release her binding on the arrow, letting the magics run rampant. After 0.5 seconds, the arrow explodes with tremendous force, dealing 200/300/400 (+80% ad) (+125% ap) mixed damage to all nearby enemies and knocking back all enemies directly next to the arrow (100 unit radius.) > > If this ability strikes terrain or is blocked by an ability (such as Windwall and Unbreakable) it instantly detonates, dealing damage in a 180 degree cone away from what caused it to detonate. If player made terrain was used to block this ability, a hole is punched through that terrain, allowing all units to pass through. As no comment was given on the ult, I've left it as is. As for the other abilities,: Passive: I've aimed to make the passive more useful, particularly while building crit items. The Arrows build more quickly at higher levels, Spectral Arrows crit for more damage, Acid Arrows shred much more armor and can crit for double effectiveness, and Seeking Arrows have been replaced by Shining Arrows! These beauties give Seira more duelling power, nearsighting her poor foes and making it harder for them to get away from her onslaught! Q: Shatter Soul has been reworked into Bone-Shatter. Instead of a farming tool, this beauty slows down enemies and actually can deal respectable damage. Also, has a powerful interaction with her new Shining Arrows, dealing a brief disruption to all nearby enemies. W: Magic Quiver will now DOUBLE her available arrows at Max Ranks! E: Hunting Shadows has been changed around, giving her sight bonus whenever she is in a bush, and even allows her to out-range most other carries in the game. (Cait and higher-level Trist will still beat her.) Activating this will increase her range even further, let her see around walls, and grant her a guaranteed crit with her next non-Shining Arrow.
Saevum (NA)
: You could also add a recommended item list. Also try to mention counterplay/Window of weakness of your champ. If he has a skill-combo, mention it too. Synergy with other champs. Riot likes dat.
Umm, to be honest, as I have not played the champion, I'm not sure what I would suggest for these categories. The best I can do is guess. For recommended items, I'd just say tank items, with a couple of damage items (maybe Black Cleaver and Sterak's Gage) For Counterplay/Weaknesses: He's slow and leaves gaps in his casting line-up. Try and exploit them, and don't fall for his mind-games, or you'll run into a punch-to-the-face. He also doesn't deal well with ranged champions unless he's been charging up his E. Skill Combo's, maybe some sort of chain with his W to knock up opponents for a moment to make it more likely to land an empowered Q? Maybe his E as he closes the gap to throw out a W followed by an Ult? Synergy with other champions I couldn't say. Maybe champs that help him close the gaps, like Ivern and Bard? Or champs with CC that allow him to launch his slow attacks? Honestly, without being able to play the champion, I'm not sure what would work and what wouldn't. I personally _envision_ him as a slow, tanky powerhouse top lane, but for all I know he could be a deadly jungler or a wild-card support. Thanks for taking a look, Cheers, -Billcurme-
: Holy shit. Rito should hire you.
How did you know of my secret fantasy? XD However, that's very kind of you to say. Thanks for taking a look.
: kinda confused on the wording. while holding a spell is he still allowed to cast other spells? (really unique mechanic btw) Q: really like the charge up bonus. Nice damage there but not sure on applying on hit effects(especially lifesteal in an aoe.) W: probably my favorite part just for how gnarly punching the ground till it bleeds is.( is it more like illaoi ult or a point and click hop ?) E:looks really weak with channeling for one second and only getting one second out of it. R:Yep just screams powerful. Are the effects for charging this cumulative?
Hello! Thanks for taking a peak! Here's some clarification for you: Holding Power (innate): Yes, Thell can cast while holding a spell. Holding a spell doesn't mean that has to be the next spell cast. Just means you are actively powering up that spell. A scary combo can be a quick W to knock up nearby enemies and launch an empowered Q to hit them while it's harder for them to get away. Crushing the Mountain (q): I can understand the hesitation. I'm more than willing to scrap that if it feels to strong. He's supposed to be _powerful_, not umbeatable. Bleeding the Land (w): Yeah, it's more like an Illaoi Ult. Just up and down where he's standing. Weather the Storm (e): My main idea for slapping the channelling on it was to make it less oppressive. Damage reduction can be very powerful: especially on someone with the sheer damage potential that Thell has. That said, I see the point of perhaps the channel being too long. I think i'll knock it down to 0.5--still a delay, but not quite as punishing. Sundering the Heavens (r): Yeah, the abilities are cumulative. The more stacks, the more scary the area under the split sky. Glad you liked the idea! Thanks for taking a look! Cheers, -Billcurme-
Echoing (NA)
: [CCOS] May CCOS Entry Time! Enter here!
Once more into the fray, as they say. Here's [Thell, The Uncrowned King](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/MnRARcNn-champion-idea-thell-the-uncrowned-king) (Title up for debate.)
Rioter Comments
Echoing (NA)
: [CCOS] April results are here!
Wait, so my best score was my lore? Well, that's a first. Nice to see the results up. Sorry to hear your other judge bailed/got busy/exploded. As for my two-cents, I'd just say take your time and do things at your own pace. Yeah, it's a little frustrating to see a schedule and not have it adhered to, but that's life. Just keep us in the loop, and most of us will be quite pleased! I'll see if I can sharpen up another champion for this month's CCOS. Until then, congratulations to the top 6, well done everyone, and I look forward to seeing your future projects! Cheers, -Billcurme- P.S. I laughed so hard when I saw your words on my GNB. Thank you for that little bit of levity.
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Billcurme

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