Elyn, the Blade Princess: Round Two

Fear Not·3/16/2014, 8:44:49 PM·3 votes·2,513 views

A while back, there were a few concept arts floating around that were the product of a design exercise in a school someplace. You might remember it, or maybe not. Here's one of the super-memorable ones, and that's the one I want to talk about. That's Elyn, the titular Blade Princess.

I'm not much of a lore person; I don't know what she's princess of, or whatnot. But I know that she has a lot of weapons and I like what that could mean from a gameplay standpoint.

So I'm looking at ideas for her, as a champion, that would add a fun, unique, useful, and balanced character to the League.

The most immediately-obvious characteristic of Elyn is that she's got 3 weapons. There are a couple of different ways that that could be expressed, traditionally: there's the Vayne approach, where the character wields one of their weapons to signify that they're using a powerful attack (Condemn) or steroid (Final Hour); there's Jinx's two approaches, where she pulls her pistol to Zap!, but has full control over whether she's using Fishbones or Pow Pow, otherwise; and there's the Jayce paradigm, whereby he changes the entirety of his kit by changing his weapon.

I think you'll agree with me when I say that Jayce has the most ability depth resulting from his weapon swap, and I think that that style should seek to be emulated. The downside to Jayce is that he doesn't have a real, compelling ultimate, but I think that we can remedy that.

Before we can really talk about what Elyn's abilities should do, we should establish what each weapon, overall, should do. Overall, we know that Elyn is to be, primarily, a melee fighter, but there should be some distinction between "Chainsword Elyn" and "Dagger Elyn". Fortunately, the weapons themselves all have strong thematic ties:

  • Daggers are typically associated with assassins: they are mobile, hit fast, and strike targets where they are weak.
  • Elyn's Chainsword is interesting, but I'd imagine that, being a large weapon, it hits hard and slow, taking out big chunks of health with each swing and knocking enemies around. The chained blade makes me think that it should shred health or armor.
  • The gunblade, next to her other weapons, seems safe and poke-oriented. This makes her set very well-rounded, I think.

With each of those paradigms, we can look at what Elyn's abilities should do in each form.

Q should be a weapon-based offensive attack, but it should feel similar in usage, regardless of which weapon is equipped; this adds a consistency to her kit and combats information overload. I think that, for Elyn, the ideal way to keep that familiarity is to make Q available only within a short window of hitting with a basic attack; this way, she can have three different Qs, but her summoner shouldn't feel at a complete loss when picking it up for the first time. Auto -> Q is easy and memorable.

As to what the abilities should be, I think they should vary heavily based on what weapon she's using:

  • With her Gunblade, Q should fire a shot at and through her target, as a linear targeted ability (like Piercing Light). As it's only usable after basic attacks, this means that Elyn's poke in lane is limited by her either lining up shots through minions, or gated on her ranged attacks (but more on that, later).
  • With her Chainsword, Q should suppress Elyn and her target while she grinds the weapon down into them, shredding armor and causing a bleed effect. Think of it as sort of a melee-range, physical version of Malzahar's ultimate. I feel that this ability is balanced as a non-ultimate due to the nature of channeling while in melee range: it's not easy. After the attack, the blades should continue to spin for a while, letting Elyn keep the bleed and shred.
  • And with her Daggers, I think a quick bonus autoattack would be reasonable, perhaps with marginally reduced damage. This makes the daggers deal the most damage when built as an ADC, becoming the lategame carry weapon choice.

W, I think, should actually toggle weapons. Additionally, I think W should manage Elyn's weapon-based passives, like Jinx's Q manages hers:

  • Gunblade: every few seconds, Elyn gains the ability to attack a foe at range. Attacking in melee reduces the cooldown on the ranged attack, but will not consume it. This ranged attack synergizes with Elyn's Q to become her primary poke in lane.
  • Chainsword: Elyn gains bonus AD and her attacks splash, but she has reduced attack speed.
  • Daggers: Elyn gains bonus attack speed, critical chance, and critical damage.

Each passive emphasizes her respective weapon's niche.

This ability should have a short cooldown that procs when Elyn hits a target or uses another ability, to prevent her from swapping weapons while actively attacking; perhaps that cooldown can decrease with ranks (1/0.8/0.6/0.4/0.2 seconds)? Other than that, though, I don't think it should have any associated costs.

That leaves E for a utility-based ability and, again, it should vary based on Elyn's weapon:

  • Gunblade: Elyn shoots a target, slowing it. This matches her poke-based gunblade playstyle while also giving her the chase potential that she needs for her more-offensive weapons.
  • Chainsword: Elyn knocks away foes in front of her; they are stunned if they hit terrain. A move that feels like raw power for a weapon that looks like it.
  • Daggers: Elyn dashes toward the cursor, gaining a burst of movement and attack speed. Whenever she's the target of an attack, nearby enemies take some damage.

Because Q is so consistent in usage (auto -> Q), I think that having 3 different abilities for E is manageable; after all, this is what most champions manage at any given point.

I thought for a while about what to do with R, but I think that the most bad-ass option is twofold: firstly, leveling R gives Elyn the ability to upgrade one of her weapons, similar to Kha'Zix. Unlike Kha, upgrading one of Elyn's weapons empowers both her Q and E, but only while the weapon in question is being used.

For upgraded Q:

  • Gunblade: Q refreshes Elyn's ranged attack.
  • Chainsword: Each tick deals %current health damage; Elyn can reactivate after full (uninterrupted) channel to execute her target.
  • Daggers: Elyn can stab more times; each stab deals %missing health damage.

And for upgraded E:

  • Gunblade: if Elyn shoots a target facing away from her, they are stunned instead of slowed. If she shoots a target facing toward her, they are silenced and slowed.
  • Chainsword: after striking a foe, Elyn can reactivate the ability to jump to them, dealing physical damage.
  • Daggers: Elyn blocks incoming attacks while the effect persists. Basic attacks reduce its cooldown.

For the second part of the ability, R should have an active component. I'm not sure exactly what it ought to be, but my personal favorite idea is allowing Elyn to wield a combination of weapons, either permanently (R swaps secondary weapon), as a toggle that drains mana, or in some other fashion. As a "master of multiple weapons", I think "using them simultaneously" would be a very fitting ultimate ability.

Early game, Elyn should seek to play safe in the top lane with her Gunblade (her starting weapon), poking with its passive and/or Q. After acquiring all of her abilities, she can continue to farm and harass with her gunblade, using her chainsword to punish trades with Q -> E (suppress -> knockback), or she can go for an all-in by dashing in with daggers and going for a wallbang with the chainsword or immediately going for the suppress, then switching to her gunblade to try to kill the retreating foe.

Her role in teamfights will depend largely on her chosen upgrades. With the upgraded gunblade, Elyn can use poke damage and utility to assist her team while she's not strong enough to be in the thick of things; with an upgraded greatsowrd, she can act as a huge deterrent to enemy tanks and fighters with her health/armor shred, peel, and execute potential, and if she gets onto an out-of-position soft enemy, she can destroy them. With upgraded daggers, Elyn can perform like other AD carry/assassins (Riven, Yasuo), steadily chunking away at targets near her and looking to dive into the fray to pick off out-of-position targets.

In conclusion: the end.

Questions:

  • How do you think her ult would work?
  • Do you think she's too complicated?
  • Alternatively, do you think she doesn't have enough depth?
  • What would you think fitting, from a lore standpoint? I think she's got Piltover written all over her.
  • Would you want to play her? Would you want to play against her?

19 Comments

The Neverworld3/16/2014, 9:07:28 PM1 votes

Too complicated. You don't have to take all of her weapons for skill use.

Take Malzahar for example: He has a dagger, but never uses it.

She can passively use them, that means for example: Q - Her next basic attack will use two daggers, instantly cutting the vital points, slowing them and marking them for the next basic attack which deals bonus damage based on missing health.

On the other hand, there was once a concept of mine, which had no attention and noone else cared about me/the concept.

However.. There are two stances, lets call them Gunsword and Chainsawsword.
If you're in Chainsawsword-Mode, your Q executes a ability based on the Chainsawsword.
If you're in Gunsword-Mode, your E executes a ability based on the Gunsword-Mode.

If you're in Chainsawsword-Mode and use E, you execute a ability based on the Gunsword-Mode and switch to the Gunsword-Mode.
If you're in Gunsword-Mode and use Q, you execute a ability based on the Chainsawsword-Mode and switch to the Chainsawsword-Mode.

Now the trick is, your W changes each time you change the mode.
In my concept, the W was on one side a ability to throw a scythe that rotates and comes back, which can be upon recast used to teleport to the current scythe position. The other W ability was, to create a small AoE that absorbs any incoming skillshot/projectile and deals afterwards a percentage of the absorbed damage to enemy surroundings.

I hope I could help with it. I've probably made it too complicated.

Rhyto3/16/2014, 11:50:43 PM1 votes

With all the various combinations I suggest making her various weapons, Items you purchase while at the store the same thing like item 3171 In which they are certainly at 0 GP in the beginning to choose your first weapon and your able to pick up your next weapons at certain levels (Let's say levels for ultimates) But of course you can be limited to two of the three weapons, because making a three weapons switch is most definitely confusing in which makes her kit very difficult to utilize. That's my opinion anyway.

P.S. I love the character design you made for her, really makes her shine from the other champion concepts. Good Luck I'd like to see her on the rift.

KikuyuMan3/17/2014, 12:06:06 AM1 votes

Not complicated at all!! So your point for the viability of the champion is the 6 active abilities.

But I think that the ultimate shouldn't give her the passive bonuses like kha.

  1. 6 active abilities is the most any champion has, without bonus passives on the six abilities.

  2. What would the main passive be?

There is a problem with the Main champion passive and the W, and the R. How can you balance them with just for the sake of balance having a max of 6 activatable abilities.

Charachter design is very very beautiful!

Meatybag3/17/2014, 1:16:08 AM1 votes

I'll look past the obvious lawsuits the art in the OP would bring for a minute. Why not just have each weapon on each button, almost in a way Sona works where whichever ability was used last is the aura that she projects. She would have just one sword that could be some combination between the chainsaw gun from gears of war and those stupid looking gunblades from final fantasy 8 as the main weapon.

For example this is how I envision the abilities, you use a Q to Gunblade shot and then that becomes the normal attack that is used. Maybe a regular sword that has an active to fire a shot off. W is the chain blade, and that should be an extra damage active in the way Darius applies the bleed effect or Katarina applies the grievous wounds. When the W is used any time she hits with the sword there will be an extra damage effect applied. E would have her take out daggers and throw them. This would be similar to Irelia and how her ultimate works possibly. Each level into the E gives you an extra dagger to throw. The R seems like it would want to do something silly like have all the weapons firing at the same time in one giant barrage. Have the gunblade fire off a shot with the daggers flying around and she whirls around the chainsaw blade in a fashion similar to Garen.

Having actual multiple weapons would just be clunky beyond belief in my opinion. The other issue here is that this character would just feel like something that has already been done before, with a different paint job. I could probably put more than a few minutes of thought into this, but I don't want to.

Hinagiku333/17/2014, 3:35:04 AM1 votes

I have to say it: the art is beautiful but basically a massive copyright infringement for Warhammer 40K. Probably have to work on that.

Also...well it's hard to say this but...I have a problem with how much is in that kit. League has a problem as it is with overloaded kits. I know they CAN be balanced but it completely overshadows champs who don't have as much...variety in their kits.

Why exactly does she need more than the chainsword? From a design perspective it'd be better with one easily iconic weapon than have three that split focus and force you to make a lot of weak abilities instead of one or two really strong ones.

Think Leona's sword and shield, Kat's daggers, Talons...whatever the hell that thing is, Akali's scythe-things, etc. You can change it for skins but at their core it's much more memorable to have one look. If you really need to couldn't you just make the chainsword also have a gun component?

Fear Not3/18/2014, 12:24:19 AM1 votes

Okay, so I gave it a bit more thought, and think I've got it somewhat refined.

In this iteration, Elyn uses something like Udyr's and Sona's stance mechanic, except with an end effect in addition to the initial/persistent effects. Upgrading each normal ability enhances its active effects (beginning and end), but does not impact its passive. Upgrading a weapon via R enhances both its active and passive components.

Passive: Hextechnician

Whenever Elyn uses an ability, the cooldowns of her other abilities are reduced.


Q: Hextech Sawblade:

  • On activation, Elyn begins a channel, suppressing her target and dealing physical damage over time.
  • While wielding the Sawblade, Elyn has bonus AD, attack range, and splash damage, but reduced attack speed. Any time Elyn deals physical damage, she applies a stacking bleed that shreds armor and health.
  • When Elyn switches out of the Sawblade, she knocks away foes in front of her, dealing physical damage. If they collide with terrain, they take additional physical damage and are stunned.

W: Hextech Daggers:

  • On activation, Elyn gains a burst of movement and attack speed.
  • While wielding the Daggers, Elyn has bonus attack speed, critical chance, and critical damage, but reduced attack damage. Every few seconds, Elyn can block an incoming attack; attacking reduces the cooldown of this effect.
  • When Elyn switches out of the Daggers, she impales a pair of daggers in her target, dealing physical damage; the daggers detonate after a delay, dealing more physical damage based on her target's missing health.

E: Hextech Gunblade:

  • On activation, Elyn dashes away from her target, firing a shot through it that deals physical damage and slows struck foes.
  • While wielding the Gunblade, Elyn gains a ranged attack every few seconds, up to two total; attacking in melee reduces the cooldown on her ranged attack, but will not consume it.
  • When Elyn switches out of the Gunblade, she fires a shot at her target, silencing it, then dashes toward her target.

R: Hextech Overdrive:

Passive: Gives Elyn the ability to upgrade one of her weapons with each rank.

  • Sawblade: Dividing Drive: Executes target after full channel; bleed deals %current health damage and applies GW.
  • Daggers: Flashing Blades: Elyn blocks all incoming attacks during her movement/attack speed steroid; all blocks reflect physical damage.
  • Gunblade: Headshots: Elyn's initial, final, and ranged attacks with her Gunblade briefly stun her target.

So every time Elyn used an ability, she does something else depending on what weapon she was using before:

  • Q -> W: Knocks back, gains AS/MS steroid.
  • Q -> E: Knocks back, dashes backward, fires a shot.
  • W -> Q: Plants daggers, suppresses target, execute triggers (from daggers).
  • W -> E: Plants daggers, dashes backward, fires a shot, execute triggers (from daggers).
  • E -> Q: Dashes toward target, suppresses target.
  • E -> W: Dashes toward target, gains AS/MS steroid.

If she doesn't change weapons (e.g. Q -> Q), only the initial effects are applied again (suppress, steroid, or dash away + shot).

New opinions?