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[Reworked][Champion Concept] Alicia, the Two-Face

The Neverworld··5 votes·1,677 views

***Lore: ***
"There is a valley, just on the sandy edge of the Tempest Flats. It is said that a powerful witch lives there at the very bottom—all by herself, but never alone. It is said that she commands the powerful magics that circle and batter this place. She transforms the energies into semi-living souls, trapping them inside weapons of war. The witch has kept to herself for many long decades. That is, until a few years ago, when she abruptly stopped, to continue her devilish plan. Leaving the valley in the middle of the night, Alicia Klaus shambled across the desert and into the neighbouring realms. She torments and terrifies all who look upon her with her wickedly crooked smile.

The next known whereabouts of Alicia was, when she deceived her identity to allow herself in the participation of Noxus’ former political and social group called ‘Grey Order’. Alicia, who since then was called Amoline, the Shadow Witch, everytime felt more and more alive as never before for every continuing moment of her intrigue. In the end, she exploited her former partner ‘Gregori Hastur, the Gray Warlock’ in order to give birth to a child that would’ve been her heritage to the world, when she’ll once disappear from the world, only chaos and disorder leaving behind.

After the birth to the child of Alicia alias Amoline, she stayed on the side of her partner for the excuse of the child’s sake. The child became powerful, maybe even more powerful than Alicia was at that time. One day the child summoned a Bear that acted as her friend, but subliminally manifested the child’s uncertainty of Alicia’s motives. Alicia was blocked from her own child whenever she tried to get through to her – until she ousted her feelings and came to the point where she wanted to continue her plans to create chaos in Runeterra.

Alicia left her partner and her child in order to disorder, to create chaos in the world she lived for decades until now."

“Beware the Witch that not only deceives your eyes, but also your very own feelings” – Le Blanc, the Deceiver

***Appearance: ***
Alicia looks for her age pretty young, but still looks like ~35 years old. Alicia Klaus has black and long hair, she's an average tall woman and elegantly moves. Her weapon is a "Hextech Staff" that works with both magic as well with the semi-living souls alias Animas she uses, to actually compensate her lack of power regeneration. When Anima is active, the Hextech-Staff shoots long range projectiles - and if Anima is empty, the Hextech-Staff shoots a dark wave in a very small cone and deals damage within.
I've made a picture of Alicia and her Hextech-Staff, but apparently my drawing skills are beneath -9000 ... so they suck pretty hard. I'll post those of mine and then the pictures of which I was inspired off (For those who can't stand without a real picture).

My Pictures:
Alicia
http://halfsteps-neverworld.deviantart.com/art/Alicia-Klaus-the-Two-Face-437975970
Staff
http://halfsteps-neverworld.deviantart.com/art/Alicia-Klaus-Hextech-Staff-438042021?ga_submit_new=10%253A1393886271

Inspirations:
Face
http://fc06.deviantart.net/fs71/f/2011/317/3/5/3521584e7439e88645136c9aedc595ed-d3hqu6c.jpg
Staff
http://www.deviantart.com/art/Skull-Harley-203162793

Stats:
Health 380 (+80) Attack damage 47 (+3.3)
Health regen. 6 (+0.45) Attack speed 0.625 (+2.9%) Armor 10 (+3.8) Magic res. 30 (+0)
Range 550/370 (Ranged) Mov. speed 330

Abilities:

Foreword:
Alicia is a Mage, but can also be played as a Magical Marksman. She has some utility, but is prioritized in short bursts with situational long range. The most fearsome ability of Alicia, is her Ultimate. Nowadays there are some teams who run for extremely high mobility Champions, like recently in the LCS. Sivir is one of the most picked Champion, because she can speed up her team insanely and offer a fast takeover with atleast two bruisers.
Alicia's Ultimate will deny the movement speed bonus, that means that she can shortly disable the most important part of enemy team compositions, if they go for high mobility. However, it's not a slow nor does it stop the enemy team, it's just giving time for the own team to react to the enemy team's movements.

  • ***Resource: ***
    Alicia's abilities have no cost related to them and their use is limited only by cooldowns. Instead, she uses her secondary resource bar to display her unique mechanic: Anima.
    Alicia can have up to 4 Animas in her Staff stored. Whenever Alicia kills a enemy unit, she receives one Anima. When Animas fall to zero, all of her basic abilities become unable to execute and instead are replaced with one single ability, to regain Animas with it.

  • Passive - "Hextechnomancy"::
    If a basic ability (including basic attack enhancer) hits a enemy target, the enemy receives a debuff that increases the damage of the next basic attack or Ultimate by 5%/7%/10% (1/8/14 level). This stacks up to three times for each 3.5 seconds, but multiple stacks can only be used on one target at once.

  • Q,W,E (If Anima falls to 0; This ability can be activated with Q, W or E and share all the same cooldown) - "Collector's Greed":
    Alicia forces the souls of enemy units in a 450 unit range cone to leave their bodies, deals 90/115/135/155/180 (+35% Bonus AD)(+25% AP) magical damage over 2.5 seconds and fills her Anima-Bar for each enemy unit hit.
    If a enemy unit is hit while being under crowd control (Slow, Stun, Silence, Snare, ecetera) the damage is increased by 5%/8%/11%/14%/17%.
    Cooldown: 18/16.5/14.5/12/10

  • *** Q - "Hexaforce":***
    Alicia uses her Hextech-Staff's alternate weapon. Within the next 3.5 seconds, Alicia's next basic attack deals bonus 10%/15%/20%/25%/30% of her AP as magic damage in a 550 range cone in front of her and silences all foes affected for .5 seconds, the damage done heals Alicia for the same percentage as her current missing health %.
    Anima Cost: 1
    Cooldown: 15.5/13.5/11.5/9.5/7

  • W - "Animania"::
    Alicia charges all of her Animas and for each used Anima, she shoots her anima-shells at once on a target as a 650 skillshot. When hit, each of the Animas will seek for enemy Champions nearby the primary target. If successfull, everyone affected will be stunned for .7/.9/1.1/1.3/1.5 seconds.
    Anima Cost: All Animas
    Cooldown: 17/15.5/14/12.5/10

  • E - "Infernaphobia":
    Upon activation, Alicia dashes engulfed in a dark infernal dome 350 range forwards. Alicia becomes untargetable for 0.5 seconds when engulfed in the dark infernal dome. If Alicia collides with a enemy unit, she'll deal on arrival 65/85/105/130/160 (+80% AP) magic damage 350 range nearby. If Alicia collisions with a enemy unit during her dashes, she will be unable to use Infernaphobia for 3.5seconds again.
    Alicia gains a new charge of "Infernaphobia" periodically (this reload time is reduced by cooldown reduction) and can hold up to 3 charges at once.
    Anima Cost: 1 for each dash
    Cooldown: 1
    Charge Reload Time: 16/15/14/13/12 seconds

  • R - "Animatter":
    Alicia prepares a very special and magically infused Anima into her Staff and shoots in a 700 range long and 250 range wide one projectile. If it hits a enemy Champion or at the end of the path, there begins a dark implosion to arise. Enemies 550 range nearby the "Animatter" will get their movement speed bonuses denied (Runes, Masteries, Boots, Buffs) and after 2.5 seconds, everyone nearby will be damaged by 250/300/350 (+40% Bonus AD)(+45% AP)(+50% of the movement speed bonus denied) as magic damage. This ability can be recast to deal earlier damage.
    Cooldown: 90/85/75

Personal Opinion:
Alicia has definitely pros and contras.
First the pros: Alicia excels at poking, but also at short bursts; Alicia can situationally use her dashes to avoid battle or jump straight into it to deal tons of damage; Her Ultimate absolutely shreds the power of enemy teams who are based on high movement speed - and if not, early recast will deal huge damage;

Contras: Her Passive has little to no impact, except that it helps her drastically to compensate her resource; Once she fails her Zero-Anima-Ability, she cannot refill her Anima except by killing enemy units; Alicia's two most important abilities are based on skillshots, which can let her fall behind if played bad; If her Ultimate is used only to slow down the enemy, the enemy will escape sooner or later before Alicia can recast to deal damage, so timing is very important;

Tactics: Alicia's abilities synchronize very well to each other and can offer individual situational use, depending on the strategy and the current situation.
For example:
To start a fight 1v1 = Alicia uses two dashes to come closer and deals on arrival damage - she then has 2 of 4 Animas left - she activates Q to preserve one Anima and uses her W to stun the opponent and deal damage with her Passive.

To start a teamfight 5v5 = Alicia uses all of her 4 Animas and stuns 4 enemies with her W. She then uses her Q,W,E replacement ability to regain 4 Animas back. She then situationally dash and avoid damage, or deal more damage. Her Ultimate can also be used to stop the enemies from fleeing.

Raw Quotes:

  • If Annie is near, Alicia says: "Hey little girl, you've grown up"; "I wish you had inherited everything from me - your father is a bad influence at all"

  • If Annie is near Alicia, Annie says: "Mummy!"; "Wanna see Tibbers? He's SOOOO big! Hihi"

Special Event:

Whenever Alicia and Gregori or Gregori and Zoey appears on both enemy teams, the first kill against the enemy Gregori, Alicia or Zoey, will unlock a specific new item that can be bought for 1000 gold and will be consumed instantly.

(Alicia) Witch's Proud - Alicia's basic attacks now deals 20% of her total AP.
(Gregori) Necromancer's Staff - Gregori's passive now also heals him afterwards for 2.5 seconds for about 30% of the damage done against Monsters, Minions and Champions.
(Zoey) Arcane Majoris' Gloves - Zoey's ability power is increased by 1 for each 1% current Magicka Infinita.

15 Comments

Rhyto3 votes

item 3146 item 3020 item 3135 item 3089 item 3157item 3128 I can see this as a recommended build for her Since she scales AP mostly and the AD bonus on her ult is nice with the H.GB Of course while her kit seems to be quite fun to play with her drawback which balances it is that Anima bar in which when she's done bursting it's likely she'll be out of Offensive plays with her team in which Zhonya's can be used well enough, maybe champion kills or assists would allow some additional Anima to remain in the bar to utilize some spells?

The Neverworld2 votes

Yeah, this is a possible build. There are also possibilities to buy Guinsoo's Rageblade instead of Deathfire Grasp, for the bonus Spell-Vamp, Lifesteal and the free attspeed/ability power.

Her Ressource says that she gains Anima by killing a enemy unit. The term "enemy unit" is meant to every possible target that is your enemy; This means Champions, Lane Minions, Jungle Monsters and Epic/Legendary Boss Drake & Nashor. So if Alicia gains a kill, she'll get an anima.

And if she used all of her Anima, she can execute a basic ability that becomes available if Anima falls to 0. This ability has a cooldown and is a ranged cone skillshot, that deals damage and gives her Anima for each enemy hit.

Rhyto1 votes

so its possible to jungle with her then? because of the stacks she's getting both AP and AD wise.

The Neverworld1 votes

Theoretically yes, but she has the stats of a mage still. I've played Champions like Swain or Lissandra in jungle with multiple times successfull. It's a risky pick, but can be awarded especially when the top bruiser goes for Ghost - her Ultimate will deny his escape.

Rhyto1 votes

It'll be difficult to use her sadly, with the many components as it looks like the variety of spells will make her quite formidable, if the player can perform the kit correctly. It'll need to be tested literally if we had a SR testing area in which you could code your champion into an unofficial beta area.

The Neverworld1 votes

Yeah. But I don't doubt that it'll work in the jungle. I main jungle and played so many Champions in the jungle and can say, that almost every kind works, except the very squishiest like Nami or Lulu. Swain works in early pretty good, but neither best. His E increases all subsequent damage from him, that includes basic attacks - so it's pretty nice in the Jungle with Jungler Items. Lissandra works too, but she needs fast sustain from items. She can offer like Swain awesome ganks after lvl 3, and lvl 3 Junglers are so rare in the League (I believe Trundle, Mundo, Lee, Elise are the only one - maybe some others too, but it's still quite few).

turkeyBACON2 votes

I'm going to be a bit negative here since the few things I like about her are over shadowed by how op and overly complicated she is.

Passive: Why does she need a 2 part passive? I like the idea of colletor's greed but hextechomancy just seems boring and unnecessary by comparison.

Q: So she has a cone nuke, that silences and heals all on one skill? really? Pare this down to one or 2 effects.

W: A skill shot that bursts into multiple champ seeking nukes is a interesting idea but probably suited to being a Ult rather than a basic ability. The fact that all the nukes also stun is just crazy op.

E: A dash that has no cost, 3 charges, makes you invincible, and damages enemies you collide with. Jesus Christ really!? How do you think this is reasonable? This is Ahri ult on steroids and it's her freaking E ability! Aleast make this cost anima to use.

R: This is a reasonable ult but I don't get why its not just a strong slow or root. The fact that you're creating a new form of cc mean's you'll have to redefine how all champs with cc immunity abilities and how tenacity is affected. It creates alot more problems than it solves.

Tldr: You need to simplify and make the abilities more reasonable. a heal, silence, stun, invincibility, a movement speed negation, 3 dashes and zero cost abilities don't all belong on the same champ if she's going to be dealing any amount of damage as well.

The Neverworld1 votes

When you get negative, I'm getting negative too. It's reasonable, isn't it?

Passive: There are no 2 part passives. The Innate Passive is that Alicia's next basic attack or Ultimate deal more damage based on the stacks. The other, what you think is a Passive, is a Replacement for Q,W,E ability. Imagine Rengar, if he has 4 stacks of ferocity, all of his abilities become empowered with an alternate skill set, but does not share cooldown with the original skillset. Now here Alicia does not receive three different empowered abilities, but only one ability when her Anima is Zero. She can't use any of her other abilities without Anima. Her Zero-Anima-Ability is there to receive Anima.

Q: Please read thoroughly. The silence is .5 seconds which is only there to stop enemies from casting. If she deals 100 damage to a target and has 50% HP, 50% of the damage done heals her. If she deals 100 damage to a target and has 90% HP, 10% of the damage done heals her. What do you think will be the damage when she does a basic attack plus 30% of her AP is involved? Yeah right, not OP.

W: Please read thoroughly. There is no damage applied, this is intented. She can only stun a max of 4 Champions. If she has only 1 Anima, she can stun only one Champion. If 2 Anima, 2 Champions. If 3 Anima, 3 Champions, ecetera. Crazy not OP.

E: The dash has cost, PLEASE READ THOROUGHLY. Each dash cost 1 Anima. When you collide with an enemy unit, you won't be able to execute the ability for a short time again.

R: Even because of the Tenacity effect; I wrote right before the ability section comes, that there are currently high mobility Champion compositions that just melts down the enemy team by overwhelmingly jump in and destroy high important targets. If it would be a slow, tenacity would work in there and make it useless. Instead, their movement speed bonuses are getting denied - they aren't slowed, but have only their base movement speed remain.

Tldr: You need to invest more time into reading; not just seeing parts of abilities and then decide that they are OP.

turkeyBACON2 votes

My main issue with your champ is that she's over complicated with multiple components on each ability. The fact that all these components in one package/champ makes her op.

She has an auto attack enhancer that activates when attacked with an ability beforehand AND gives her a ability replacer that also deals damage when she's out of anima to gain more. Both of these are a available immediately and don't require leveling up. (The fact that she gains a new ability when she's out of anima means she essentially has 3 abilities at level 1 when most other champs have only 1 and a few handful have 2.) If you removed one part from the other, they would make perfectly fine passives on their own. I'm pretty sure that counts as a 2 part passive. You can argue that Rengar and even Yasuo have similar mechanics and I would say that both are unnecessarily complex and make it difficult to balance them.

Q: I didn't say the heal was op or that silence was op. I said that there was too many effects on one ability that occur at the same time. If she didn't have so much else where on her kit this might be fine but she is already overloaded. And as an aside, an ability that silences even for a short while is potent for the exact reason you mentioned. It breaks channels and disrupts gameplay flow. A lot can happen in .5 secs in LoL.

W:Sorry about not reading that it didn't do damage, that was my mistake. Even in its worst case a single champ seeking stun is pretty powerful. Even Taric stuns can be devastating when coordinated correctly with your team. And in its best case this ability is basically a Sona or Leona ult. I still call this op.

E: Again sorry about not reading about the 1 anima cost, But this ability is still doing way too much. There is no reason why this ability should make you both dash and invulnerable. Dash are already powerful in that they allow you to dodge skill shots. The fact that you are penalized for using it to attack Ifwith also just encourages you to save it as an escape. If anything the cooldown should be applied if you don't use it to attack like Vayne tumble. As it stands this ability only denies interaction with your opponents not encouraging it.

R: I read that part; but one ability doesn't solve a systemic problem with the game. And again your ability introduces a completely new mechanic that would likely create more problems than it would solve. I don't think it was unreasonable for me to consider how it would interact with tenacity when you didn't mention it in your description. Why wouldn't it be effected? Is it on par with suppression? From your description I doubt it. I still see no reason why it shouldn't be a slow or root. Even with tenacity most ults' that slow remain effective when used solely to inhibit movement or a a fight reset. If Leona and Thresh can make due with a slow your champ should be able to as well.

TLDR: Your abilities and your champ don't exist in a vacuum. You have to consider how they work together and how they would work in a team. 1 champ with 3 abilities that do CC would be a bit much on their own, but combined with their team's cc would be a bit ridiculous. Maybe her anima resource would be enough to gate it but the fact youre giving her a passive that gives her anima back when she deals damage with ranged attack makes me doubt it.

If I were you here's what I would do to balance your kit.

Passive: Your abilites cost anima. Dealing magic damage from abilities gives you 1 anima; recieve 2 anima from auto attacks. You can have a max of 4 anima at anytime.(Champ is now melee ranged)

Q: cone nuke that heals you for a percent of damage dealt. W: Consecutive attacks against the same champ or large monster deals increasing damage. E: short forward dash that deals damage when you collide with an enemy; consumes 1 charge of a max of 2 charges. 15/13/11/9/7 second cooldown to gain charges. If you don't collide with an enemy all charges are consumed. R: Consume a charge of anima sending out a champ seeking stun. Stun does not deal damage but amps damage.

turkeyBACON2 votes

Ran out of comment space so i had to rush the end bit, but you should be able to get the gist of it. With that I'm done talking about this. I wish you the best of luck with the champ concept.

The Neverworld1 votes

I'm not gonna fully comment this, as you are not able to read the whole Concept.

You are a fucking Champion called Alicia, who fucking level 1 is. You then fucking level one of your skills, now you have one fucking ability. If you, somehow, end up with 0 anima, your ability is replaced with a other ability. If you have two abilities, your two abilities are replaced with "A" other ability that shares cooldown with the other ability once you activated it.

If you think its complicated, then you are probably the only guy who can't understand it - 6 peoples have understood it as it seems.

Seriously, I'm really pissed off right now. I made over 30 Champion Concepts within 2 years, I'm fully aware what to build in and what not. You tell me, before you didn't even thoroughly read, that the kit is OP. Nuke there, Nuke here; But there isn't anything like your apocalyptic prophecy tells.

Q: Deals damage in a cone, breaks up current casts/channels for 0.5 seconds and heals shortly.
W: Skillshot - if hit, seeks for nearby enemy Champions and stuns them.
E: Dashes. If used to damage, there will be a cooldown afterwards. R: Skillshot - Denies Movement Speed.

Flintfall2 votes

People (him especially) took time out of their day to provide feedback, the least you can do is treat him with respect (we are the ones you are trying to impress).

I Agree with most of his points, her kit contains a few more tools than she realistically needs.

Her e should really only need two charges at once, given it's amazing escape and dueling potential.

Her w should apply a slow, or should cap at consuming 2-3 animas, a teamwide stun is ridic, and her no anima ability would be easy to land, so almost no tradeback.

The Neverworld1 votes

You realize that he in first place completely wrong assumed without really reading?

Do you know what 350 range is? Lucian's E Dash is only 425 range long. Even if you would use all of 3 dashes, you need almost 30 sec (on max rank) to regain the three dashes. Le Blanc for example, can use for the cost of her Ultimate two dashes with each 600 range (together 1200) and with a very tricky mechanic.

It's not "teamwide". 4 People get stunned right after they get all hit. Because it's a skillshot with a projectile, people can consider using flash or escape abilities or any other measures before they actually get hit.

I gave Alicia a risky kit. If you waste all of your 4 animas, but fail your Zero-Anima-Ability, you can't do anything. Let a Mage hit his stun and then with no tradeback using his very short cone damage ability. It's 450 range, Annie's W Cone ability is 625 range long...

RcJdAc2 votes

alicia is from what i read one of the best champs and one challenging and fun playing one. if she uses one ability she can't easily use her other ones so you have to be smart if u want to deal any dmg. U have done a very good job and i hope riot will release your amazing work !!!

The Neverworld1 votes

{quoted}

alicia is from what i read one of the best champs and one challenging and fun playing one. if she uses one ability she can't easily use her other ones so you have to be smart if u want to deal any dmg. U have done a very good job and i hope riot will release your amazing work !!!

Thank you very much. Though I highly doubt that Riot will do that.

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