[Champion Concept] Atma, the Bloodthirsty Baroness (reworked)

Rubitonabuilding·6/2/2014, 5:02:36 PM·12 votes·5,759 views

It looks like my original concept for Atma was a hit. I got post of the day on it (thanks reds :D), and boatloads of great feedback and suggestions on how to improve her. So this post is a slightly reworked version of Atma.

Sorry it took so long, but I've been working on a couple of really fun projects (one's a secret, and the other's a new champ concept that I'm really excited for)


Again I point to Death of a Prospector for a bit of a look into Atma's personality, in case anyone missed it. I will be altering the prospector's name soon, but I want to focus on this actual rework right now.


###Character/Appearance


  • Atma is ruthless, a bloodthirsty woman who gained power and influence in Noxus through the illegal trade of Bloodstones. Decades of handling the crimson stones have stained her hands and heart, enhancing her already vicious personality and granting her dangerous powers. She has a higher-than-usual base HP regen as a result.

  • She is an unnervingly tall, beautiful woman who uses her attractiveness to her advantage. Nothing is off-bounds in Atma's hunt for power and wealth. She has crimson hair and pale skin, and wears a glittering suit of armor encrusted with Bloodstones. Atma uses a wickedly sharp sword for her attacks, and is always on the lookout for a new victim.


###Base Stats


(disclaimer) I suck at balancing stats, so just holler if something looks glaringly unbalanced to you.

|Stat|Initial Value|Increase Per Level| |- |Health|450|80| |HP Regen|5.5|0.5| |Mana|None|None| |Attack Damage|50|3| |Attack Speed|0.6|3%| |Armor|20|3.5| |Magic Resist|25|2| |Attack Range|160 (melee)|None| |Movement Speed|350|None|


###Abilities


####Passive: Bloodthirsty

  • Years of handling corrupting Bloodstones have infused Atma's heart with Bloodstone crystals, causing her to thirst for her foes' blood.
  • Each kill and assist (only on champions) gives her a stack of Bloodthirsty, which gives her 1% bonus lifesteal, and reduces Atma's respawn time by 2%, to a maximum of 25 stacks (25% L.S. and 50% spawn time reduction).
  • When Atma dies, she consumes all of her current stacks of Bloodthirsty to shorten her spawn time.

####Q: Impale (skillshot/dash) (15s C.D.)

  • Obviously inspired by the item Atma's Impaler.
  • Atma dashes forward a short distance (~think of Graves' dash), thrusting her sword violently through the first enemy champion she encounters. This deals (25/50/75/100/125 + 0.3AD + 0.1(Atma's maximum HP)) physical damage.
  • Impale applies grievous wounds for (1/1.5/2/2.5/3) seconds.

####W: Bloodstone Bracer (toggle) (20s C.D.)

  • Atma ruthlessly spills her opponents' blood. Activating Bloodstone Bracer causes it to absorb (5/7.5/10/12.5/15)% of the blood Atma spills (AKA the damage she deals after damage reduction effects and armor).
  • Each basic attack while Bloodstone Bracer is active costs a small amount of HP.
  • Reactivating (or technically deactivating) Bloodstone Bracer consumes the stored blood to empower Atma's next basic attack or Impale, dealing the amount of stored blood as bonus magic damage on hit, and putting Bloodstone Bracer on cooldown.
  • If Atma is out of combat for 3 seconds (i.e. she does not deal any damage), Bloodstone Bracer begins to lose its stored blood at 5% per second.

####E: Blood Feud (passive) (No C.D.)

  • Atma never forgives, and never forgets. Anyone who she believes has wronged her is marked for revenge.
  • Each time she levels Blood Feud, Atma must choose an enemy champion to focus her anger on (something like Kha'Zix's choice of which way to evolve, but choosing between different champions instead of evolution paths).
  • Each stack of Blood Feud increases Atma's critical strike chance by (Atma's level)% and adds (Atma's level) true damage to basic attacks on the chosen target.
  • She can spread this out over all of her enemies (i.e. one stack for each enemy in a 5v5 game), or stack all 5 on a particularly hated foe to decimate them in battle.
  • The indicator for this would be an icon on the target's icon tray (for lack of a better word), something similar to the "flippin' ninja" thing or exhaust etc., or it could simply be a mark on their head (but I don't like the idea of having a permanent mark). Atma's icon tray could be filled with 5 different Blood Feud targets, or just one, with a number 5 if she has 5 stacks on the same champion.

####R: Bloodstone Sentinel (summoned pet) (120s C.D.)

  • Atma summons a statue carved from Bloodstone to guard a target area. The statue stands in the middle of the area, moving only if an enemy enters, attacking any enemy targets who enter, but not neutral targets like jungle camps.
  • Any blood spilled (friend or foe) in the patrolled area is absorbed by the sentinel, granting it (1/2/3) bonus maximum HP per 50 damage dealt. To clarify, this does not heal the statue, it just gives it more maximum HP and size. If the sentinel were to take no damage while damage was being dealt within its circle, it would appear to be losing health, but would actually just be gaining empty space on its health bar while its current health remained the same.
  • Bloodstone Sentinel grows as it gains maximum HP, but the maximum HP it can get to is 6000
  • Sentinels begin with 100% of Atma's maximum HP, and (25/50/75 + 0.05AP)% of her AD, AS, Move Speed, Armor, Mr, and Lifesteal.
  • Sentinels will attack intruders and enemy structures with basic attacks, but do not apply any on-hit effects besides lifesteal.
  • Maximum (1/2/3) sentinels on the map at any time, and overlapping patrol areas are not allowed. Bloodstone Sentinels live until killed or replaced.
  • Sentinels are intended as guards, not offensive siege-masters, and so take 300% damage from turrets.
  • The guarded area would be around 650 units radius. This would mean some ADCs could snipe it down from outside its range, but most would have to actually enter the area to attack it (and risk being attacked by it). Either way, it's meant as a defensive measure, not necessarily offensive; someone trying to backdoor (Master Yi, I'm pointing at you) would have to deal with the Sentinel before destroying the turret.

###Additional Notes


  • I originally wanted to keep Atma as a normal mana-using champ (to limit her OP Bloodstone Bracer (W) stacks), but a couple of people pointed out that her very nature (bloodthirsty) makes it seem appropriate to make her a blood-based or manaless champion. As a result, I had to severely nerf her W, so now it starts losing its bonus damage much sooner if she's out of battle, and loses it at a faster rate.

  • She would not use any resources for her abilities (or if she did, it would be health), so they would be limited only by cooldowns (and I didn't even want to take a stab (hehehe pun intended) at cooldowns, because I'm no good at those). Her resource bar would instead indicate the amount of stored damage in Bloodstone Bracer.

  • Atma is intended primarily as a top lane tank/bruiser, something like Wukong or Renekton as she benefits primarily from building HP and damage, but I think she could potentially be a good jungler too.

  • If I were to play Atma in top lane, I would probably build as follows:

  • start item 1055 item 2003

  • rush item 3134 and/or item 1053

  • essential items item 3031 item 3074 for damage and item 3083 or item 3065 or item 3068 for health, depending on situation

  • example full build: item 3031 item 3074 item 3005 item 3254 item 3071 item 3083

  • Let me know what you think of the revised Atma in the comments! :D

42 Comments

RiotRiot Baconhawk6/5/2014, 7:43:31 AM8 votes

I like some of the ideas here. But her R just doesn't fit the skirmishy theme of her kit so far. She needs a finishing move, imo, something that helps feed/makes use of her passive...

cawws and sizzles thoughtfully

Kaisa Feeder6/2/2014, 9:32:16 PM3 votes

I like the concept, but there's a lot of places she could get tweaks

  1. Passive

I'm pretty confident this is based off of Bloodstone. As it is, it screams OP at lower elo and UP/borderline useless at higher elo (in my opinion). I personally think that realistically, nobody is going to go 25/0 in a game very often, making the limit pretty much useless. Instead, i propose that you nerf maximum stacks to say 3, grant 5% lifesteal (total 15%, 25% is more than a BT and is the same as a BORK + vamp sceptre, which is a bit much) per stack, and 5 seconds FLAT off the respawn time per stack. The numbers could be tweaked, but i think less stacks and more benefit from stacks while having a lower limit can give her A) a passive that is noticeable at all points of the game while making it less "OP" lategame (60-15=45 as opposed to 60-30=30).This makes her feel rewarding without having to obtain an obnoxious amount of kills, and stays somewhat true to the original bloodstone, though the aoe heal is replaced by passive lifesteal, and you don't get stacks for just being around :P

Another possible option would be to completely rework it and make it permanent with stacks granted on minion kills and champ kills (maybe 0.1% LS and 0.1 second of death timer per stack, minions grant 1 stack, champs grant 10, limit of 100 stacks?). This would help tremendously in higher level play where kills are rare and farm is everywhere.

  1. Q

Looks good, but I think the CD is a bit high. As a melee bruiser who has a short dash on a long cool down, no ms buff, and no CC, I think this makes her literally the most kiteable champion in the game. Perhaps grant her bonus ms when moving towards a visible target with Blood Feud, or maybe have the CD be reduced by 1 second per auto-attack she lands on a Blood Feud target.

  1. W

A really unique concept, but I'm thinking it may be abused. Of course, I see that the high CD is used to make it high risk, high reward, as you have to decide when to deactivate it to do the maximum damage but before your opponent gets away. The health cost may also prevent its use at early levels before LS is built. The main abuse issue is that the current meta favours top lane tanks and squishy jungler/carries. So lets say she and the enemy top laner are dueling it out, and she succeeds in killing the enemy without using her w but is left at low hp. The enemy jungler jumps in for the revenge kill, and gets 1 shot by her w? All i'm saying is placing no limit on the possible damage is probably a bad decision balance wise, as do you really want a champion that can beat on a tanky target for a while, then switch targets and instagib a squishy? Perhaps a lower CD with a damage cap that scales per level (something like 50 + 25 per level for 500 max damage at level 18), while increasing the amount of blood collected on hit would keep her power more consistent, instead of making her a bruiser/assassin combo when the ability is up.

  1. E

I love this ability, but i think the fact you can stack 5 of it on a single champ is pretty much ridiculous. Imagine maxing this in lane and putting it on your lane opponent. Early on, it's pretty weak as it scales with level, but lategame it's a monstrosity. You can build a bork for your autos to do 1.9 x (108 + 16.2 + 25) = 283.48 + 90 true damage to a selected target, most probably the adc. Throw in an IE and you're literally gonna kill them with a couple autos. auto + auto + auto with w proc 2.5*(108 + 16.2 + 25 + 80) = 573 phys dmg autos. 0.56 of that goes through (assuming 80 armor on adc with no armor defensive items and armor yellows) granting 0.56 x 573 = about 321 + 90 = 411 dmg auto + 411 x 2 x 0.15 = 123.3 bonus magic dmg on the 3rd hit you're doing(assume about 100 mr with banshees and flat mr blues) 411*3+61 = 1294 dmg on the average carry in 3 autoattacks. Throw in q + bork active and maybe a few hits on a tank beforehand to get your w damage up and you're looking at lategame assassin burst on a champ with 2 items. The point is that

RiotRiot Girl6/3/2014, 8:53:48 PM2 votes

Hi! (waves) I still like her!

Jingerbeardman6/3/2014, 9:14:23 PM1 votes

Throwing a heads up at you, If her magic resist is going to scale you need to change the base to 30 and its scaling to 1.25 per level. This is apparently the standard for the game that does not differ on any champion with scaling MR. (dont ask me why that is cause even in my knowledge of the game I dont really know why they did it that way)

Jingerbeardman6/3/2014, 10:57:19 PM1 votes

I'm not here to rain on your parade or anything, rather I would like to help you flesh out your ideas so that they are healthy and could better fit into the game. These are all just my thoughts on what you have already conceptualized. You are welcome to use anything I suggest or none of it, it is all up to you. I Really like your ideas and I wouldn't be giving my two cents to you if I didn't. I am only going to be reviewing her kit an abilities and any numbers I give are just suggestions. so lets get started!

Her passive:
Sadly something like this really would not work well for league of legends. Only having it stack from champion kills and assists and get consumed the instant you die would leave you almost never having any stacks to benefit from.

I think there is a much better thematic passive you may want to think about that fits her story. It sounds like she has a major thirst for battle and spilling blood so what if she were to gain more and more life steal the longer she is in battle, up to a cap of course. To throw out some numbers: for each second Atma remains in combat she gains 3% life steal up to a cap of 15%. (any higher would really be pushing it beyond healthy)

Her Q:
I like the idea but I think you could push it a little further. There are already many champions with a dash that stops when hitting an enemy champion but they typically have an additional effect occur. Maybe think of an extra effect the ability could do when you hit a champion. Maybe make them bleed for bit and emphasizes why it applies grievous wounds. I would also have it deal damage to enemy minions and neutral monsters you pass through to give a bit of wave clear.

Next is the damage of the ability. Lets amp this baby up a bit shall we! the values you have are really small when you look at all of the other champs in the game with what it does right now. I could see it being more reserved if it had an additional damage effect like I mentioned, but if you are dead set on just a 1 hit burst skill it wont feel very satisfying the way it is now. You have it at only 30% of atmas total attack damage I assume, I would bump that up to 50% of her total attack damage. Then I would up the damage based on max health to 2%. Since you are going with a low base damage value 50% and 2% wont be tipping the OP scales. You could probably tack applying on hit effects when you collide with a champion as well.

The cooldown is also pretty steep. maybe have it at 12 seconds at rank one and knocking it down by a second with each rank making it 8 seconds at rank 5.

Her W:
The way it works does not make much sense to me. I can sort of understand the premise you are probably going after in that the ability can scale infinitely since once you toggle the ability it costs health on each attack to fill. To put it simply, that would be WAY to powerful even if it did decay out of combat. In lane all you would have to do is farm minions until you have reached a certain amount of damage and then you could one shot anyone you are facing... that's definitely not gonna fly.

Lets try to re-tool it a bit. First we can knock down the cooldown since the whole infinite thing isn't going to work. I would say 6 seconds seems pretty healthy. Next you need to fix the amount of bonus damage it can fill up to which will increase with each rank of the ability. Starting off with 80 damage at rank one and increasing by 55 damage each rank putting it at 300 damage at rank 5 sounds fair with the way it works. The fill rate rate would probably need quite a bit of testing to get just right since you will want to make it possible to fill at a halfway decent rate even if you don't build damage. Maybe instead of only filling from a percent her own damage make it fill from a percent of any damage dealt to enemies within a certain distance from her. That way no matter how she builds it can charge. It would have to probably decay while in combat if that were done though. You will want to add a small guaranteed amount of bonus damage like 10/15/20/25/30.

VirgilTheDragon6/5/2014, 11:07:22 AM1 votes

I only disagree with one thing about this, that being her Ultimate. She seems to play very aggressively, like a woman out for someone's blood should be, but the ult plays totally different to the rest of her kit. It needs to be something focused on her, after all she is the all important one in her own eyes as well. Something gruesome and chaotic to finish off enemies. Another option is to move your current E, Blood Feud, into the ultimate, giving her 3 times to choose with up to 3 stacks on one opponent (potency can be increased if found lacking.)

Kayplex6/5/2014, 2:37:31 PM1 votes

This sounds like a lovely champion and I would love to play her if she gets into play! However I can't help but notice she seems really overpowered. Her ult for example (spawns the golem) would be really useful at bullying junglers (if not too good) probably completely preventing use of buffs because the golem would be unstoppable (6000 health). And most of her abilities have secondary buffs when activated/deactivated, like her passive which allows for L.S AND spawn time reduction, same goes for most of the abilities. She seems to be extremely good at dishing out damage, I would definitely still look inther but in the long run would definitely want to see her into play. Good luck!

NinjaFifer6/5/2014, 9:49:36 PM1 votes

I do like what you've built so far. Could definitely use some tuning, but I feel that it's got some promise. The only thing that I find weird is that you are naming a character after a weapon already present in the game, but she doesn't actually use that weapon in her lore/model.

Sertag6/6/2014, 1:04:10 AM1 votes

I like her e sounds amazing ive actually wanted a champ like that since i started playing Her ult though sounds a little under powered, and dosnt really feel like it would go with her style, Although I think if u were to lower the amount of respawn time % and made it so she didnt consume the stacks that would prob be better but still a very good champ

What lane would she go, Top?

Kitch266/6/2014, 3:00:12 PM1 votes
  1. I think he passive name sounds better as "Bloodthirst" rather than "Bloodthirsty". In addition to just sounding better, I think almost all the passives in the game are either nouns or a verb, so it would fit more with the general sound of things in the game.

  2. Would the extra maximum health on her ult be used on the next ult-activation? If not, then what is the point of gaining extra maximum health if you can't use/save it and it doesn't give you immediate health?

  3. I feel like her ult would lead to her being banned every game. Because one team will look at her and say, "oh, we don't want to have to take down 3 extra towers while they only have to take down the normal amount."

Just my thoughts

duck077476/2/2014, 6:24:13 PM1 votes

Her ulti seems slightly situational and OP in all those situations. Examples: with Max Ulti, she can literally just place 1 by baron, 1 by dragon, and have 1 for team fights or place it by a tower before all mid. Its basically just an OP version of Heimer's turrets. This will completely deny baron and dragon unless you ward the enemy jungle so you can kill baron/dragon safely. But that'll be hard considering the sentinel is in the middle of the river and gives sight. Aka, you halve the amount of river wards needed, as only 1 entrance can be gone through without being seen.

Aside from the ultimate, the blood feud against a specific champion, probably imo won't happen since it kind of promotes passive play in a sense. If the target you put 5 stacks on sees you, hes just going to run 100% of the time. So imo it should more work as regular stacks placed on an enemy, kinda like Quinn's birdy thing that targets an enemy and increases damage.

Also up to 50% revive time? That screams steam roll. Say you get the 50% revive time, TP, homeguard, you could basically be pulling urf mode teleports, albeit longer TP cooldowns, also it kinda defeats the purpose of your team getting ACE'd if you're back up before the enemy team can kill a single super minion wave or vice versa.

So with her current kit I just see enemy team being denied baron, dragon, hiding from sentinels, and as a semi tanky champion, once you die in a teamfight, you can just tp/ghost right back in, kinda like a rammus running revive, and just kill everyone thats weakened. Enemy team pushing? Sure just put down this huge sentinel, charge, die, and come back to wipe them while theyre attempting to kill my sentinel under turret.

Cia Is My Waifu6/6/2014, 8:29:04 PM1 votes

Though some of the abilities sound really interesting, (Blood Feud) The mechanism of a stackable marking system has some grave implications on the game as it is now.

For instance let's say you're playing top lane against an enemy renekton. And as you level and rank up Blood feud you devote all of your stacks to him. What's to stop teams from simply lane swapping or making it a regular norm to lane swap against her after she's chosen her targets?

The other side of things is with no lane swaps, or if she's doing particularly well in lane. She could devote all of her stacks to a squishy gank target and never give them any response chance due to the extreme forced damage upgrade against that target.

(Think of Fiora being able to ult every 10 seconds but only against one target) I still think it's a cool idea, but I think mechanically in this game it would work better as a stacking debuff for either staying in proximity to a target or dealing damage to a target. And leaving the radius will cause the stacks to fall off. That way it does encourage a healthy duel and rewards her for staying close to her target.

Hyrum Graff6/2/2014, 6:58:52 PM1 votes

I'll post a substantive reply later. For now, I suggest you change the wording of her passive for clarity, like this:

####Passive: Bloodthirsty

Years of handling corrupting Bloodstones have infused Atma's heart with Bloodstone crystals, causing her to thirst for her foes' blood.

  • Each kill and assist (only on champions) gives her a stack of Bloodthirsty, to a maximum of 25 stacks.
  • Atma gains 1% bonus lifesteal per stack (max 25%).
  • When Atma dies, she consumes all of her current stacks of Bloodthirsty to shorten her spawn time by 2% per stack (max 50%).
Flintfall6/2/2014, 10:47:36 PM1 votes

I'm getting a headache bouncing between bullet points, but from what i can see, looks pretty good.