[Champion Idea] Lillium, Born of Worms

Marcie·5/30/2014, 9:24:02 PM·1 votes·420 views

An idea I've been passing back and forth with a friend, he's been helping me with Ability balancing.

Name: Lillium Maelkye

Scaling: Low HP, Low AD, High AP, High Difficulty

Typing: Support/Mage

Stats:400/450/500/550/600/650/700/750/800/850/900/950/1000/1150/1200/1350/1400/1500 Mana:600/700/800/950/1050/1250/1450/1600/1800/1900/2000/2200/2250/2350/2400/2450/2500/2700 Magic Resist:70-80-85-90-95-97-99-103-110-111-112-114-117-118-120-121-123-124 Armor:20-21-22-22-22-23-23-24-24-26-26-27-27-29-29-30-30-31 Attack Speed: No idea how Attack Speed works, but it's very low and scales similarly to her armor, in that it barely does at all. Movespeed: 315

Abilities

Passive: "Terra te Facit (Earth Betrays You)" Basic Attacks slow target by 1% for 10 seconds. This effect can stack up to 15 times.

Q: 60/80/120/140/180 Mana 60/55/50/45/43 Cooldown "Calcitro (Writhe)" Increases Move Speed by 30/40/50/55/60% for 1/1.5/2/2.5/3 seconds. Once this effect wears off, Move Speed is decreased by 40/50/60/70/80% for 2/3/4/5/7(+AP Scaling) seconds.

W: 10/30/60/80/220 Mana/Second 30/25/23/22/18 Cooldown "Putro (Fester/Rot)" PASSIVE: After killing an enemy unit (not neutrals), Lillium restores 1/2/3/4/5% of that unit's Max HP (10/15/20/25% for Champs). This forces a 10 second cooldown. ACTIVE: A massive cluster of worms bursts from the ground at Lillium's call, dealing 30/60/90/120/150 (+1 Enemy Armor Scaling ((if that's a thing))) per second. This ability has Lifesteal. This ability must be Channeled. Enemies hit on the initial blast are stunned for a base 1 second, and are slowed by a base 10% in the AOE.

E: 190/230/270/340/380 Mana 90/120/140/160/175 Cooldown "Mors de Te (Down with Death)" Lillium's parasitic worms occupy the body of a fallen ally (must be a corpse and waiting to respawn) for 5/6/8/9/15 Seconds, receiving a Magic Damage bonus by 20/40/60/80/120 and having their Magic Resist and Armor reduced by 60/60/60/60/75. Once this effect ends, 20/40/60/80/95% of the damage dealt to this champ is dealt to Lillium as True Damage. If the resurrected champion receives a Pentakill during the period, they fully resurrect, draining 100% of Lillium's mana and 90% of her current HP.

R: 700/750/800/850/1200 Mana, 300 Second Cooldown "Cor Vermes (Heart Worms)" Lillium infests the targeted Champion with her parasitic worms, becoming one with them. ON ALLY CHAMP: Gives 20/40/60% of her AP as Bonus Magic Damage, 20/30/40% of her Armor, and 10/20/30% of her HP. Basic Attacks performed by this champion heal Lillium for 2% of damage dealt. This Unit can also detect Invisible Units. ON ENEMY CHAMP: Your Team gains Vision of this unit. Deals damage equal to 60/65/70% of Lillium's AP per second (befor Magic Resist) as Magic Damage. This Champion cannot be healed while Lillium's Ult is in effect. FOR BOTH: Lillium loses health rapidly as her worms cannot support her, losing 5-6-7% of her HP per second. Lillium cannot self-heal or move while this ability is in effect. Lillium CAN be healed by Ally Champions.

PLAY STYLE Lillium was made as a powerful support for ADCs and Tanks alike. She is most at home in the soils of the Top and Bottom lane, finding the Middle lane far too dangerous and the Jungle far too unwelcoming. Her low HP and natural Armor scaling makes her easy prey for Assassins and many ADCs, especially those with quick Attack Speed or Physical Damage based Abilities. Instead, she relies upon Tanks and ADCs to protect her while she does major damage or enhances their abilities. If laning with a Tank, your best bet is to level her W quickly, so that you can focus on landing damage rather than assists. With an ADC, R is preffered over W, as the Lifesteal given can, with enough AD or Attack Speed, prolong you to an unnatural length. E is to be used as a last resort, as well as Q, due to backlash and mana cost.

I have lore for her, but I will add it at a later point. It's not near done.

1 Comments

Flintfall5/31/2014, 7:34:18 PM1 votes

Alright, let's dig into this...

Before I say anything, I have a pet peeve of mine when a champ concept is poorly formatted. Bold the Name of the abilities or the lettering (Q, W, E, R). If you apply bold with nothing in between, you get this:


Kit

Right off the bat, you have a ramp up permaslow, and while this ramp up takes considerable time unleash itself, all you have is either a passive that is incredibly unsatisfying, or blatantly overtuned. I would suggest reworking this into something that has some more tangible impact on her kit/playstyle.

Q

You have a interesting idea, but one flaw i see is that you are slowed for longer with AP scaling. In no way should a kit hamper itself for building stats beneficial to the champion, which just like the passive makes her extremely hard to play and enjoy at the same time.

W

How long does it go for? And yes, you could invent a enemy armor scaling attack :P

E

Again, your kit is punishing itself for doing its job. I feel this is a strong theme in this champ, which is only good if that theme translates to a strong/fun kit/playstyle, which it doesn't. Also, she would immediately invalidate Yorick with just her E, well, at least making him a rather extreme niche pick.

R

You got some serious health costs, but how long does it last? 70% Ap per second will easily decimate anyone over just 4 secomds, and while it does have some trade-offs, I feel that the ability is overtuned for the wrong reason. maybe shift her power into something that doesn't make her into an assassin


Overall, the concept is pretty good, but it would almost a pain to play, having to work around how your champ is working against yourself. Also, no one is actively waiting for the concept, so why don't you wait a bit until you at least have everything finished before posting.

Just my thoughts