[Champion Concept] Atma, the Bloodthirsty Baroness

Rubitonabuilding·5/15/2014, 5:27:55 PM·23 votes·4,277 views

I'll direct you to this lore in case you haven't read it yet. It's not 100% important to understanding Atma's kit and character, but it certainly helps, and I think it's a pretty awesome little scene.


###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.


###Abilities


####Passive: Bloodlust

  • 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 reduces Atma's respawn time by 1%, to a maximum of 50% spawn time reduction.
  • Edit: Thanks to Knighttheknight, there's an additional aspect to Atma's passive: when Atma dies, she consumes her current stacks of Bloodlust to shorten her spawn time. This will limit the OP-ness in late game scenarios.

####Q: Impale (skillshot/dash)

  • Obviously inspired by the item Atma's Impaler.
  • Atma dashes forward a short distance, thrusting her sword violently through the first enemy champion she encounters. This deals (50/75/100/125/150 + 0.3AD + 0.08(Atma's current HP)) physical damage.
  • Impale applies grievous wounds for (1/1.5/2/2.5/3) seconds.

####W: Bloodstone Bracer (toggle)

  • 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 (5/7.5/10/12.5/15) mana.
  • 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 5 seconds (i.e. she does not deal any damage), Bloodstone Bracer begins to lose its stored blood at 4% per second.

####E: Blood Feud (passive)

  • 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 5% and adds 20 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.
  • Note: If Darius or Draven (or both) is on the enemy team, Atma is restricted to either one of them for Blood Feud stacks (read the lore to understand why).

####R: Bloodstone Sentinel (summoned pet)

  • Atma summons a statue carved from Bloodstone to patrol a target area. The statue circles the area, 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.
  • 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.

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

Edit: I've gotten a boatload of fantastic feedback, constructive (and maybe a little destructive) criticism, suggestions, and very good questions on this champion concept over the past few days, and I will be posting an updated version of Atma soon. Unfortunately I cannot incorporate every suggestion, but there are certainly some good ideas that I think should be worked in to Atma's kit and character.

49 Comments

RiotRiot Baconhawk5/16/2014, 9:59:37 PM17 votes

I have to say, I really like the E.

cawws hungrily, stacks all points on enemy Teemo

Tsubasa WhiteCat5/16/2014, 10:25:40 PM2 votes

I like the tie in with Atmas Impaler for the Q, and the sentinels is interesting. I'm unclear whether she would be a hyper carry, a bruiser, tank, or what, but I like the idea of the statues getting stronger the more action they get.

RiotRiot Girl5/20/2014, 8:04:40 PM2 votes

I got chills reading this. Really like.

Inciflahrdus5/17/2014, 9:32:19 PM2 votes

Some my and others concerns that I saw in this thread:

  1. What she is gameplay- and build-wise? I guess bruiser, but AD or AP? She has some HP scaling, most of her dmg comes from basic attacks but needs AP to make ulti better (similar to Irelia).

  2. Passive - Mechanics: The edited version is good, but with stacks consumed on death, one stack should give waaaay more reduction - at least 2%, maybe even 3-5%. And I think it should do something outside of reducing time spent dead - look at these unused Quints. Maybe she gains HP5 equal to % of her AD?

  3. Passive - Name: Bloodlust is already taken, it is Trynd's Q. Needs other name, e.g. "Blood repayment".

  4. Q: Seems good. Adding "impaling" mechanic would make it too similar to Heroic Charge. Why damage scales with her current hp? I understand this that she is intended to be better as a "fresh" fighter, but her W skill indicates otherwise.

  5. W: It may work, I think. At max rank it can be translated as delayed "basic attacks deals adiitional 15% AD as magic dmg". Oh, and it needs a cap! Imagine farming and trading with it on for the first 10 minutes and then one-shooting anyone :D

  6. E: Lore-wise restriction needs to go out, this is indisputable. I am loath towards small amounts of CritChance, even with pseudorandom RNG used in LoL they seems too luck based and unpredictable. Also as someone noticed 20-40 bonus Tdmg on early lvls fight is just insane.

  7. R: Defensive champion-turrets. The biggest problem I can see with it is that they will be sooo easily poked down from outside of their range.

  8. The main problem I see with her is that she is very stat-checky. Yes, Q can be dodged and placement of R is important, but with non-battle Passive and Ulti more for defense, when she goes on offense it is just "who has better base stats/items". Oh, and when she has 1 gapcloser, she has no CC and innate "stickiness" with AA's based dmg.

  9. After I was tinkering on a point 8, change %Critchance from E to the bonus MS for Atma when hitting/moving towards marked target (Phage/Vayne's Passive).

Cheers!

Monatradd5/17/2014, 11:26:34 AM1 votes

Rengar i like E and Q. they r a great skill when battling teemo, heimerdinger, shaco, and zyra

Travaran5/18/2014, 3:32:54 AM1 votes

PLEASE READ THIS! I have a great idea for a champion, I don't think you're going to do this of course but I wanted to see what you guys think. Id have a name yet but his thing would be the architect of Demacia. His powers would be these. (Passive) workhorse. When he drops below 20% health he gains a big movement speed buff and all cc fears and so on are taken away, great escape tool. His Q, (Stone Launcher) he throws a big rock at x target slowing them and dealing area effect damage. His W, (Whirling force) His weapon is a mace and hammer, he swings his mace around in a circle ones dealing damage. His E, (Diamond force) his arms are wrapped in diamond gauntlets giving him increased attack speed and damage for a few seconds. His Q, (Fortress of light) He rushed to a target champion or area and builds a small castle, anyone who clicks on it will receive a massive heal and be immune to damage for a second or two, sort of like Threshes lantern only you get a big heal and anyone can click on it. Sorry for the bad grammar. Please let me know what you guys think :) also if you have an idea for what his name could be let me know. I figured since Demacia looks awesome there's a big spot that could be filled/Architect of Demacia.

Frayace5/18/2014, 6:13:58 AM1 votes

Questions about the ultimate.

  1. About how big is the area patrolled?
  2. Do you have vision of the whole area patrolled at all times?
  3. when you say it applies lifesteal, would it heal Atma or the Sentinel?
Dvolt5/18/2014, 7:58:28 PM1 votes

Cough cough Bloodstone from Dota 2. I see what you did there...

Mind you, getting two Axe-weilding brothers from a miner is weird, but they're cool so it's fine.

Her passive... is silly. Even with the bloodstones of Dota 2, the character loses stacks upon respawning. Honestly, it just sounds too... unnoticeable. Sure, you can get back into fights quicker, but it's unimpactful. Even Renekton's passive has some activity to it: When he's at low health, his fury gain is increased to 150%, meaning he can throw out more abilities. Assuming you get 3 kills before dying, 3% less respawn time is about equal to a late mastery point in the defensive tree. It has no use for when you get behind in laning phase, and doesn't offer anything for her kit. It just makes no sense. Sure, there's some thematic tie, but we don't know what a Bloodstone is (if you never played Dota).

Impale seems muddled.. What is "Short?" Yasuo's Q, a non-empowered broken Wings from Riven? Why are opponent's unable to block this by hiding behind minions? Given that she's impaling them, it would be mechanically fine for it to deal the most damage to the first target, but hit for the remaining length of the blade behind the target, in my opinion. I

For W, I think it's sort of weird. You have a strong basis for a champion who is obsessed with blood... And yet she's based around Mana? But she has a secondary resource based around the damage she deals? And she has health ratios? I don't get a clear sense of your idea being very... complete, so to speak. It honestly feels like you're trying to give her too much with this ability. Also, don't put Decimals in mana costs. It gets muddled in with Mana regen too easily, and should just be rounded up to the nearest whole number. Numbers. We need more numbers. What do her base stats look like, how much mana does she gain per level, etc. Also, does impale apply on hit effects, or just Bloodstone bracer's passive? T

Blood Feud... Is a second passive ability, one which I find very lackluster. While I respect the thematics, the way you've chosen to execute it feels very... Overkill. The ability it worthless if you choose to target someone who you'll never see, be it because they d/ced, stealthed, or just do a good job sniping you. Then, if you do choose to invest all 5 points into that skill, you are rewarded with only 25% Crit chance and 100 true damage on each attack.

Wait, what? 100 True damage for simply leveling up a skill? Even Master Yi's True damage is kept below that when he ranks up Wuju style*, And Olaf's is gated by health cost. At each extreme, this ability is absurd. If you really wish to preserve the concept of this ability, my recommendation is to transform it into a sort of reaction ability. For instance, each time an enemy champion attacks you (On-hit, because balance), they receive a stack of the "Revenge!" Debuff for around 2 seconds. Further basic attacks from this target will add additional stacks, up to a cap which could increase as you level this skill up. Rather than give Critical strike and true damage, I highly recommend that you instead go the route of adding additional magic damage and attack speed upon the selected target.

*Relevant math goes here: Assuming a level 5 Rank in Wuju style,which grants 30 True damage + 20% of Total AD, and approximately 314 AD, a single Master Yi auto attack will deal 92.8 points of true damage. However, after these 5 seconds, Master Yi will lose the 10% bonus AD he gains from Wuju style, which will reduce his damage output for the CD period. Unless he gets a reset. (I'll reply to this later, because character limits... I hope this helped, and I apologize if I came off as rude. I just want ideas to be at their very best, while being cool)

Whiskey Khaos5/19/2014, 12:27:02 AM1 votes

Atma's Weapon of choice, should be a Default version of: item 3005 Atma's Impaler. If Item is bought while Playing as Atma, it's effects are altered to enhance Atma. Atma'a Impaler gives Champion, Atma's Ultimate Enhancements are in Parenthesis :
item 3005

+45 Armor (Atma Gains +10 Magic Resist)

15% Critical Chance (Atma Gains 5% Critical Damage)

UNIQUE Passive: Grants bonus Attack Damage equal to 1.5% of Maximum Health (Atma Gains Ability Power equal to 0.75% of Maximum Mana)

Ultimate Atma's Impaler will be like item 1001 -> item 3006 -> item 3252 Ultimate Atma's Impaler can only be equipped to Atma. Atma's Impaler is currently Priced at 2300 (780). Ultimate Atma's Impaler should be priced at 3000 (700)

Thoughts? ID: Psynical Rage

truedragon2025/19/2014, 12:54:03 AM1 votes

Great ideas but i think that it seems kind of op i would be scared to lane against her since she would get so far ahead of me by her passive but she seems like an amazing champion needs a couple tweeks but dont stop working on that :)

Rhyto5/19/2014, 3:41:22 PM1 votes

You know, this isn't so bad. I'm liking the start of this character from item 3005 which already gives you her weapon? The sentinals are nice for delaying the minion wave pushes so that you can roam for about a minute or so especially with the lifesteal.

RC4CQO1yZM5/19/2014, 6:04:20 PM1 votes

seems kind of weird imo .-.

XXSnakeBoy1XX5/21/2014, 12:11:14 AM1 votes

Like the concept but her e and her passive looks extremely broken. sure the e passive is new to the game and pretty good but getting it at level 1 and dealing 20 true damage and higher crit damage to your lane foe will just be stupidly op. as for her passive, if she got 3-4 kills per life that means 3-4% respawn timer, match that with respawn timer runes and you got around 20-30% respawn timer, Other then that, Pretty good idea

KSHarrison5/28/2014, 9:18:23 PM1 votes

Haven't gotten a chance read this yet, but the formatting is incredible. How did you do all of this? The line spacing and the font size changes?

bzhen09155/16/2014, 10:36:59 PM1 votes

Damn that sounds awesome. Obviously numbers probably wouldnt be exact (thats for balancing)

we really need more pets in LoL (IMO), and this addresses that.

the respawn time reduction sounds a bit too op, especially in the late game. (60% off 70 sec respawn is op)

MakersF5/17/2014, 2:01:45 AM1 votes

There are a couple of problems, more related to an interface problem that a champion problem.

The champion is based on mana, but the W works like Atrox blodd well. Since you are using mana, you can not use the mana bar to display the stored blod. How do you think to do that? Are you thinking with something like Ashe passive? But the number can grow big...

The second problem is how to display both to the player and the opponent the target of the E. Are you thinking again to an icon like the usual ones (I don't know the technical name, the ones over the spells bar), with maybe the icon of the targeted champion and a number saying how many times you targeted it? Because if you target 5 different champs, it will be a mess over the bar. Moreover, how can you let a champ know that you targeted him?

The passive doesn't convince me too much. To keep it relevant to the blood thirst, I would put that she gains lifesteal/spellvamp with kills (even minions) up to a certain stack amount.

Or (I don't know why, probably because I was thinking on the red crystal that gives life) she takes 20% bonus health based on her bonus health. So that she can build 2 defence items, get a good 300-400 bonus health from the passive, and then go damage. Probably some kind of diminishing return should applied to prevent here passive to give here 1000 hp.

Would be cool to cast the sentinel as Rumble ulti, and they patrol the line.

Moreover, she really looks like a manaless champ. If she is actually constrained by mana, that can make here really up, but if mana is not a constraint then 1)why use it? 2) she might be too op.

BTW, great idea

Nightmaremuffin5/17/2014, 10:50:15 AM1 votes

I think there need to be something about impaling against the wall or something like that kind of like VayneVayne's Q.

Hi Im Andr3w5/18/2014, 4:41:39 AM

why hasnt their been any new champs that are really viable in jungle?