[Champion Concept] Dancer Champion WIP

JackAqua·2/4/2014, 3:55:03 PM·1 votes·606 views

Hey guys, I'm currently working on a dancer champion. I don't have her name or lore yet, but I have her overall personality, appearance and skill set.
Which is why I made this thread. I just want some feedback on her skills up until now :)
She's from Shurima Desert and looks a bit like a belly dancer, but dances ballet.
Energy Source : Mana or manaless
Weapon : antique stone vase

#Abilities Innate - Dance Cycle : Basic attacks set her into a 'dancing' state (not the animation), where she gains 5(+10% bonus AD) bonus Movement Speed that decays over 3 seconds. During this duration she may enter a 3-attack-dance-cycle if she attacks an enemy champion. Each attack has another effect :
First Attack : Gain 60% (+20% bonus AD) Attack Speed for the next three seconds or your next basic attack.
Second Attack : Attack twice, while each attack deals 65% of your total Attack Damage, then gain 75 Attack Range for the next three seconds or your next basic attack.
Third Attack : Deal 15 (+40% Bonus AD) +3% of the enemies missing Health as bonus physical damage and stun the enemy for 0,75 seconds. (6 second cooldown on the same target.)

Animation would look as such : Normal Attack or First Attack she smacks the enemy with the Vase from left to right, or right to left. Second Attack she goes on her toes and spins in a circle twice, holding the vase with both hands and hitting the enemy twice. (That ballerina move, where they go on their toestips, turn, go down again and repeat, just with a vase.) Third Attack She faces away from her enemy and leans backwards 90 degree's quickly while raising her right leg and smacking the enemy on the head with the vase.

Q - Arabesque : Smack a target enemy with the Vase, dealing 85/140/195/240/295 (+50% bonus AD) and knocking them backwards 450 units.
CD 15|14|13|12|11

W - Grand Jete---Croise : Passive : Gain 0,7/0,9/1,1/1,3/1,5% of your maximum Health as bonus AD.
Active : Jump to an enemy unit, if there is a unit between you and the target, the ranged is increased by 40%. Jump to the nearest unit between yourself and the enemy and then to the enemy. (Similar to Nami, just as gap closer.)
CD 11 seconds

E - Turn-Thingy : Your next basic attack strikes thrice (applies your passive once) dealing 45/50/55/60/65% of your total AD on each attack, while attacking you spin in circles behind the target. While spinning your passive Movement Speed buff is tripled.
(Spin direction is based off of where his back is nearest.)
CD 12|11|10|9|8

R - Sand Stage : Deal 40/60/80 (+20% total AD) magic damage to all enemies around yourself each second (200 Range) and gain 20% bonus Movement Speed that ramps up to 40/50/60% bonus Movement Speed over 5 seconds, once the duration ends send out a pulse of sand, that deals 150/250/350 (+40% Total AD) magic damage and silences enemies hit for 1 second. (Movementspeed is lost instantly.) CD ~100

2 Comments

Rainbow Starfish2/4/2014, 5:16:39 PM2 votes

A couple coments.

First why a vase? Seems like a clunky inelegant weapon for something that's supposed to be smooth and refined like a dancer. At least to me it seems something flexible like a whip or ribbon, or maybe something flashy like chakram or war fans. Maybe even something like daggers would be good. But leave the blunt instruments to the more brutish characters.

Second that passive is very wordy and won't really be clear to opponents how best to fight against it. If they can even do anything about it. It's also incredibly stacked with way too much on it for one slot.

Third a mid range knockback on what seems to be a melee champion doesn't seem to be a good idea. If you saved it for last on your combo, not only did you knock them out of your ult range but you've given them a head start on running away. I've seen too many Alistars prevent kills for their team. Though I guess it'd be more like Jayce or Lee Sin. But while Jayce's is a short range knockback and he can atcually do damage from a distance if they decide to run or back off, and lee can guarantee a dash to his target if he plays it right and his straight up does a ton of damage so he can more safely use it as an execute, this champion doesn't seem to benefit from the knockback other than just a way to keep people away.

Fourth it seems a little odd to incentivise building health on a dancer character. The trope usually has them as unarmored and fragile. Especially female dancers.

Fifth the targeting scheme on the jump seems a bit ill planned. I think maybe a targeting scheme like Lucien's Q might work better, sorta use the enemy as a spring board to jump further. It would be much more clear how it works while retaining the functionality. with the added bonus of being able to jump over the opponent and actually use the knockback effectively.

Also mobility seems a bit stacked, 3 abilities and your passive increase mobility which is probably too many, though on a dancer character it might work out. Damage also seems a bit high on the ultimate for being AoE and (seemingly) not stopping your auto attacks.