[Champion Concept] The Azazel

MrBuffington··6 votes·1,776 views

Hi everyone, this is my first serious attempt at a champion concept, so please let me know what you think! I'm still a little new to formatting as well, let me know if you have any suggestions that can help readability. Thank you!

Lore

"That polished armor cannot disguise your sins from my eyes" - The Azazel

A girl stared out from beneath the jumble of cloth that hid her, the scent of her home in flames clouding the vision of her mother trying desperately to distract the Noxian invaders from her daughter. The girl could hear her mother’s pleas, to which the soldiers replied, “Only the strong survive,” as they struck her down.

A girl sat on the polished floor of the temple; it’s pristine quality in contrast with the burns that marred her face. The monks tell her of the great energy she possesses, they teach her to feel her pulse ebb through her body. The monks try desperately to heal her spirit, to show her a balanced path; she sees only her own anger.

A girl in the presence of a Demacian Officer, unseen in the cover of night. The officer hands her a letter, and, without a word, departs. They meet several more times, each time without a word, each time separating in opposite directions.

A girl stands opposite of a Noxian General, paralyzed in her presence. Moonlight casts vision on the man, sword in hand, snarl frozen on his face, as he tries in vain to move. The girl circles the man, curiously, her masked face approaching his as she whispers, “Only the strong survive,” before he crumbles at her feet.

A girl flees Demacia, her actions denounced and denied by the country she sought refuge in. A fugitive of two nations, she now hunts both, seeking to right those who wronged her, drifting like a ghost that neither country can forget.

Appearance

The Azazel wears an expressionless white mask, in part to hide the burns she suffered when her home was burned by Noxian soldiers. She shaves her head, and also has a very pale complexion. She wears loose, flowing clothing that gives her the impression of floating as she runs, as well as helping to mask her motions while she fights.

Statistics

Health: 430 (+80). 510 at lvl 1, 1870 at lvl 18

Health Regen: 6 (+0.7). 6.7 at lvl 1, 18.6 at lvl 18

Energy: 200

Energy Regen: 50

Range: 175 (Melee)

Attack: 48 (+3), 51 at lvl 1, 102 at lvl 18

Attack Speed: 0.68 (+3%), 1.046 at lvl 18 (thanks to Zanryu for the math)

Armor: 22 (+3.5), 25.5 at lvl 1, 85 at lvl 18

Magic Resist: 30 (+1.25), 31.25 at lvl 1, 52.5 at lvl 18

Mov Speed: 350

Abilities

Passive: Soft Touch – The Azazel's uses directed Qi to strike at her opponents’ pressure points, causing her basic attacks to deal an additional 1/2/3/4% (+1% per 100 bonus AD) (at lvl 1/6/11/16) of her opponents missing maximum health as bonus physical damage.

Q: Water Dance – The Azazel moves with extreme fluidity and grace. She dashes in target direction, or to the first enemy unit in her path. If she does not contact an enemy unit, she gains the ability to use Water Dance a second time within 3 seconds. NEW: *The cooldown of Water Dance refreshes is reduced by half upon kill/assist. There is a 1 second cooldown between uses of Water Dance *

Cost: 45 55/50/45/40/35 Energy per dash. Range: 600 per dash. Speed: 1300. Cooldown: 14 Seconds. Cooldown beings after first dash, similar to Riven Q. Collision radius is same as model radius. Both dashes are identical

W: Empty Palm – The Azazel's strikes with extreme speed, causing her next basic attack gains 25 range and strike twice instantaneously. Basic attacks reduce the cooldown of Empty Palm by 1 second. Empty Palm also resets her auto attack timer.

Cost: 25 Energy. Range: 200. Cooldown: 10/9/8/7/6 Seconds

E: Qi Vacuum – The Azazel releases a huge burst of Qi in a radius around her, dealing physical damage and knocking enemies back until they either reach impassible terrain or 400 range from the Azazel. NEW The Azazel draws the surrounding energy into a sphere around her, causing enemies within 400 range to be drawn to a 175 unit range of her (enemies between 400-176 units are pulled to 175 range, enemies closer than 175 range are pushed out to 175 range. Enemies at 175 range are interrupted for the duration of the animation, ~.25 seconds). Qi Vacuum has no cast time, and can be cast during Water Dance

Cost: 50 60 Energy. Range: 400. Damage: 60/90/120/150/180 (+90% Bonus AD). Cooldown: 14 22/21/20/19/18 Seconds

R: Touch of Death – The Azazel strikes a series of pressure points on target champion, dealing physical damage and stunning them. Her passive damage bonus is doubled against the target for the duration of the stun. NEW Clarity: The target is marked with a "Marked for Death" debuff for the duration of the stun

No Cost. Range: 350. Damage: 100/180/290 (+100% Bonus AD) 80/160/240 (+80% Bonus AD). Stun Duration: 1/1.25/1.5 1.5/1.75/2 Seconds Cooldown: 90/75/60 Seconds.

Suggested Items

Offensive: item 3209 item 3153 item 3142 item 3035 item 3046 item 3172item 3006 item 3022

Defensive: item 3065 item 3143 item 3102 item 3026 item 3111

Goals and Background

What I had in mind when creating this champion was a highly mobile AD melee assassin/fighter, particularly one that must use positioning to great effect to maximize her kit. I also wanted to make her a martial artist, since there aren’t that many in the game (Lee Sin is the only one that comes to mind). Contrary to Lee Sin’s style, The Azazel’s is a little less direct or forceful, and draws a lot of inspiration from martial arts styles like Wing Chun and Tai Chi. She is intended to be a jungler, uses energy as a resource, and is intended to scale well with attack speed and armor penetration, due to her passive. She is meant to stay just at the edge of melee range (which is why she has a higher range than most melee champions) to get the most use out of her kit. I drew a lot on champions such as Zed, Riven, Yasuo, and Lee Sin when figuring out her numbers, so I’m hoping I hit a reasonable power level with her kit.

A second aspect I wanted her to have, especially her lore, is showing that Demacia isn’t as pristine as it seems. More of a general point, but I think it’s easy coming into this game seeing Demacia as “the good guys” and Noxus as “the bad guys”, where in truth the conflict is much more complex. The Azazel is an Ionian woman, who was unable to accept the murder of her parents during the Noxian invasion. She later fled to Demacia, hoping that they may help her seek vengeance. Demacia used her as an assassin, keeping her identity a complete secret so as not to mar the honorable and just image of Demacia. When her deeds became known, Demacia rejected all ties they had with her and used her as a scapegoat, claiming they had no part in the assassinations. (As it turns out, I found in my research of Demacian-Noxian history that there is a very similar event involving the assassination of General Boram Darkwill. I’m not sure if the timeline would align well enough for my character to fit in, nor do I know if Riot already has an assassin in mind, but I think it does show that my lore is plausible). This is the reason she doesn’t have a proper name; because Demacia in a lot of ways rejects her existence, she is known only as the Azazel (a biblical reference, basically meaning ‘scapegoat’. Demacia further belittles her existence, only heightening her thirst for revenge)

Fun Fact

The Azazel is fairly similar to Riven (in many ways she seems like the Demacian equivalent of Riven). Riven drew inspiration from a Rurouni Kenshin character, Seta Soujiro, where The Azazel draws a lot of inspiration from another Rurouni Kenshin character, Sagara Sanosuke (though their fighting styles are completely different).

Final Word

Thank you for reading this far, if you have any suggestions, please let me know!

33 Comments

Phoneixflare3 votes

Dude. this sounds so awesome. I want to play this girl right now. I want to play her midlane. She fits perfectly into the meta and is an interesting archetype that really hasnt been visited yet in terms of lore by Riot's champion creation team. +1 for you and really good kit.

MrBuffington2 votes

Thank you! I really enjoy making/editing her, more and more as I developed her character and kit, I'm glad you're also excited :). I always saw her more as a jungler or top laner tbh, I think it'd be interesting to see her in mid lane though. Thanks again!

Lunar Champion2 votes

Great idea for a champion and very complete

also very nice job for a first serious concept it make me green jellyZac

MrBuffington1 votes

Haha thank you! With all the threads coming out recently about champion concepts though, I did have a lot of help from other forum users/guides around forums. Any suggestions, things you might like to see?

HVN2 votes

This is probably my favorite champ concept. I really hope more people see this.

MrBuffington1 votes

Thank you so much! Is there anything you would like to see/suggestions you have?

HVN1 votes

No not at all. This is sorta the perfect concept for a champ. everything makes sense, her abilities and playstyle fit perfectly with her character. The only thing that isn't completely clear, is whether her q is a skillshot or a single target spell. because if her q is single target how i first imagined, than "If she does not contact an enemy unit, she gains the ability to use Water Dance a second time within 3 seconds" wouldn't make much sense. Other than that I love this concept and want to play her right this second.

MrBuffington1 votes

Yes, you are correct, it's a skillshot dash, sort of like Gragas E. My thought is that she isn't supposed to dive into a team, rather try to dance around them, and use her increased melee range and E in order to fight. It's sort of the opposite of Renekton's slice and dice, where Renekton is a champion that wants to dive into a team, and therefore gets a second dash if he contacts an enemy with his first dash. Thanks again!

The Dunkmaster2 votes

Really nice ideas going but I'm wondering about one thing.

Why does Qi Vacuum knock them back when it seems like the goal is to keep fighting in close combat especially for what looks like a melee ADC like Yasuo or Fiora. Wouldn't it be better to make it either vacuum inwards or pin them down somehow so she can keep hitting her target?

Other than that, I love the concept and detail you've put into this although her ultimate could get a few things nerfed about it.

Remove/nerfing the base damage

Remove the double passive damage

Nerf the bonus AD ratio

I'm assuming the base damage/stun of her ultimate applies her passive so it deals multiple hits

So it'd have the animation, now they're stunned but only for 1.5 second, seems way too short of a duration for the double passive damage buff. Unless I'm misunderstanding stuff.

Have you thought of making the ultimate a small channel and it deals lets say 4 hits adding up to the base damage inflicted and applying the passive with each hit. That's why I felt the double passive damage was too strong. Sorry if I didn't understand the ultimate too well.

Anyway, good job I really like this concept and hope Riot could take some elements from it and add it to a champion.

MrBuffington1 votes

Thanks!

My thought for her E was that she's a Melee fighter who wants to stay at just the edge of her melee range (it's 175, like Yasuo, instead of 125 like most melee fighters). Her E is meant to synergize with her Q, where if you bump into an enemy with your first Q, you don't get a chance to use it a second time. E can be cast mid-Q (I should add that in the description), which allows her to keep her second Q for escape or further gap-close. It also allows her to have somewhat of an escape if a team jumps on top of her, since she's supposed to be a bit squishy. Ultimately I'm going for a champion with a decent barrier to entry, but a really high skill ceiling, where mastery involves really managing space and positioning well.

Her ult actually doesn't apply her passive, since it isn't an auto attack (think of it like Lee Sin's kick. I was thinking about making it a 3-5 strike attack that scales with points, but I thought it'd be better to give it a little damage and a lot of utility, since it'd be pretty powerful if it applied her passive as well), so what I have listed right now is the only damage you get from her ult. I want to make her a champion that is very quick in a fight, she's supposed to be an assassin, but a graceful one at that, sort of ghostly where you're not sure she's there (didn't want to give her stealth though). That's why I didn't want to give her ult a channel, and also why her W hits twice instantaneously (like Shyvana's Twin Bite) instead of having a double-strike animation like Yi or something.

I'm not sure if longer than 1.5 seconds for a stun is too much, I was mostly thinking it'd be enough time to hit her W and maybe an auto or two before she disengages, but that may not be enough damage.

MrBuffington1 votes

I've changed the dynamics of her E, hopefully they make more sense now. Thanks for your suggestion!

ZanryuEU2 votes

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ZanryuEU2 votes

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ZanryuEU2 votes

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MrBuffington1 votes

I wanted the focus of this champion to be around positioning, not necessarily fast attack speed. Perhaps she is in need of a kit rework, but I think her theme is more in line with dealing auto attack damage very quickly, as oppose to being a bruiser who sits in the middle of a fight and just auto attacks (cough Jax cough).

Thanks for the help with the attack speed calculations; I wasn't quite sure how it was calculated and didn't want to report incorrect values.

I thought a Feral Flare build on her wouldn't be optimal, since I think she would have strong ganks and not be reliant on farming to be relevant in the game. The Frozen Mallet is an interesting item that I didn't consider, thank you for the suggestion. She is meant to be about as tanky as Zed is, meaning she is intended as more of an assassin than a bruiser/tank.

I tailored her energy costs so that she would be able to execute a full rotation of skills without running out of energy. I imagined a typical combo something like this: Q into range for E, (ult?) Auto + W + Auto, Q away. I think the intention for Energy as a resource is for champions to be more limited by cooldowns than resource. The limitation in resource only comes during extended engages where a champion is forced to use their skills constantly, in a spread out fashion, so their resource is constantly drained. As I mentioned, her W is meant to be stronger than Shyvana's; Shyvana has a ranged ability that enhances her damage, not to mention an AoE ability that deals significant damage. Additionally, Shyvana is meant to be more of a tank, where the Azazel is more of an assassin/fighter. She only has one real offensive ability in her W, I think it should be powerful, especially given that Shyvana's Twin Bite isn't really the strongest ability in her kit (most choose to max Burnout first, though this may be for the greater movement speed as oppose to just damage).

I don't know about you, but I find Master Yi's playstyle a bit boring. He has a lot of power to stick to champions, though there isn't much difficulty or skill involved (his ult and alpha strike resets basically take care of it). With the Azazel, she has high base movement speed and high attack range, making orb-walking a very valuable skill on her. Her E is meant to compliment these factors, allowing her to keep people at optimal range for her. Perhaps I should add a small slow to the skill, which would more easily allow her to kite enemies.

Overall I wanted to make a champion that has a very high skill cap, but can be devastating if played at a very high level. She has a great weakness in that she is not especially tanky, nor does she have a targeted gap closer (her Q is a skillshot dash, in case that wasn't clear), or a ranged attack, so she can be easily shut down with heavy ranged and zone control champions/compositions.

Thank you again so much for your help! Hopefully I was able to explain some of my decision making with you, if you have any other input, I would greatly appreciate it :)

MrBuffington1 votes

Part 2

E: Thanks again, must have messed up the math in my head when I was creating the concept. Will correct it, thanks again

R: I wanted to work in what you mentioned in the passive, which was a stun that comes with striking pressure points. Because the ultimate has a low cooldown and her damage comes in large part from her passive and W, I thought a stun would be very powerful for locking down an opponent for her to deal damage.

Do you have any suggestions for adding counterplay to a similar ability? There are plenty of ultimates without counterplay, Malzahar or Warwick ult for instance. Sure, counterplay could always come from a cleanse, not to mention it is a fairly short range ability.

Zanryu1 votes

R: I wanted to work in what you mentioned in the passive, which was a stun that comes with striking pressure points. Because the ultimate has a low cooldown and her damage comes in large part from her passive and W, I thought a stun would be very powerful for locking down an opponent for her to deal damage.

Do you have any suggestions for adding counterplay to a similar ability? There are plenty of ultimates without counterplay, Malzahar or Warwick ult for instance. Sure, counterplay could always come from a cleanse, not to mention it is a fairly short range ability.

Due to the good gapcloser the short range isn't really a weakness.

Malzahar and Warwicks ult both have the same weakness: Channeling ability. For example: good Syndras can instantly interrupt an approaching Malzahar ultimate. Currently I don't have something in my mind which could add counterplay and maybe even depth into the ult. Guess it would be the best to rework it completely. Another note: Tenacity would have destroyed your ultimate.

MrBuffington1 votes

I guess I figured she was weak to being poked down. Renekton doesn't have much engage potential when there's no minion wave between him and the opponent, similarly the Azazel wouldn't have much engage potential when there IS a minion wave between them, not to mention using both dashes to get in leaves her with no escapes, especially since she is a squishy champion.

I guess I meant for 1v1 situations, since suppression can't even be cleansed. The depth in the ult I think is being able to use it in situations where you can put out follow up damage with autos, since it doesn't have much innate damage. Tenacity is also usually only built on tanky champions, which, being an assassin, are probably one of the targets the Azazel will not go for. I don't know what you mean when you want to add counterplay, since according to you, tenacity is a fairly good counter.

Zanryu1 votes

Tenacity is not "counterplay" but "counterbuild". In my terms.

The easiest way to create counterplay is to convert the ultimate into a wide, long and medium-slow travelling skillshot which dissipates on the first champion it hits. On impact it stuns the champion which activates the second part where she teleports to the target and receives a huge attack speed boost on the target.... or something.

Just an idea. Won't go more into it.

MrBuffington1 votes

Sounds a lot like Yasuo ult, it's an interesting idea. Aside from losing the opportunity for a future engage, I don't see much risk for her throwing this ultimate out, unless she picks a bad engage. Even if it has an energy cost, it will regen in a short amount of time. I actually think the skill would be very powerful, I do like the idea, perhaps I will incorporate some aspects of it into her ultimate.

I actually built her current ult with Lee Sin's dragon kick in mind; what would you say is the counter play to that? It might give me more insight on how to approach her ultimate.

In general, I felt like I loaded a lot of power into her passive, and wanted to use that as a focal point for her kit, at the same time building her more like a champion that can excel in and may favor shorter trades, to create interesting gameplay where she has incentives to stay in longer engages and shorter engages, where there are downsides to both as well. It creates a lot of decisions for the player to make, and I personally think it adds a lot of depth to her gameplay, though I could be wrong.

Zanryu1 votes

The counterplay of Lee Sin's Dragon Kick is hidden in the cast time. A well timed flash, dash or blink can result in the opposite direction.

On thing I forgot in the main post: Each Energy champions has a mechanic to restore energy. This is something important to all of the Energy champions as this restoring is the key to having a ressource management in the first place. Without it champions would have a slow regenerative ressource and Cooldown Reduction becomes inefficient as they don't have the ressources to use their skills.

MrBuffington1 votes

It's a pretty narrow window for counterplay, I see what you mean though.

That's a good point, do you have any ideas about how to add this element? I was thinking of incorporating your idea for an ultimate, having a medium speed skill shot apply a mark to the first champion hit, perhaps consuming the mark would restore energy? Most other champions have energy restore built into their basic abilities or auto attacks, but for my champion, there aren't many places to add this, since she's already encouraged to auto attack people, and most of her spells don't have a trade off to them (ie. Shen is encouraged to dash into people to restore energy, instead of using it as an escape, Akali is encouraged to consume the mark with a melee attack instead of using it for poke, Zed wants to set up situations to hit both shuriken, Kennen gains energy from running into enemies instead of always using it for escapes, Lee Sin gains energy for staying in longer trades, instead of just spamming abilities and running away).

MrBuffington1 votes

Part 1

Name and Title:

She is meant to have an aura of mystery around her, thus she has no name. It's not that she is simply spooky; her existence wasn't known by Noxus, else they would have killed her when they invaded, and her existence is denied by Demacia. Basically she's not supposed to exist in the eyes of these superpowers, yet she does. Her title is meant to describe her relationship with Demacia (Azazel, at least what I learned about it, is synonymous with 'Scapegoat'. That you mentioned it relates to demons as well is also, conveniently fitting for how Demacia would view her). Ionia is a lost part of her history, I think her having a name, especially related to Ionia, would confuse her theme. That 'Azazel' has more Western ties seems more suitable; it is supposed to be Demacia's interpretation of her.

Lore:

I agree with you that the lore is cryptic; part of this is intentional, though not to the point of confusion. I was attempting to make her lore more of a poem than an explanation; she's a very emotionally driven character, and poems are often better for conveying emotion than explanations are, though I admit I am not much of a poet.

Stats:

The Azazel is built with a high skill ceiling in mind (whether I accomplish this is what we're discussing now, anyways), I gave her the increased attack range to allow her to orb-walk vs most other melee champions (many top tier top laners are able to do this). As far as animation goes, she moves very quickly and also wears flowing robes; I don't think it'd be too hard to show her lunge quickly with each auto. Similarly with the buffed base attack speed; I don't think anything in her kit is glaringly overpowered, so I wanted to give her some more subtle advantages.

Abilities

Passive: I had originally planned for her passive to do %maximum health, as oppose to %missing health damage, but I was afraid it would be too powerful. It is meant to give her good objective control, which is why I have her intended as a jungler, which is why I didn't limit damage to minions or monsters.

As far as pressure points stunning; Braum already has this passive, where multiple strikes against a target will stun them. Stunning with every strike would simply be ridiculous, so I settled for extra damage. I was thinking perhaps lowering her attack range to around 150 (still unorthodox, but again, I want her to have a range advantage to allow for a higher skill ceiling) and giving her a slow with auto attacks, however this is basically a permanent Red Buff; again seems too powerful.

Q: I was afraid that this may be too much information; there usually isn't much more detail than this in the explanations on the LoLWiki (usually in the expanded detail if at all). I will add the information if you think it is necessary, but I didn't want to clutter the concept.

W: You are correct; it was based rather heavily on Shyvana's twin bite. This is her main source of damage, so I thought I could give it a bit more strength than Shyvana.

Zanryu2 votes

Passive: I had originally planned for her passive to do %maximum health, as oppose to %missing health damage, but I was afraid it would be too powerful. It is meant to give her good objective control, which is why I have her intended as a jungler, which is why I didn't limit damage to minions or monsters.

As far as pressure points stunning; Braum already has this passive, where multiple strikes against a target will stun them. Stunning with every strike would simply be ridiculous, so I settled for extra damage. I was thinking perhaps lowering her attack range to around 150 (still unorthodox, but again, I want her to have a range advantage to allow for a higher skill ceiling) and giving her a slow with auto attacks, however this is basically a permanent Red Buff; again seems too powerful.

The point is that players may think it can stun somehow. Thus lore explanation should always be eliminated.

Without any change the innate could be:

Passive: Soft Touch – Each basic attack deals an additional 1/2/3/4% (+1% per 100 bonus AD) of the targets missing health as bonus physical damage.

Q: I was afraid that this may be too much information; there usually isn't much more detail than this in the explanations on the LoLWiki (usually in the expanded detail if at all). I will add the information if you think it is necessary, but I didn't want to clutter the concept.

Skill can't have too much information. But the tooltip can. Additional information should be put in a note or something. Rarely makes it sense to include them in the tooltip.

MrBuffington1 votes

Fixed, Thanks again for the input!

Zanryu2 votes

Name and Title: Basically I assume hat "The Azazel" is the title with the name still missing.

This would result in the following problematics:

The word Azazel originates from the Hebrew Bible as a name for a demon and even finds mentions in the Christian Bible and the Islamic Hadith. The popular culture uses Azazel in various media like Fallen, Supernatural or DC and Marvel Comics. However all of them are male, but that is minor.

I think that when creating a champion the overall theme is really important, and that includes the name, title, lore and ability kit. Everything should fit into one big frame. Currently you have a Hebrew name, the concept of qi or chi which originates from China and the lore which indirectly puts her from Ionia. So in major the focus lies on an East Asian concept. Thus names like Yokai (Japanese) or Yaomo (Chinese) would fit much better for her.


Lore: Content: The lore is very cryptically and that isn't a good thing. In your "Goals and Background" section you clarified that she originates from Ionia which isn't stated in her lore. Keywords like Noxian invaders could also lead to Kalamandra and temples were also build in ancient European countries like Greece. The same goes for the complete procedure of fleeing from Ionia. This isn't mentioned anywhere in your lore, only in "Goals and Background". The note that she flees Demacia makes the confusion complete; especially with being a fugitive of two nations. Especially the whole assassin for Demacia story could be fleshed out.


Stats:

It seems that Azazel is unarmed. This means that her attack range should be 125. Only champions with large weapons like polearms have 175. Attack speed would be 0.679. Even if it doesn't seem like much it makes a difference.

Rest seems fine.


End of 1st part

Zanryu1 votes

Abilities:

Passive: Soft Touch – The Azazel uses directed Qi to strike at her opponents’ pressure points, causing her basic attacks to deal an additional 1/2/3/4% (+1% per 100 bonus AD) of her opponents missing health as bonus physical damage.

  • missing level interval

Lore exposition is always bad for tooltips.

In this example striking at pressure points could imply that attacks can stun/disable targets. However this isn't the case.

In general I think this innate isn't really strong, however it should be limited against minions and monsters as it could damage Nashor for over 400 damage. Against players this is the other way around. Against champions with 500/3000 Health it would deal 100 damage without any bonus AD and armor. But with 200 BAD and against 150 armor it would deal 60 damage. As such a critical point the influence of these auto-attacks is really low. Riot once stated that innates should enhance or create gameplay, but this innate doesn't really do much. It is just extra.

Q: Water Dance – The Azazel moves with extreme fluidity and grace. She dashes in target direction, or to the first enemy unit in her path. If she does not contact an enemy unit, she gains the ability to use Water Dance a second time within 3 seconds. The cooldown of Water Dance is reduced by half upon kill/assist.

Cost: 55/50/45/40/35 Energy per dash. Range: 600 per dash. Cooldown: 14 Seconds

  • missing information about energy costs for 2nd dash (probably same as first)
  • missing information about cooldown start (after 1st or 2nd dash)
  • missing movement/protectile speed
  • missing collision radius (probably model radius)

Basically this is a 1200 unit dash as the energy costs of her other spells aren't that high.

W: Empty Palm – The Azazel strikes with extreme speed, causing her next basic attack to gain 25 range and strike twice instantaneously. Basic attacks reduce the cooldown of Empty Palm by 1 second. Empty Palm also resets her auto attack timer.

Cost: 25 Energy. Range: 200. Cooldown: 10/9/8/7/6 Seconds

This is Shyvana's Twin Bite without the damage reduction and with a higher cooldown reduction per attack.

E: Qi Vacuum - The Azazel draws the surrounding energy into a sphere around her, causing enemies within 400 range to be drawn to a 175 unit range of her (enemies between 400-176 units are pulled to 175 range, enemies closer than 175 range are pushed out to 175 range. Enemies at 175 range are interrupted for the duration of the animation, ~.25 seconds). Qi Vacuum has no cast time, and can be cast during Water Dance

Cost: 60 Energy. Range: 400. Damage: 50/90/120/150/180 (+90% Bonus AD). Cooldown: 22/21/20/19/18 Seconds

  • irregular scaling (damage)

Will be discussed in the Conclusion.

R: Touch of Death – The Azazel instantly strikes a series of pressure points on target champion, dealing physical damage and stunning them. Her passive damage bonus is doubled against the target for the duration of the stun.

No Cost. Range: 350. Damage: 80/150/230 (+80% Bonus AD). Stun Duration: 1.5/1.75/2 Seconds Cooldown: 90/75/60 Seconds.

  • irregular scaling (damage)

Similar to what I wrote to the innate lore exposition also exists here, even in the same way. But the stun I mentioned earlier is on this ability. Furthermore you wrote "strikes a series of pressure points on target champion" which could imply something like multiple on-hit effects or something. Nonetheless this ability lacks of something important: counter-play. You stun a target and that was it.

End of 2nd part

Zanryu1 votes

Conclusion: A champion based on attacking very fast isn't something exciting; especially because LoL has examples which fulfill this role as good as this concept. Some thinks I want to add: Attack Speed @L18: 1.046 % Attack Speed for AS Cap: 214.19% Items I would build for her: item 3160 item 3153 item 3091 item 3022 item 3087 item 3006 Resulting Attack Speed from items: 185% Attack Speed from Masteries: 5%

Resulting Attack Speed: 2.336 without Runes and Frenzy

Why did I choose these items and especially Frozen Mallet? The reason is lack of CC to make sure she can auto-attack properly. In general this concept is very weak at the major concepts of tankiness, crowd control and burst damage. On the other hand she is strong in mobility and thus at trading with her opponents in the lane phase.

The source of these assumptions are her energy costs. When each ability is cast once (or twice in terms of double dash) the total costs are 195 within 3 seconds where you regenerate 30 energy and thus have a pool of 230 energy. This results in the fact that you have no ressource. You will never run out of it because the costs of each ability are lower than the cooldown multiplied with 10. This revelation means that W: Empty Palm is stronger than Shyvana's counterpart ability Twin Bite without any drawback.

Back to the items: The whole ability kit surrounds the fantasy about being an auto-attack based champion due to the fact that her W and her innate both scale well with attack speed. However unlike Master Yi she have the tools for enhancing the auto-attacks but not the tools to auto-attack for a longer duration. What I mean by this is that she has neither in-build tankiness nor good crowd control (especially for a longer duration). Without any doubt she can engage a target properly but she needs to stand close enough and have to keep up with her target. Possibly the easiest way to do it is to change the E: Qi Vacuum that is grants an effect in addition to the pull and damage, especially for its high cooldown.

Other things: I said that she lacks burst damage, which isn't quite true. Especially in trading with her lane opponent she can deal a good amount of damage to the enemy. However there are other champions who excel in this role.

Sure, establishing weaknesses is an important factor towards completing champions. However currently those weaknesses lying within the core themes like tankiness and crowd control. Her strenghts lies in auto-attacking champions, mobility and preparing the enemy team for a wombo combo. Because she only has targeted or point-blank abilities means that there is almost no room for counter-play, especially against her ultimate. What results from this is that she surpasses enemies in the lane phase as soon as she is in the lead. Her insane escape creates a safe gameplay even if she pushes under the enemy tower.

It's only a mere advice I can and will give and I hope it helped you in a way.

Zanryu

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Fusion3221 votes

Seems like a combo of riven and diana.

+1 would play i'd like to see her as an ap mid.

MrBuffington1 votes

Thanks! I didn't give her any AP ratios though, I saw her more as an AD assassin/fighter. It'd be interesting if I added AP ratios/changed her to AP though, she could probably make some good use out of Nashor's Tooth.

High Lord Blaze1 votes

Them goats would not be happy with her... (Close to no one will get this reference)

MrBuffington1 votes

scapegoats?

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