[NEW CHAMPION IDEA] SERENITY: THE REINFORCER

TSP ECLIPSE··1 votes·1,203 views

Serenity: The Reinforcer (Melee/Tank/Support) *-represents Edits

*PASSIVE: Upon receiving damage from Turret, Serenity disables turret for .5 sec + [.0075 sec per stack]. Upon reactivating, Turret must then choose next prioritized enemy. This effect cannot be trigger on the same turret for 6 sec.

*Q: SAVIOR: Active- Places a shroud of light on the ground; healing allies within the shroud (100/150/250/300/350) + [(.6/.7/.8/.9/1.0)Total Armor and Magic Resist] over 4 seconds while remaining in shroud and reduced by 25% if allies in shroud are under attack by champions; slows enemies by (10/20/25/30/40%) which lasts .5 sec upon leaving shroud and damages enemies for 100 + (5/10/10/10/15 x # of stacks) in magic damage over 4 seconds. |600 cast range, 200 unit area-of-effect|

W: REINFORCEMENT: Passive- Upon taking damage (from all sources) receives 1 stack (up to 20). Abilities' Area-of-effects are increased by (10/15/20/25/30 units) x stacks currently on Serenity when cast. [stacks fall off one per sec after being out of combat for 6 sec]

E: RELENTLESS STRUGGLE: Active- Within the next (10/15/20/25/30 seconds) if a Tower/Ally dies [600 units area-of-effect], Serenity gains (20/40/60/80/100) armor no damage is received within the last 5sec.

*R: FOR PILTOVER: Passive- Nearby Turrets/Towers [700 range] gain 5health/5sec + [5 health/5sec per stack]. /// Active- Turrets/Towers within (1250/1750/2250 units) have increased damage and attack speed by (10/20/30%) + [7% x # of allied turrets destroyed] for 10 seconds and Enemy turrets' damage reduced by half the amount within the range.

THE LORE (Dummy Edition):

Serenity is Heimerdingers apprentice, who loves and cherishes all of its citizens. She studies in the arts of defense and by using known techniques is able to protect her fellow citizens from harm.

She has Jinx as an enemy, since Jinx terrorizes Piltover.

WHYS on the ABILITIES:

Passive: allows for turret protection from allies and herself once attacked

Q- Healing based on total armor/mr /slowing enemies makes it a great defensive measure

W- The ability to increase AOE of her supportive spells makes it a great defensive mechanism

E- During team battles and/or enemy turret dives, Tanks are usually focused last and by having the ability increase armor once ally or turret falls makes her even harder to kill once she is left standing. Also by gaining armor, it forces her to build MR to counter balance and to increase her Q effect

R- For total annihilation of her enemies and to defend her team. Scales based off destroyed turrets on her team. So early game not too offensive but if they are in a losing scenario can help push the enemies back.

Feel free to comment and fix;

Thanks, Nick (TSP FEAR) Team Suppression

Josh (TSP TUBIE) Team Suppression

@IRONSTYLUS - Do you think that as for a playstyle like this(such as the manipulation of turrets and supporting in that aspect), would it be likely or unlikely to be something champions in the future would have?

16 Comments

LargerJackolope1 votes

Her abilities are far to situational. Her w requires her taking damage, her passive has no effect pretty much ever, and its still lack luster the few times you may use it. Her E is just not helpful, if your allies are dieing around you, as a support the extra armor/mr won't help you. And finally the ult is just way to situation. Turret dives are rare, and having almost zero cc, not a single direct damage spell, she would get 100% outclassed by all supports currently in the game.

TSP ECLIPSE1 votes

Ok made edit to Q.

To elaborate,

You will always most likely take damage as a tank/support so W stacks up, Now Q does damage as well as CC and/or heal it helps with escapes and sustainablity. For the extra Armor that E gives, its mostly for a escape to keep her alive, so she one day can help prevent disaster. and her ULT defends and helps make pushing easier. for her Passive, HOW IS AN OHMWRECKER built in not helpful? send her in first disable turret a few shots then redisable...

LargerJackolope1 votes

The problem is the passive is so short and for the 99% of the game that you're not diving turret it is useless. Most ADCs have escape so they can completely negate your Q by going around it. Being melee and having no nuke she brings zero lane pressure. I'm sorry but this champion is FAR to situational.

TSP ECLIPSE1 votes

Stacks on W + Q makes Q harder to dodge sinces its AOE scales larger. and yes passive is soley based on turrets yes, but because of the fact that the passive is somewhat powered, having it situational in that aspect balances it out.

yamimosh1 votes

passive is too strong, like insanely too strong. change it to something that would benefit the stacking system you already have in place and that might work better

how about: passive: for every stack on serenity, nearby minions are given bonus attack damage equal to 0.01 number of stacks. also increase the number of stacks to 100.

numbers could use some tuning but i feel she shoulc have some ineraction with minions since alot of her kit has interaction with summoners rift as a map rather than the players on it

TSP ECLIPSE1 votes

kinda reworked the passive so it maxes at 2 sec at max stacks.

Remember she gains a stack from each time she takes damage from all sources. and seeing that if she takes a lot of damage, the results of even getting 20 stacks would be hard without a teammate or turret falling. HOw is it now?

yamimosh1 votes

your post is a little misleading. you say that her W allows her teh ability to start gaining stacks, so what happens if he/she doesn't start w?

TSP ECLIPSE1 votes

ok so if I make the passive a flat lets say .5 sec +.0075 per stack? that way nothing requires W. and reworked R to incorporate flat + stack

yamimosh1 votes

that sounds a little better number wise. but why do you want to keep the turret disabling mechanic so bad? not that im trying to harrass you to change it or anything but wouldnt you want something that, idk, scales?

turrets kinda drop off mid-late game, doesn't seem like she has enough to compensate for her early game advantage which is pretty strong, but as of right now she just kinda seems like a giant sponge mid-late game

TSP ECLIPSE1 votes

the reason why the turret disabling this is it helps with her lore; shes there to protect her civilians and by taking out turrets and having the more damage she takes the longer the duration up to 2 secs will help with pushing etc. and noone in the game manipulates turrets. so pushing without damage on you, you can only disable the turret for .5 sec every 6 sec. with the limitation it makes it not over the top OP.

yamimosh1 votes

but i mean... theres an item that already does this, and i think you forgot about it because it really is just not a helpful ability in this game. turrets aren't meant to be bypassed that simply and that early

and if its a matter of sticking to her lore, shes a protector, a savior, wouldnt promoting the minions in a way help that even more since minions are so overlooked and need someone to voice for them

serenity, the reinforcer, the minion whisperer, the fodder leader.

TSP ECLIPSE1 votes

yes i know its an item, and they are reworking it, however i feel since she doesnt have that much of cc and direct support, that is a way to help support by pushing lanes and saving teammates from turret aggro during dives etc.

TSP ECLIPSE1 votes

@IRONSTYLUS - Do you think that as for a playstyle like this(such as the manipulation of turrets and supporting in that aspect), would it be likely or unlikely to be something champions in the future would have?

Zetra13

I think the best way to fix the idea of the Passive is to change up the effect without abandoning the original concept. Passive: Under the Radar- Upon reaching critical health (30% or less), Serenity becomes untargetable to player pets and turrets for 5 seconds. Receive less damage by minions by 15%. This effect goes on a 60-90 sec cd after it is complete. This would allow Serenity to counter some champions (like Hiemdinger and Yorich) while still having a way to be aggressive against turrets. You also have to include the domination mode during creation, and i think this helps quite a bit.

Zetra131 votes

I forgot to say the opinion on E. E should passively gain armor and its use is a sec immunity. E still increases armor gained when allies/turrets are destroyed and it halves the total CD of e (lets say its 30 sec cd, an ally death/ turret destroyed is 15 sec reduction) that way, it can be used in a simular manner without making her lose effects on players.Finally, her ult is too situational, but the effects are amazing. The effect should also affect minions and player pets and the effect on turrets should be map-wide so she can be in the enemy base but help her turrets from other lanes. The cooldown would have to be slightly large, but it could work. Also, while her ult is active, her Q should root enemies instead of slow, her W gains double the stacks from damage/over time and E's passive should be increased.

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