[Champion Concept] Vastayan Assassin/Marksman: Seelah Whisperwind, The Kitsune's Shadow
Preface: Name, stats, abilities, etc are not final and still require fine-tuning. This is a concept I came up with on a bored night when I realized Ahri was the only fox-based Vastayan in League of Legends. Kitsune are my favorite race in tabletop RPGs, and I would like to see more of them introduced to League of Legends.
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Lore:
Seelah Whisperwind was born on what is known as a "shadow moon"; the moon was out in full, but instead of casting its lunar rays down, it instead cast shadow-dotted light. They are infamous for empowering negative energies and only come to pass once every 250 years, although for not but a few hours. Seelah was the one unfortunate soul of her people to be born at this time. Her family of now-4 was cast out for superstitious reasons, the tribe horrified at the thought of a potential curse born with this child.
Years passed as her mother fell sick and passed under strange circumstances. Within a few more years, her elder brother met a similar fate. Finally, on her birthday, her father performed their tribe's adulthood ritual and burned a rune onto her forehead. Normally, parents paint these runes on and make it a symbol of fortune or wellness; her father gave her the mark of "Outcast." That same night, she found him to be gone, not even a trace of his existence left behind.
Lost, alone, and paranoid, she wandered on her own, descending into a more primitive state of being. It wouldn't be until she was well into her "young adult" years that she made the first bit of contact with another intelligent creature; none other than the Nine-Tailed Fox, Ahri. Lost in what seemed to be a never-ending jungle, Ahri came across a surprisingly well-built, but tribal, dwelling that was outfitted strongly; all of it seemingly built for only one person. Taking shelter in this new dwelling, she patiently awaited the arrival of whomever lived here. Soon greeted by Seelah, the vulpine humanoid was dressed in tanned hides and tightly-woven leaves. Primitive, but serving their purpose well enough.
"Oh my---!" Ahri gasped out, shocked by the primitive Vastayan. "ahem Hello. Do you understand me? Can you help?"
"Yes, I understand you, Ahri," Seelah coldly replied. "I live a primitive life, but that doesn't mean I am feral."
"I...I see. How do you know my name?" Ahri leaned forward, entranced.
"I've been observing you since before you wandered in here. I'm not surprised you didn't notice; nobody does. I've had to do this for as long as I can remember, and when you're alone, you have to move quickly and silently, like the wind."
"What are you doing out here? Why---" Ahri takes notice to the rune branded on Seelah's head, fear taking hold. "Y--you're HER!" She cries out. "You're the shadow moon child!"
"Aye, that's me. My name is Seelah Whisperwind, although I'm not sure that's important anymore." Seelah seems unfazed by this, a stern gaze unflinching from her deep amber eyes. "You want to get out of the jungle, right?" Ahri has no response as she tries to recover form the shock. Unamused, Seelah pulls out an arrow and dances it about in her dexterous hands "I'll take your silence as a 'yes'. Follow me," she motions as she darts out of the housing.
Snapping out of her shock, Ahri takes off after Seelah, calling out "Hey, don't leave me!" It's a few hours of wandering through dense foliage and avoiding larger-than-tree creatures before the edge is finally reached and Ahri is able to return to civilization.
"Oh, thank you Seelah! I owe you much for this." She bows gratefully to her primitive guide.
"Yes, you do, and I already know how you can pay it back." Seelah steps close up into Ahri's face, her hunter's gaze cold and unerring. "I wish to rekindle the magic I was forced to lose for the purpose of safer hunting. I've been meaning to return to a more civilized life, but I refused to return without my magic."
Ahri ponders this and nods "OK. I think I know how to do this." She takes Seelah's hands into her own and chants a long ritual. Light flickers and Seelah struggles to contain herself as the magic is being restored, although rather violently. Soon, a large burst of light emits around her body, blowing Ahri back. The figure that emerges from the light is a shadowy nine-tailed vulpine. All of her humanoid features, save her bipedial nature, are gone. She stands upright like she normally would, but she has lost her equipment, replaced by 9 large, shadowy tails, flickering about like dark aetherial candles.
"S-Seelah...?" Ahri mutters out, trying to comprehend what stands before her. The figure does not respond, simply gazing at her with a familiar set of deep amber eyes. It eventually moves, so fast that it disappears and leaves no trace. It is gone, and Ahri has no choice but to let it go.
Years later, Ms. Whisperwind was seen wandering the land, simply looking to "thank" the Vastayan that has awoken the curse. Armed with her shortbow, her magic, and a ruthless desire for bloodshed, she has taken to the Fields of Justice in hopes that she can be the only Nine-Tailed Fox.
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Appearance:
Seelah is a relatively small humanoid Vastaya, only standing around 5'6". Her face is unlike most Vastaya in that it is much more like her animal counterpart. A long fox-face coated by dark grey (steel-colored) fur alternating with faded-white fur as accents, sheltering a pair of deep amber eyes. She wears a forest-green cloak adorned around the collar with a brooch, resembling two leaves intertwined to form a heart. She is flat-chested and a slim unassuming figure, almost to the point where she would look too feeble to properly draw her recurve shortbow. Her arms are well-concealed by basic dark grey sleeves, but her hands are left revealed. On each finger, she has a short claw that is sharpened to a dagger's point. Her legs are long limbs leading to paws, although usually concealed by a long forest-green kilt. Her outfit is tailored to allow her black-tipped ears and large bushy tail to be revealed at all times.
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Primary Role: Seelah's high potential damage allows her to skirmish well in extended fights, suiting her to a Marksman role. Secondary Role: Her strong scalings and ability to drop a target within seconds can lend her to an Assassin role as well. Role to a Team: Seelah serves as the sustained damage-dealer, fighting from a distance and picking her targets off. While she is safe with her potential mobility, it is also very easy to catch her off-guard with her long cooldowns. To her team, Seelah will serve as the mid-line DPS, aiming to stay at or near her maximum potential range while being guarded by her team. If this can be accomplished, she will be a terrifying threat to her enemies that must be dealt with hastily.
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Base HP: 540 HP Growth: +80/level HP/5: 7 HP/5 Growth: +0.6/level Base Mana: 380 Mana Growth: +50/level MP/5: 8 MP/5 Growth: +0.8/level Base AD: 60 AD Growth: +3.25/level Base AS: 0.64 AS Growth: +3.2%/level Base Armor: 25 Armor Growth: +3.5/level Base Magic Resist: 30 Magic Resist Growth: +1/level Base Movespeed: 340 Auto-Attack Range: 450
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Passive: Natural Toxins
Whenever Seelah deals damage with an autoattack or ability, the target gains a stack of Toxin. Each stack of Toxin will add a DoT that deals (3% Total AD) Magical Damage each second over the course of 4 seconds. Stacks drop off at a rate of 1 stack/second. Adding new stacks refreshes the duration of all current stacks. Stacks will cease to increase at 10, but will still be refreshed by effects that would reapply it. Natural Toxins does not apply on Runaan's Hurricane bolts.
1 Stack: 3% Total AD/second. 2 Stacks: 6% Total AD/second + 40% Decaying Slow over 4 seconds. 3 Stacks: 9% Total AD/second + 40% Decaying Slow over 4 seconds. 4 Stacks: 12% Total AD/second + 40% Decaying Slow over 4 seconds. 5 Stacks: 15% Total AD/second + 40% Decaying Slow over 4 seconds. 6 Stacks: 18% Total AD/second + 40% Decaying Slow over 4 seconds. 7 Stacks: 21% Total AD/second + 40% Decaying Slow over 4 seconds. 8 Stacks: 24% Total AD/second + 40% Decaying Slow over 4 seconds + Stalk will deal 45-105% extra damage instead of 30%-70%. 9 Stacks: 27% Total AD/second + 40% Decaying Slow over 4 seconds + Stalk will deal 52.5-122.5% extra damage instead of 30%-70%. 10 Stacks: 30% Total AD/second + 40% Decaying Slow over 4 seconds + Stalk will deal 60-140% extra damage instead of 30%-70%.
The Decaying Slow will tick down to expiration separated from Toxin's damage. Decaying Slow will only function at half strength (20%) after the first instance and lasts half the duration (2 seconds). This penalty lasts for 10 seconds after a 40% Decaying Slow instance.
Ability 1: Cunning Shot Mana Cost: 60/70/80/90/100 Cooldown: 14/13/12/11/10 Range: 1000 units Collision Radius: 45 units Speed: 2000 Ability Type: Skillshot, Line
Passive: Seelah gains an additional 10/15/20/25/30% Attack Speed for 4 seconds when she triggers Cunning Shot marks.
Active: Fires a shot in a straight line that stops on the first enemy hit, dealing 40/80/120/160/200 (+20/25/30/35/40% Bonus AD) Physical Damage. The shot leaves behind a mark that lasts for 5 seconds. This is consumed if Seelah autoattacks or deals another instance of ability damage to the target. The mark deals (40/45/50/55/60% Bonus AD) Physical Damage. Consuming the mark will apply an additional stack of Natural Toxins.
Ability 2: Stalk Mana Cost: 50 Cooldown: 15/13.5/12/10.5/9 (Doesn't Begin Until Stealth Breaks) Range: Personal, Self Ability Type: Buff, Self
After a 1s delay, Seelah enters Stealth for 3s/3.5s/4s/4.5s/5s, gaining 10/15/20/25/30% bonus movement speed. If Seelah breaks Stalk by attacking, it deals 30/40/50/60/70% extra physical damage and applies 2 additional stacks of Toxin. The bonus damage from Stalk is not multiplied by Critical Strikes.
Ability 3: Vulpine Grace Mana Cost: 50/60/70/80/90 Cooldown: 20/18/16/14/12 Range: 500 units, 300 units (Attack Radius) Speed: 1000 Ability Type: Skillshot, Dash, Line, Self-Move
After a 0.5s delay, Seelah swiftly lunges in a straight line, covering a moderate distance. If at any point during this dash an enemy champion comes within a 300 unit range, she will fire a snap-shot at them, dealing (60/70/80/90/100% Bonus AD) physical damage, applying on-hit effects, and applying 1 additional stack of Toxin. This can only affect one champion per dash, and will target the first valid enemy. Invisible champions will not be targeted if Seelah wouldn't be able to autoattack them.
Ultimate: Nine-Tailed Revelation Mana Cost: 100 Cooldown: 120/110/100 Range: Personal, Self Ability Type: Buff, Self, Range,
Channeling the power of her Vastayan blood, Seelah unlocks her true potential temporarily, transforming into her Shadow Kitsune form. While in this form, her autoattacks are replaced by a swifter tail-lash, she gains 50/100/150 additional attack range, and doubles her Cunning Shot passive bonus. This form lasts 13 seconds. Seelah will gain "Nine Lashing Tails" for the duration of her ultimate, causing her 8 other tails to launch magical projectiles at any target she autoattacks, each tail dealing (3/4/5% Total AD) Physical Damage and applying certain physical effects. (Total 24/32/40% extra Physical Damage) (On-physical-damage effects such as Black Cleaver and Death's Dance will be applied, but on-hit effects like Runaan's Hurricane will not.)
(i know you said the passive didn't but you didn't clarify this)