[Champion Concept] Minerva, Vassal of the Vipers (Witch Doctor Character)
Minerva Vassal of the Viper
Archetype: Witch Doctor Symbol: Caduceus
**Origins: **I wanted to design a champion that had 2 goals in mind - fulfill the Witch Doctor persona that has yet to be added to LOL, and at the same time, try to create a champion that is designed around snakes without being a Snake. Sorry Cass, but you sadly don't summon snakes :( Also, I wanted to design something completely unique, because I do not think that the Voodoo cliche is the best fit for a Witch Doctor. Minerva is designed as follows - to be a Hybrid Mage that can adjust her damage to either Physical or Magic Damage with benefits to either side of the spectrum. She is designed to be another champion that can fill the current role as the main damage dealer in the botlane, alongside a support (Think Morde); however, she is also designed to be able to be played in a Solo Lane, mainly mid. In terms of basic deifnition, she is an immobile Mage with extremely limited yet potent Croud Control. Sadly, I do not think it would be possible for her to jungle at all, but that is obviously up to your determination!
Lastly, I hope it doesn't upset you that I included many references to movies and other elements of pop culture, since that is just my style when designing concepts!
Appearence (If someone wants to try and help me MS Paint something similar to her appearence, that would be AWESOME!) Minerva is one of the older female champions in terms of appearence, but she is not the old lady champion one typically connects to witches or tribal figures. She has ginger hair that curls in a similar manner to that of the French Kings of old. So in other words, Miss Frizzle with a big block of hair that falls across her shoulders. She does not wear a mask like most stereotypical witch doctor figures, but instead, a small feather rests on her forhead and blends into her hairline. She is heavier set, and wears a pale white robe with a single golden cord around the waist. On this cord are the 2 talismans she is not currently using. In total, she carries 3 talismans: The Talisman of the Viper features a Caduceus with a royal purple gem at the top. The Talisman of Mind features a large abstract eye out of blue gemstones. Lastly, the Talisman of Might features a green inlaid gemstone surrounded by gold Like this.
Minerva is left handed, and is always carrying the Active Talisman of her W skill when idle. Whenever Minerva casts her Q, E, or R, she raises the Talisman of the Viper during the cast animation while it glows. Her animations are extremely elegant, and she moves across the rift with grace, as if she owns the place. Her Auto Attack animation clearly fires from her Talisman, a bolt of purple light with a neon green trail.
GAMEPLAY CORE CONCEPTS [1] Structure destruction from a Mage Role, other than the typical siege mage such as Ziggs [2] Ability to toggle between damage types [3] Predicting the fight and best locations to use abilities.
Base Stats Health: 510 (+75) Health regen: 5.32 (+0.65) Mana: 325.6 (+65) Mana regen: 8.36 (+0.75) Range: melee - 600 Attack damage: 85 (+2.25) Attack speed: 0.601 (+3.65%) Armor: 21.0 (+3.2) Magic resist: 30 (+0) Movement speed: 325
Abilities:
INNATE: Seeds of Destruction _Each time Minerva attacks a structure, her attack sows a Seed of Destruction that last indefinitely. You can only sow Seeds of Destruction on 2 structures simultaneously. Once 10 Seeds of Destruction are sown in the same structure, the structure destroys itself. _
This would ingrain the mage as a solid structure destroyer, slightly similar to the role of Ziggs, but this also gives Minerva a benefit for pushing her lane opponent out of lane. Quite frankly, Minerva does not have a lot of up front burst damage, all of her burst must be prepared beforehand, and her two main sources of ability damage are telegraphed. This allows her to also keep up with the tower-destruction that currently ingrains Marksmen in the current Meta, allowing for team comps to be a bit more diverse.
This passive is not to be used lightly, due to the fact that an over-agressive Minerva player will be putting herself in a vulernable position in order to trigger the passive. She deliberately has low AS at the beginning of the game, which scales extremely well into the late game for this reason. It is designed to take multiple waves to trigger the passive, but that is the point of making the seeds indefinite.
Q: Seal of the Viper Minerva casts a Viper in a target direction. After traveling the targeted distance, it arms itself for 10 seconds and leaps to attack the nearst champion that walks into its range, inflicting 50/90/130/170/210 +(.5 AP)(.5 Bonus AD) Magic damage to that champion. Cooldown: 8/7/6/5/4 Mana Cost: 50 Range: Initial cast - 800, Viper Range - 400 Arm Time: 1 second
This is Minerva's main source of damage, a trap that functions similarly to Maokai's Seedlings, but instead is extremely focused on scaling and being off cooldown oftern in the late game. To be blunt, there is an overlap on this ability with Azir's soldiers, but take note that the damage hits ONCE before the viper goes away. In addition, Minerva can continue to attack the target with basic attacks while the Viper arms itself for battle. This ability is designed to help Minerva harass while last hitting in lane, without drawing aggro or damaging minions in the process. Lastly, who else wants to chuck a Viper at someone. If you throw it at Corki, you'd be making SNAKES ON A PLANE!
W: Talisman of Might | Talisman of Mind Might: All Magic damage inflicted by Minerva is converted to Physical damage. In addition, Minerva gains 4/8/12/16/20% Life Steal. Mind: All Physical damage inflicted by MInerva is converted to Magic damage. In addition, Minerva gains 4/8/12/16/20% Spell Vamp. Cooldown: .5 Seconds Mana Cost: 0
This is the defining ability of Minerva, which gives her a brand new niche in LoL. Basically, Minerva would be able to adjust her damage type based upon her target and based upon how the opposing team is building. This allows her to build similarly to a Marksman and still output Magic Damage, or build AP to put out damage such as a AD Mage like Jayce or Pantheon. The bonus healing is also important, because it gives her the sustain to remain in lane, even after a trade goes poorly for Minerva. Note the thematic tie-in, due to the whole Serpent's staff (caduceus) being a symbol for healing, which is symbolized multiple times in this champ's kit.
While this ability could seem extremely overpowered, it also poses some difficulties for Minerva as difficult decisions must be made in terms of itemization. While her passive scales well with AS, her main abilities scale the best with AD and AP. Therefore, Minerva should be able to balance AP and AD items without falling in the pitfall of Hybrid champs that one ability or another is completely useless, no matter how you itemize. Examples of this pitfall are old SIon, Kayle, and Ezreal.
E: Hex Potion _Creates a cauldron at the targeted location that lasts up to 3 seconds. After .5 seconds, Minerva can recast at any point to explode the cauldron, inflicting 20/25/30/35/40 +(.1 AP)(.1 Bonus AD) Physical damage to all enemies, and Polymorphs all damaged champions for 1.1/1.2/1.3/1.4/1.5 seconds. The damage and size of the explosion increases over time, at a rate such that the damage/AOE radius doubles every second, for a maximum damage of 160/200/240/280/320 +(.4 AP)(.4 Bonus AD). _ Cooldown: 16/14/12/10/8 Mana Cost: 80 Range: Initial Cast - 800, Explosion Radius - (50 - 400)
In general terms, the Mage ability paradigm is very simple in league of legends - Q is bread and butter damage, W is utility, E is the main CC Spell, and R provides ultimate damage. While this isn't followed by every single mage, it is a pretty common trend among most mages in the game. Therefore, I tried to stick with something as themeatic as possible to a witch doctor, and something tied to that idea is transformations and control over animals. And since Polymorph Potion exists due to Harry Potter, I thought why not.
This ability is meant as her AOE CC skill while also allowing Minerva to apply some pressure in lane and in teamfights. By having a well-placed Hex Potion, Minerva can absolutely turn the tide in a fight with a Polymorph hit on multiple members. This spell also has a similar disengage potenital to Janna's tornado, giving Minerva the chance to peel assassins until her Q and R come off cooldown or can be cast.
R: Duality of the Viper ACTIVE: Minerva gains the ability to cast Viper Barrage up to four times. VIPER BARRAGE - ACTIVE: Minerva shoots a magic bolt in the targeted direction that stops at the first champion hit. If that champion is an enemy, it inflicts 100/200/300 +(.3 AP)(.3 Bonus AD). If that champion is an ally, it heals for the same amount instead. Cooldown: 120/100/80 Mana Cost: Initial Cast - 100, Spiritual Barrage - 0 Range: 1200
And the ultimate - Is pretty much a massive powerspike in utility for Minerva. Not only can she hit the opponent with powerful bursts of magic, but she can also choose to heal allies from a screen away as well. The cooldown on this ability is high for a reason - it should not be able to be used in the laning phase to keep your support topped off at all times, especially if that support is Soraka... who then heals you back. What I was also aiming for in particular with this Ultimate ability is that Minerva needed a way to demonstrate a greater form of balance rather than just Magic or Physical damage. Minerva has control over healing and inflicting destruction as well, which resonates with the lore and legends of witch doctors. And of course, we returned to the Caduceus symbol again.
Lore and Background Bio: _"And that my son is the story of the false prophet - may his memory always guide you from looking too far for the truth." "We all know that's just a Legend. I want to hear a true story tonight. Ma, Tell me another story."
"Alright dear, but this will be the last one for tonight. And I swear that this is a true story. Have you ever heard of the stories about the healer who lives on the Mount?" "Mount Taragon? Someone lives there?" "Yes young one. This mountain is more than just a shade looming over our town. For it was once home to two mighty tribes - One, who worshiped the light of the Moon and the other, who worshiped the Sun. These tribes were locked in an eternal conflict, as complete opposites to balance each other out." "The Lunari and the Solari!" "Yes dear, precisely. I've told you their stories before, but I have not told you about their mediator, a wise healer who walks the line between Night and Day. They say her name is Minerva, but each of the tribes swears that she is only a fantasy, a bedtime story to keep the other side on edge every time the sun rises and sets."
"Minerva?" "Yes dear. It is said that she trained in both the art of Light and Darkness, with the ability to pull any mortal back from the brink, or push them over the edge. It is said that her powers are used to maintain balance, to destroy that which aims to tip the scales, and to revive that which will naturally." "But if she is feared by both of the tribes, why didn't they ever attack her?" "Because my dear, you never want to upset a witch. And Minerva is just not any ordinary witch, for she has honed her skills in the wild. Traveling the world in her younger days, Minerva learned of the skills of each of the great families of Runeterra. From the blizzards of the far north, to the nether reaches of the blistering deserts. Anywhere she chose to tread, balance followed."
"Balance? What kind of human can have that kind of influence?" "One that has met with Death itself. One that can change the path of human history. One that began a journey to learn balance. You see child, Minerva was more than just a wicked witch, as she saw an opportunity to use her powers for the greater good. To her, there is always a better path, and if there is not, it is her duty to forge a new path." "Is this story going to go anywhere, or are you just fantasizing again about your dreams of becoming a powerful sorceress." "Son, this story has nothing to do with me, but everything to do with your father. For it was he who met Minerva and set her upon the righteous path. But to do so, he had to make a terrible choice, shattering his humanity forever."
"My father? I thought you said he died!" "The man I used to know died a long time ago. On the very day that he decided to join Minerva on her quest for balance. I may not have been strong enough then to convince him to stay, but I can honor his legacy." "What happened to him? Did Minerva kill him?" "No, not at all dear. Minerva searches for balance, for justice. But for good to exist, there must be evil. And to serve as the Good, she decided to turn your father into her Evil. Never again can she forget the terrible sacrifice she had to make. Never again can she use her magic without seeing his face."
"So this 'Minerva' decided my father was something to be thrown away for the Greater Good? What kind of story is this ma?" "This is the story of the most powerful artifact ever created, its protector, and the price of forging such an item. There is a reason that Minerva is called a healer and a witch. For she wields a magic talisman, one that can either heal or destroy. And this talisman decides which is necessary, not Minerva." "Let me guess, the next thing you're going to tell me is that my father became the talisman."
"And thus the reason why I'm telling you now. A great shadow has fallen upon Mount Taragon. The light that illuminated the peak has faded. I fear as though Minerva has left her post, and that means we are no longer safe. If an eternal conflict between night and day is not enough to keep her attention, then the whole of Runeterra must be teetering on the edge."_
Short Entry: Minerva is a emblem of balance, bringing rejuvenation to those who are sick and destruction to those with ill will. Forged by the soul of a prior companion, her Talisman of the Viper is her only companion as she mediates the eternal conflict upon Mount Taragon. For it is the emblem of balance, a source of healing and of poison, and she is its guardian.
Main Inspirations [1] Generic Witch Doctor archetype present in tons of games [2] Minerva, the Roman Goddess of Wisdom and Strategy. She was the virgin goddess of Magic and Medicine. [3] Harry Potter for a bit of double double, toil and trouble.
So what are your thoughts? Do you think Minerva has a neat concept with some interesting abilities and an innovative take on the Witch Doctor character? I tried to break the current trends of 3 hit passives and non-damaging ultimates, so even without those abilities, I hope you think that she can fit into the current framework of the League of Legends!
CCOS Bonus: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Q5081a5W-mu-the-hollow-death)?comment=0006