Darkin Whip - Faeris, The Twisted Scourge

Mr Voidling·12/2/2018, 3:08:40 AM·3 votes·2,228 views

Art is not created by me, check out the artist yourself. I decided to kind of trash my previous idea of having her completely taken over just like Aatrox. Instead it is more of a symbiotic co-existence going on here. Not like Varus, this is where they both agreed to use each other prior to corruption, so she isn't fighting against the Darkin or anything. They are purely under an agreement. Faeris is a very reasonable Darkin, and always keeps her word. The host on the other hand is purely malevolent, seeking bloodshed every waking hour, and relishing in the torment of her enemies. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/c911eff8-df92-4a27-918e-b9a1752e7e40/d4zkq3f-4b0a0770-c16d-4232-82a7-683a03398d70.jpg/v1/fill/w_812,h_984,q_70,strp/the_demon_enchantress_by_shiro169_d4zkq3f-pre.jpg https://www.deviantart.com/shiro169


Faeris - The Twisted Scourge

A champion who might not assassinate you in an instant, but very slowly draws out fear and weakens your champion. No threat at all when she is behind, but if she gets ahead and can't be killed... she becomes a true horror.


STATS HP|590+70 H5|8+0.4 MP|350+30 MP5|7+0.75 AD|57+3.00 AS|0.63+3.5 AR|28+3.25 MR|30+0.5 MS|340 RG|450


Abilities:


Passive: Mental Anguish Every 20 seconds Faeris gains Mental Anguish. Basic attacks against champions lower the cooldown by 2 seconds. Mental Anguish: Faeris gains 50 attack range and her next attack against a champion lowers their mana by 5% of their max mana, and deals 5% of their missing mana as bonus true damage. Or lowers mana by 15-100, dealing up to 15-100 true damage. Whichever amount is greater. Bonus damage is doubled if the target's mana is below 30%, damage is tripled if the target's mana is below 10% If the champion doesn't have mana as a resource then Mental Anguish deals a bonus 5-10% of Faeris' Max Mana as magic damage instead.


Q: Bladed Pillars | CD 12/11/10/9/8(Recast CD 10) | Cost 30/35/40/45/50 | Range 750 | Radius 75 Faeris stabs her bladed whip into the ground and launches the blade out of the ground in a target location after a 0.3 Second delay. Holds up to 3 charges. After the blade launches she can either recast within 2 seconds to expend another charge or move to instantly take her whip out of the ground and put it on cooldown. Deals 55/80/105/130/155+(30% Ability Power) magic damage.


**W: Mask the Pain | CD 10/9/8/7/6 | Cost - ** Activated: 50% of magic damage is redirected to Faeris' mana, dealing 1.6/1.5/1.4/1.3/1.2 mana for each point of magic damage. 30% of Physical damage is redirected to Faeris' mana, dealing 2.4/2.3/2.2/2.1/2 mana for each point of Physical damage.

Passive: Champion kills restore 30/35/40/45/50% of max mana and grant 2/2.25/2.5/2.75/3 seconds of invisibility; assists grant half the bonus.


E: Trip Wire | CD 18/17/16/15/14 | Cost 80 | Range 400 Faeris sweeps her whip in an 80 degree cone across the floor, tripping(rooting) all enemies hit for 1.1/1.2/1.3/1.4/1.5 seconds and dealing 60/95/130/165/200+(50% Ability Power) magic damage. Faeris can recast within 1 second to either lunge forward or cartwheel backward.


R: Serpentine Blade | CD 210/180/150 | Cost 150/175/200 | First Cast Range 3,000 | Whip Length 1,000 Passive: Mental Anguish also increases Faeris' max mana by 5/10/15 every time it hits an enemy champion, increased by the multiplier. Active: Faeris stabs her whip into the ground and after 0.5 seconds she has 5 seconds to choose a wall and direction, shooting her whip out of the wall, if the whip hits another wall she may recast in a direction from that wall for 3 seconds. Max of 3 casts. Each dealing 100/150/200+(35% Ability Power) magic damage to champions hit. Each whip stays as an impassable wall for 3 seconds.


So this is my take on a whip wielding Darkin. Designed for midlane. Pardon me if abilities are similar to other concepts, I didn't intend it. I was informed prior to posting that there was a whip wielding Darkin concept out there already, but I think this one has more uniqueness to the kit... Not implying the other is bad or anything.

Rank 5 W ratios would be: 100 Magic damage = 50 damage taken, 60 mana damage taken. 100 Physical damage = 70 damage taken, 60 mana damage taken. 100 True damage = 100 damage taken, 0 mana damage taken. Veigar R at 1,000 AP and 30% HP(2,150) = 1,075 damage taken, 1,290 mana damage taken Caitlyn R (1,500-ish) = 1050 damage taken, 900 mana damage taken. Physical and Magic damage both deal 60% of total damage to mana. Magic damage deals 10% more overall damage and Physical deals 30% more overall, split between mana and health. But indeed offer her a 50/30% damage reduction. Just make sure you don't end up useless with 0 mana.

Full combo, with 1,000 AP(4,000 mana), can only deal upwards of 3,715 magic damage + potentially 300-450 true damage on mana champs or 400 on mana-less champs. Add in Lich Bane and you're looking at around 4,700-ish damage in total. Fiddle R alone will deal 3,875 damage in comparison.

item 3194 helps a lot, against her Q + R.


Check out my other champions here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ymj1MEPc-all-my-champion-concepts

6 Comments

Mr Voidling12/2/2018, 3:17:07 AM1 votes

alternatively the passive could be this instead:

Passive: Mental Anguish Mental Anguish: When Faeris hits an enemy champion with a spell she lowers their max mana by (2% for Q, 5% for E, 10% for R), until she is killed. If the champion doesn't have mana as a resource then Mental Anguish deals a bonus 10%(5% for Bladed Pillars) of Faeris' Max Mana as magic damage instead. If Mental Anguish lowers a champion's max mana to below 10% then the champion is executed, and regains all missing mana.

R: Serpentine Blade Passive: Mental Anguish increases Faeris' max mana by 4/6/8. Active: No longer deals bonus damage, just has a total of 20% Mental Anguish if both hit a champion, making for a great execute.

Which would make her more spell reliant rather than a basic attack hybrid. This would make it be a total of 31% from a full landed combo, so if they are at 40% or lower then a full combo will kill. Only allowing 11% per normal combo though. Unlike Urgot's R, which executes below 25%, which is pretty high, this is only 10% of their mana, dealing flat percents(so having no mana items won't kill the adc faster). Similar to Urgot R it can only be stopped by killing her, however it is much more persistent, downside is that unlike Urgot R no other champions can help you reach the execute threshold. AKA: If you're behind, you stay behind.

But I like her needing to basic attack with her whip.

ChaosReyn12/5/2018, 9:34:42 PM1 votes

Feel like the ult could deal slightly less damage over all, with the addition of being able to either become unpassable terrain (roped off) or to deal additional damage to enemies that walk through it. Just from an aesthetic angle, if you're going to have an ability that can chain through walls like that, you should totally use that feature for something, otherwise it's really just your Q with a different angle of attack.

The E can probably be flatlined to a 1.5s root, since A. Its aoe, and B. it does some decent damage and guarantees your combo can hit.

But by far the one thing I will absolutely complain about is the ability to have an execute that doesn't care about hp. It's already far too toxic to dumpster someone's mana bar, cause it'll make some champions feel absolutely worthless. The passive is definitely the most in need of a review and change. I feel like just having a passive that saps mana is more than enough, in all honesty.