Darkin Whip - Faeris, The Twisted Scourge

Mr Voidling··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 Voidling1 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.

ChaosReyn1 votes

Just to be clear, there are a couple of very unique ways to stop the Urgot execute from killing you, but they're very limited. Note that almost none of these stop the cc portion, but they do stop the actual murder.

-Tryndamere will live cause he's a real man. -Kled can actually survive by getting his lizard mount back before the actual execute lands, as it will execute Skarr'l, and not Kled (something I've only seen happen ONCE, in a youtube video, and it was obviously extremely lucky) -Kayle and Kindred ult negates the execute damage, of course, but only if your team WANTS to save you. :P -Bard ult is currently the only thing that can stop the CC portion, but since he CCs you to stop the CC, you're still CC'd.

And as a bonus: -You can actually get stuck on an enemy Azir's soldier wall while being pulled by enemy Urgot, and it will bounce you off it...unless they've fixed that bug, cause I know they didn't intend for that. This doesn't stop the execute, but it does cause one hell of a funny delay that sometimes gets Urgot players very salty if they die without the kill from being unable to reel in the line.

Anyway, point with all that is: executes are powerful, but not undeniable, so it's not like making a champ with a reliable execute is the end of the world.

ChaosReyn1 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.

ChaosReyn1 votes

Like "Your first basic attack every 25 seconds (reduced by basic attacks) steals 2% of the enemy's mana and deals bonus damage equal to that amount. If the enemy doesn't use mana, gain 2% of YOUR max mana and deal that as the bonus damage."

This would make her either an anti-mage mid laner (and a rare anti-mage that can fight kassadin, who is also an anti-mage)

Mr Voidling1 votes

I think I fixed it a bit, making it now take around 5-6 minutes with good auto attacks to empty their mana bar(So not much help later in game with constant base backing), almost having to wait every wave to proc. And her R is now more utility/damage, but horrible against enemies like Talon . She doesn't have a lot of early mana sustain, but rushes item 3003 . She will probably level up W last, so her survive-ability early game is rather weak, especially with Q and R holding her in place. Unless you want to run out of mana really quick and be useless.

Mr Voidling1 votes

Well the reason behind the passive is to give her a new mechanic, since ALL new champions are heavily geared toward bringing a new mechanic into League. It's a passive that passes through health when dealing with mana champions, but doesn't really hurt their health pool any. It makes killing her a higher priority to reset your mana pool. All she has to do is die, so... it's not hard to get your mana back. And I made it so that even at the point of execution, you can usually still cast an ability. Or even use that as bait to get her killed by your jungler. Basically it's not hard to outplay her. But yeah, I think it could be changed up a bit. I guess draining mana is probably better than temporarily lowering their max.

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