[Champion Concept]: Li Mei, The Dual Sentinel (Art Design Included)

JaeCryo·2/4/2015, 3:07:49 AM·2 votes·3,545 views
  • I saw another user by the name of GaleWinUnleashed do this for his concept (which is linked) and I'm stealing this from him for the sake of the small chance of Riot's feedback actually depending on this. However, I'd still like to know where this concept's influence is going to if I can help it :P

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#####Li Mei, The Dual Sentinel

Lore: There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world.

For Li Mei, however, they were not enough.

From a young age, Li Mei favored action over words. Her determined attitude reflected in the bruises on her knuckles and the torn shreds of her clothes. During the seven year occupation of Ionia, the standing Noxian regime employed numerous methods to control the populace. Brutality, aggression and oppression were exerted for the simplest of misdemeanors, if there was even a “crime” to be had at all. Though typically peaceful, the people of Ionia- as was to be demonstrated on the Rift- are not so easily defeated. Li Mei was one such defiant freedom fighter, and though the Kinkou order offered her guidance, their lack of decisive action pushed Li Mei to vigilantism. She sharpened her skills to a point mirroring that of her twin sai, whose deeds are still remembered of in Noxus by the wounds of those few surviving veterans who felt them, and the heinous whispers of their generals who were left disgraced.

Repeatedly, Li Mei's factious personality meant Noxian blood spilled over the battering of a local merchant refusing his goods be confiscated; a rowdy child carelessly turning a corner to meet a marching patrol; a simple destitute farmer having a drink too many to the thought of his recently annexed farm. Under the presence of Li Mei, each victim was left with the image of obdurate justice standing- fists clenched- over their unconscious aggressors. After a time, behind the helmet of every Noxian soldier, was a gnawing reverie of how each would fair on their own against the rising "Sentinel of Galrin". Demonstrating an unmatched talent for striking her opponents down in merely seconds, Li Mei established herself as one of the most promising warriors to ascend out of Ionia.

"In all things, there is balance. For every tide, there is push and there is pull. In time, all things will be as they once were." These words acerbically echoed in Li Mei as she stomped out of the sacred Kinkou monastery, eager to turn the tide against her bellicose occupiers with equal prejudice. Through her actions, and those of her fellow Ionians (especially those noted of a burning nature), the defeat of the Noxian occupation at the hands of those brave few who stood for freedom on the Rift will be remembered for generations. Though the threat was ended that day, there is a coming change in the world; one that Li Mei herself has risen to meet among her fellow legends.


Gameplay: Li Mei is a fighter that prefers action over contemplation. Her weapons, twin enchanted sai given to her as a symbol for her unprecedented bravery and protection of liberty in the province of Galrin, reflect her staunch personality. Li Mei relies on years of fighting and brawling to shrug blows and groom her combat skills while outmatching her aggressors. Given her inherent toughness and vitality, Li Mei’s gameplay revolves around survivability combined with stance-based abilities to outmaneuver and outlast her opponents.


Stats: Health: 490 (+80 per level)

Attack Damage: 52 (+3.15 per level)

Attack Speed: 0.660 (+2.65% per level)

Movement Speed: 340

Health Regen: 5.75 (+0.7 per level)

Armor: 16.5 (+3.5 per level)

Magic Resist: 30 (1 per level)

Range: 160 (Melee)


Abilities: Passive- Dual-Minded Warrior

New mechanic: Focus/Resolve Focus

Li Mei generates Focus whenever casting an ability in this offensive unyielding stance. At 50% Focus, she receives 10% less damage, 20% less damage at 75% focus, and 25% less damage at 100% focus (with non-stacking resistance). Applies before Armor and Magic Resist bonuses. Upon reaching 100% Focus, Li Mei retains the effects for 5 more seconds before resetting back to 0%

Resolve

Li Mei generates Resolve whenever casting an ability in this defensive disciplined stance. At 50% Resolve, she deals 10% more damage, 20% more damage at 75% resolve, and 25% more damage at 100% resolve (with non-stacking damage). Applies after Attack Damage bonuses. Upon reaching 100% Resolve, Li Mei retains the effects for 5 more seconds before resetting back to 0%.

#EDIT: IMPORTANT

Due to discrepancy, I believe it is prudent for me to preface Li Mei's kit with this in mind. The two stances that Li Mei employs are not a traditional Offensive/Defensive archetypal duo. Li Mei is all about reacting to her situation, acting out of instinct, and -most importantly- just acting at all. The differences between the two stances thematically, are the methods by which Li Mei acts. As an experienced fighter, Li Mei knows her fair share around a fight. Being the naturally aggressive person she is, her Focused Stance reflects the side of her that is devoted to sheer power by ignoring the pain she receives. However, as she is also experienced, her Resolve that has accumulated over years of guarding her homeland has given her experience and skill in her fighting abilities in order to bring down her opponents with finesse. The two stances are meant to accentuate each other instead of being heterogeneously identified as the "offense" and "defense" stances. BUT, it is vital to mention, the basic appeal of either stances are still SUPPOSED to sprout from this "offense/defense" archetype, and as such, they were originally stated that way. However, as I wanted Li Mei's individuality to be identified as more than just that base paradigm, the "offense/defense" archetype thematically evolved into gameplay as "damage/utility" stances in her kit. Her Resolve gives her damage increase while her Focus gives her damage reduction. At first this may seem confusing (as it was to one individual who gave important feedback that led to reiteration in Li Mei's kit and is credited later on), but the descriptions of either under her "Ultimate" ability will provide more thematic insight behind each and therefore may give clarity. This was done in order to encourage the combining of her stances in order to adapt to her situation, and allow her to open up limitless options for players who have the skill to realize them in game. Li Mei is supposed to be a rewarding character to play as for people who put the time into her, just as a character inspired by fighting games and other themes should be. She is, as her passive describes her, a Dual-Minded Warrior; she is headstrong, always willing to act while having the confidence in herself to know she can withstand and overcome any challenge without sitting around contemplating her path beforehand and as such her stances act together with one another and not separately alongside each other. As I mentioned to a commenter who provided well-rounded and helpful feedback below:

Remember: ∞ not =

(Q) Dextral Blow/Sinistral Strike

Dextral Blow (Focused Stance)

Li Mei aggressively strikes out in front of her in a line with a short clockwise spin and a stab of her right sai, dealing 50/75/100/125/150 (+80% AD) and generating 10% Focus for each enemy hit (up to 3 for a maximum of 30%) and 20% Focus when hitting an enemy champion (as opposed to 10%, up to a maximum of 60%).

Cost- None Cooldown- 10/9.5/9/8.5/8 seconds Range-275

Sinistral Strike (Resolved Stance)

Li Mei methodically strikes out in front of her in a line with a short counterclockwise spin and a stab of her left sai, dealing 35/55/75/95/105 (+80% AD) physical damage, generating 10% Resolve for each enemy hit (up to 3 for a maximum of 30%), slowing them for 15/20/25/30/35% for 1.5 seconds.

Cost- None Cooldown- 10/9.5/9/8.5/8 seconds Range-275

(W) Flying Flurry/Reposition

Flying Flurry (Focused Stance)

Li Mei focuses her will -and steel- on everything in front of her. She damages in a front facing cone for 1.5 seconds striking once every 0.5 seconds for 25/35/45/55/65 (+55% AD) physical damage. For every hit on an enemy champion, Li Mei generates 15% Focus (up to 45% maximum). Li Mei may move while casting but is slowed by 30%. If the opponent is under the effect of Sinistral Strike, the slow from her Sinistral Strike lasts for an additional .5 seconds for each strike (3 seconds total when added to).

Cost- None Cooldown- 15/14/12/11/10 seconds Range- 425

Reposition (Resolved Stance)

(First Cast) Li Mei focuses before feinting from her opponent. She charges up to 1.5 seconds, increasing the range of her dash over the next 1 second. Depending on the duration, Li Mei generates 25-50% Resolve. (Second Cast) Li Mei rushes toward the target cursor. Reposition’s cooldown is not refunded if interrupted, but is immune to slows in mid cast.

Cost- None Cooldown- 20/18/16/14/12 seconds Range- 325~550

(E) Fixated Kick/Walk It Off Fierce Offset

Fixated Kick (Focused Stance)

(ACTIVE) Li Mei makes an offensive maneuver to kick her opponent, hitting them with enough force to send them up in the air and giving her time to continue her assault. On her next basic attack, Li Mei strikes the opponent decisively with her heel, dealing 40/55/70/85/100 (+100% AD) physical damage, generating 10% Focus and knocking the opponent up for .75 seconds. If Li Mei is behind the opponent, they are knocked up harder for an additional .5 seconds (1.25 seconds total).

Cost-None Cooldown- 12 seconds Range- 160 (Melee)

Walk It Off (Resolved Stance)

Li Mei's sacrifices her Resolve, shielding her for a flat amount of 45/75/105/130/145 (+100% of Resolve spent) for 3/3.25/3.5/3.75/4 seconds. 1% of Resolve is equal to one point of shield. If Li Mei switches stances, she loses the effects of Walk It Off.

Cost- None Cooldown- 18/16/14/12/10 seconds Range- Self

Fierce Offset (Resolved Stance)

Li Mei takes a reactionary position, reeling backwards with her left sai in front of her out of instinct. For the next 1 second, Li Mei becomes immobile. If she is hit with an ability during this time, she gains 25/30/35/40/45% Resolve. Li Mei still receives the normal damage from the ability as well as any slows or other effects. If an enemy hits Li Mei with an auto attack during this time, the damage is simply cancelled. However, if it is an empowered auto attack active (Renekton W, Garen Q, Darius Q etc.) the damage is negated just as with a normal auto attack, but Li Mei also reflects the status effects back at the opponent (Stun, Silence, Bleed respectively ) as well as generating the normal amount of Resolve. If the empowered auto attack is ranged, the damage and effect is simply negated, as well as the normal amount of Resolve being generated.

If Li Mei is hit with a normal ability with a stun, suppress, or root during Fierce Offset, Li Mei still suffers the full duration of the effect, but generates double the amount of Resolve generated, and her cooldown on Reposition is reset.

Fierce Offset can be cancelled by knock-ups and silence (unless it is from an empowered auto-attack of course).

Cost- None Cooldown- 20/18/16/14/12 seconds Range- Self

[In a combination of feedback due to the previous ability being lazy (which it was) and an attempt to give Li Mei more individuality in her abilities, I decided to switch the rather boring utility of a flat shield that consumes her resource, into a timed ability that requires skill and finesse, but is rewarding. It serves as a dramatically important and active way for Li Mei to generate resources and gives her a new way of surviving in lane in a way that is thematic to her character but also interactive and fun to use. As I wanted it to be more unique than a dressed up “Fiora W”, the ability causes her to be immobile in exchange for a wider array of effects. Just as well, it requires good timing on the player’s end, which serves to balance the ability to the betterment of the player and the opponent.]

(R) Stance: Focused/Resolved

Li Mei adapts to the fight, acting out instinctively and allowing herself to attune to her situation. Every 30 seconds, Li Mei gains a charge that allows her to change herself from an aggressive Focused style to an acute Resolved style. Each time Li Mei switches stances, she removes all Focus or Resolve she has built up, but may retain her active benefit from her previous stance for 5 seconds (stacking with the 5 seconds upon reaching 100% in the stance) and her active cooldowns on abilities are reset. Li Mei may hold up to 1/2/3/4 charges which begin cooldown once a charge has been spent. Li Mei starts with one rank in Stance: Focused/Resolved, and may increase it at levels 6, 11, and 16 up to 4 ranks. EDIT: If Li Mei switches stances while still having an active effect from her previous stance (which will only be available when having +2 charges), the new effect will replace the old one. EDIT 2: If Li Mei scores a kill, she gains an additional charge for her Stance switching for 10 seconds. Only occurs on kills and not assists.

Focused Stance

(ACTIVE) Li Mei readies herself in an orthodox position, ready to deliver an experienced and unrelenting barrage of strikes. During this stance, Li Mei ignores blows directed at her, focused only on bringing her opponents pain while dismissing her own.

Resolved Stance

(ACTIVE) Li Mei relaxes into a southpaw style stance, giving her motions unmatched fluidity and allowing her to move at incredible speeds. Employing this proficient stance, Li Mei is resolved on striking accurately and carefully, targeting precious and vulnerable points while protecting herself remaining poised to react.


Insight: As a competitive player, I enjoy many types of multiplayer games, ranging from FPS's to MOBA's and even fighting games (currently Guilty Gear Xrd -Sign- is the hottest topic on the fighting game front for me and many others). Coincidentally, I spend a lot of time playing League of Legends as it is my main source of competitive multiplayer, next to fighters, but one observation that I and many others have noted is that the game, while inherently advanced in terms of playstyles of characters, team compositions and statistical numbers, is not actually a technically difficult game. At the end of the day, the core gameplay of League of Legends is pushing anywhere from four to eight buttons on your keyboard in a more "correct" order than your opponent. This may sound brutish and maybe even a bit critical but it is a fundamental truth of the game and it is not something to demerit the game for, but it could be looked at in a corrective manner. To be fair this also true of genres such as fighters, although they are claimed as being more "difficult" and "technical" because of the actual challenge of inputing certain moves for characters. On a more basic level, however, I find that the two are somewhat similar, in that they depend on knowledge of subjects such as "match-ups", strengths of certain characters, gameplay archetypes (grapplers v. tanks, charge characters v. carries etc. etc.), and the goals that players present themselves in order to win their matches (chipping/footsies v. CS'ing/objectives).

So I asked myself, how could you make a character that thematically fits in the MOBA space, while adhering to the genre's natural gameplay fundamentals while also bringing a new sense of technicality to enhance gameplay experience. To this degree, I believe a measured approach to her gameplay design is necessary. Her effectiveness in game will be REWARDED to the player's skill of allocating her abilities in dynamic patterns instead of GIVEN to the player for simply surviving with her 40 minutes into the late game and having all items.

As a designer, I am adamant in character design that is inspired from strong subjects while also retaining grounded uniqueness, artistically sound both in gameplay and design, and overall strong in individuality.

As a character, Li Mei is artistically and thematically inspired from League of Legends, Smite, Berserk, Mortal Kombat (which will be obvious to fellow MK:D fans), and Guilty Gear Xrd –Sign- as a figure that is bold and quick to action while also being sure-handed in those actions. Consequently, her gameplay calls for assured play calling in her ability and stance rotations by the player while they also utilize her inherent strengths and weaknesses, such as low starting stats, telegraphed set-ups and dynamic complexity, much like in fighters and some other MOBA characters. For eagle-eyed League of Legends lore connoisseurs, you may find some juicy details to flesh out her background, and maybe even a relation to another well-known character.


Basic Gameplay: Li Mei will benefit from her Resolved Stance when focused on general laning and CS’ing more so than the more offensive counterpart. With her Resolved W she is given a reliable escape if timed correctly, in addition to her E which gives her an option to skillfully react to enemy champions, all while building increased damage to secure minion score with the occasional trade with her opponent. However, in her Focused stance, Li Mei is able to generate more Focus with a Dextral Blow than compared to Resolve building with a Sinistral Strike, which allows her to build her passive damage resistance in order to retain a more aggressive style. When ready to face her opponent, or an opportune moment arises, experienced Li Mei players will be able to open up a fight with her Resolved Stance and sustain her attacks in a more punishing Focused stance. Given the tools to stick to her opponent, Focused attacks require initial gap-closing that is telegraphed and counter-playable by the opponent but is devastating when done correctly. This allows both the Li Mei player and her opponent to be rewarded from skilled gameplay. Also, her Resolved E gives her an additional tool to her arsenal that is unique and provides for skilled gameplay. The potential opportunities that arise out of opening up into different possible combinations from any ability, stance, or situation, encourages and supports the thematic background of Li Mei while giving her unique gameplay in League of Legends that is also balanced.


Combinations: (Recommended for Low Levels 1-5)

Focused Stance: Q-E-W This is a bread and butter combination for Li Mei in her focused stance. In an ideal scenario, meaning Li Mei is able to hit 2 minions and 1 enemy champion (laning) with her Q, this combination ensures a 100% build-up of her Focus passive which gives 25% damage reduction. However, as this is hard to pull off, hitting an enemy champion alone will build up 75% (if every ability his hit) of Focus meaning 20% damage reduction. Resolved Stance: W-Q-R-E-Q-W This is a basic combination that involves gapclosing from Li Mei’s defensive stance into a hard pressure combo. As it requires a bit of build up from charging a Resolved W, the player must time their play correctly or else the enemy may take advantage of seeing the incoming assault. Focused Stance: Q-E-R-W This is another basic combination for Li Mei players planning to disengage from their opponent if suspecting a play. The initial combination in her offensive stance builds up her damage resistance before switching to her Resolved stance to make the maneuver away from her opponent.

(Recommended for Middle Levels 6-10)

Now that Li Mei is opened up to multiple charges, her choices become exponentially greater. During this Mid-Game timeframe, during which it is arguable that the most “player-skill” is required or is generally demonstrated in most games, Li Mei can benefit herself and her team by choosing multiple ability paths for different situations. Resolved Stance: W-Q-R-E-W-Q-R-Q-W A more advanced version of the Low Level Resolved combo, this play makes sure to utilize Li Mei’s passive to prepare for a tons of damage attack, while making sure to maximize her damage resistance once her attack is cemented. From this position, the extra charge allows her to apply Crowd Control before making an escape, or continuing her assault with a teammate or on her own. Focused Stance: Q-E-W-R-Q -(W)-R-E-W-Q This when Li Mei’s potential combinations start to become noticeably more complex when compared to many other champions. This particular combo is one that can take enemy players by surprise, opening up from a Focused Stance that capitalizes on quick build-up of damage resistance and poke on the opponent before moving into a Resolved stance to build-up passive damage to finish the combo with a heavy hitting Focused stance basic combo. The left over Focus will allow Li Mei to retain her damage resistance to shrug off blows after leaving herself open by spending her charges. This stance ends with Li Mei in a Focused stance, which leaves her vulnerable to ganks or mobile champions since it will be a few seconds before another charge comes up. Focused Stance: E-R-Q-R-E-W How long can you juggle? This is a rather humorous combination that keeps the opponent relatively locked down. The damage output isn't very high and it requires an obvious run up to the opponent to make it happen... but, #werf.

(Recommended for High Levels 11-18)

Hey man, if you figure them out, let me know. I hate to discredit myself by leaving that a little open ended but I am a little impatient and would rather get this character out there instead of sitting for a few days thinking about button combinations. Needless to say, with 4 different opportunities to utilize 3 abilities, a veteran Li Mei player in late game may bring some of the most exciting, rewarding, and unique plays in League of Legends.


Conclusion: Thank you so much for your time and attention. I know I’m guilty of scrolling past works or designs made by others that are thought out and truly deserving of at least a couple minutes of my free time, but I really appreciate any support given by you guys. Of course, I’m not a professional by any means nor do I consider myself to be and ANY insight or suggestions made by players or other more merited artists and designers is appreciated.

TL:DR Thanks again just for clicking on this! This image was drawn by me for 5-6 hours over a couple days. As an amateur artist, I don't particularly take too much pride in the image, as it is basic especially compared to many artists who post much superior images for their ideas but, again, as a rather impatient person I wanted to get this idea pushed out as quickly as possible. If need be, I will probably return to this image at a later date to really get a finish on the design in a way that I think is worthy. For now, though, I think it serves well enough as a basic slice of what I have in mind.

Again, please feel free to make suggestions and critiques, especially those that take a nice steaming dump all over my amateur drawing skills!

(For the CCOS judges, I suggest reading some of my reactions to the feedback below for additional insight into some of her gameplay aspects if you have the time.)

[UPDATES]

2/12/2015 After a week of thinking sparingly about the design, I've decided to revisit and polish some things up (Thanks to Auryiel and TheTyeGuy for their responses so far). I've clarified her stances, and which abilities are under each.

I will continue to add new perspectives to my vision for her, such as laning and perhaps build paths, but I will remain more focused on her gameplay design and thematic aspects.

2/15/2015 Noticed I had very incorrectly stated that Focused Q's where generating Resolve and vice versa as I believe this was a carry over from the very early stages of Li Mei's concept but it is now fixed. Also, thanks to Auriyel pointing out that Resolved Stance has a very tough time generating Resolve, I reworked both versions of her Q to have a new way of generating resource. This ability gained 50 range (the actual mechanics of the ability are supposed to be imagined as a Riven Q in movement and speed) and now generate resources based on number of enemies hit, and the Focused Q is increased if they are enemy champions. This lead to some rebalancing of resource generation, the addition to her maximum passive output resetting her total resource after 5 seconds, and included the rather unnecessary, but thematic switching of her Focused abilities Fixated Kick (previously W) and Flying Flurry (previously E). Thanks Auriyel and Keagn.

2/16/2015 Decided to get rid of Li Mei's least interactive ability, a flat shield, in favor for a more thematic, skill-based, and functional parry-like ability. This reflects her roots as a character inspired by mechanical complexity in fighting games but also leaves her more options to use in lane without being too oppressive, as it leaves Li Mei wide open if done incorrectly.

Li Mei's abilities are FAR more interactive now, each reinforcing the aspects of either stance they belong to while still supporting utilization of both stances as opposed to just one. Each one has been reevaluated, whereupon I decided to give most of her abilities different values that tie in to combining them in sequences in spirit of her character being so inspired by combo-based gameplay.

Auriyel's Champion

Keagn's Champion

Laning:

In her current state, Li Mei benefits the most from the Top Lane, with some respects to the Mid Lane as it would accentuate some of her defensive aspects with the shorter distance. However, as she is considerably weak at a basic level (Low starting stats and very low damage output early on without proper gameplay), the typical mid laning champion of League of Legends will capitalize on this, as they usually thrive during these low level environments whereas Li Mei will be left exposed.

22 Comments

Auryiel2/12/2015, 4:47:41 AM2 votes

I really like her, however there's a couple of things I'd like to comment on.

First, her passive. Did I misread or does she get damage reduction in her offensive stance and bonus damage on her defensive stance? It seems like it should be the other way around, but then again I guess the idea is that she should go into one stance to get bonus damage and then switch to her offensive stance to deal more damage for the next 5 seconds. Also, the values seem a bit strong, especially for her damage reduction. 25% damage reduction is pretty huge and it's a pretty... errrr.... brutish way of being tanky. What I mean by that is that there's almost no downtime unlike say a short duration shield that you have to time well or something like Yasuo's Wall.

It seems like it's way too easy to generate her resource while in offensive stance, especially because of her Q, and kinda hard while in defensive stance. Is this on purpose? TBH it feels like it should be the other way around, especially considering the fact that she benefits a lot more from the damage resistance when in her offensive stance than she does her damage bonus when in defensive stance.

Overall she seems like she would be very fun to play, I think she would have a real flow. The constant stance switching and cooldown resetting would be really cool.

I do have a suggestion about her kit, though. Since she is so reliant on switching stances, maybe you could add a mechanic to her R similar to Karma's passive where if she does her job well (whether that be hitting champions or something else is up for you to decide) she generates charges faster. Encourage her to be constantly in the thick of things. Maybe... reduce by 1 second for every 10% of her resource she loses when switching stances? It would make her want to stay in one stance long enough to get all that resource even more. Of course that would kinda be weird with her shield... Oh well!

TheTyeGuy2/10/2015, 5:04:55 AM2 votes

So, is the first ability her focused stance, and her second ability her resolved stance?

I think it should be clarified if it is.

Keagn2/13/2015, 1:18:40 AM2 votes

Hmmm...curious...

Resource: The Focus/Resolve idea is KEY to this champion I think, and you play it off pretty well. You say percentages of resolve/focus, does that mean her amount of the resource(s) change(s), or is it out of 100? Either way it works the same, but I was just curious. The only problem I really have is when it comes into a scenario like this: I'm Lux and I fire my ult, and since I got super fed by your teammate my ult does 1000 damage, but if I fire it at you when you have 1000 hp, you'll only take 750 damage. That means a 250 damage reduction, which is pretty steep for a passive. I don't have any real problem with Resolve though, it seems a bit more balanced. Also, I feel that you need more things do do with the resource instead of just building it up and taking uber damage reduction, maybe provide additional choices for the player.

Q: So the difference here is the hit box a bit, and a bit of damage in exchange for a slow? Pretty safe move, and it pays off, its a fun, but neat little mechanic. The lack of a cost is a bit of a scare, but for the most part I feel you balance it out with the cooldown.

W: I like this for its possibilities. On one hand, you get to sort of juggle your enemy, kicking them up, and then when you sweep you kick them up again. Its fun, potentially too strong in the late game though, especially with team fights. On the other hand, you have a chargeable dash that's increasingly rewarding with patience, and with the charging function it gives it a nice little variety to its use. Well done.

E: Another nice addition, truly. The cone of damage gives her some focus build up, and a tool to help clear, and the Resolve consuming shield gives her nice protection. Its very well rounded, maybe a bit too well rounded. Also, I noticed that this ability is the only one that does something actively with the resource?

R: Pretty standard stance change, nothing to really say additionally. Good on you for making it limited by the stacks.

Lore/Concept: A really nice concept overall! She seems a little dangerous because she more or less does as she sees fit, but that's what gives her personality. The various references give her a nice familiar theme too, while letting her still be her on person. A successful concept so far, I'm a little interested in seeing where you go from here!

Pencillum2/16/2015, 3:56:00 PM2 votes

This was very impressive at first glance. It's obvious that you spent a lot of time on this.

I loved the lore, and it's one of the most well-written lores I've seen in a while.

Passive: I like this a lot, because it forces a choice between offense and defense. However, damage increase and damage reduction is something called "hidden power" - players don't feel as if it is powerful as it is, which contributes to a general feeling of blahness (yes, I know, very technical word choice), basically meaning that the champion will feel boring and generic.

This is an issue because honestly, the rest of the kit also feels a bit generic.

Q: AoE/AoE physical damage, one gets a slow and deals less damage. W: Moving Pantheon E / Vi Q with no damage/CC E: AA reset with short knockup / shield based on Resolve R: Generic stance change (I like the stack system, though)

The issue here is that none of the abilities are super unique or interesting. Think about champions that are fun to play (Riven, Yasuo, Orianna, Vayne, Nidalee, Leblanc, etc.) - they all have unique mechanics and ability to outplay their enemies. Riven has a bunch of dashes, and is naturally squishy and must use E properly to not explode instantly. Yasuo has infinite dashes and knockup interaction and unique Windwall. Orianna's ball is a very unique mechanic. Vayne has maximum outplayability in Tumbles... etc. Li Mei, on the other hand, just feels like a blahly generic AD bruiser. The part I like is that you force a choice between tankiness and damage - but the passive bonuses don't feel strong enough to make it feel like a choice.

The other way to make a champ interesting is to give them a cool personality. Think Mundo, Annie, Lulu, Tristana - no matter how boring their mechanics are, you still enjoy playing them. Mundo is the best example for this - his kit is actually pretty boring but it's still enticing to play him because he's Mundo. Li Mei doesn't have that either. The Lore is extremely well-written, but in the end, TL;DR "Ionian warrior" isn't interesting at all.

So what I would suggest is exaggerate the differences between the two forms, which would give her a lot more uniqueness.

Focus now removes a percentage of her resistances, converting it into some form of bonus damage, which should increase based on how much Focus she has. Resolve, likewise, removes a percentage of her damage, converting it into some form of shield (I'll explain about E later), increasing based on how much Resolve she has. Increase her base stats a bit to compensate.

With that in mind, the rest of Li Mei's abilities feel a lot better. They're still somewhat generic, but now that you have more uniqueness in your passive, the differences between the forms really begin to show themselves. There would be only a few things I would change after that:

  1. Focus W's slow doesn't feel strong enough. I'd suggest 30% - chasing with it on could be a bit strong.
  2. Resolve E has some conceptual problems. Even if you decide not to take my suggestion on the passive, you still end up sacrificing tankiness for... tankiness. I think you could stand to remove it and replace it with... I don't know... probably some sort of hard CC ability.
  3. Don't let her keep bonuses through forms in your ultimate! That destroys the entire choice!

All in all, it was a strong concept. However, I think it could be more interesting.

SushiKnight2/10/2015, 1:57:39 AM1 votes

Hmm now I wonder if I can make my champion idea for the contest since my champ im making is a sentinel to xD

JaeCryo2/13/2015, 12:36:30 AM1 votes

Updated her lore for more insight on the extent of how she become known under the Noxian occupation of Ionia.

It really sucks that Riot has taken some of the recent stances they have regarding their lore. For those unaware, Riot made changes directly to the cannon of League of Legends and Runeterra based on a 5v5 Custom Match back in the day. The victory of the team who stood for Ionia led to the creation of item 3158 hence its name.

I would also like understate exactly where it was that Li Mei gamed fame (or infamy from Noxian point of view) for her actions. Galrin of Ionia is probably a place that very very few know of but those that do may make connections that Li Mei has to other certain Ionians which may provide huge insight to why and how she was inspired.

JaeCryo2/4/2015, 4:06:57 AM1 votes

Wow that Sai was worse than I remembered it being. Oh well, the overall image was meant to give a quick look at a basic idea of her as a person.

I'm still really interested to see if some others pick up on a potential relationship hidden in her lore, but with the current stance on League of Legends' lore, it wouldn't be terribly missed.