Not Glass Canon, Glass Control... Aderva, The Small God

Teho··3 votes·759 views

Survival through control. Aderva grew up with an innate ability to bend space, a skill which parents and mentors helped her hone. However one day her powers escaped her and in a tragic moment killed her family and teachers. Since then she ran until she found the Summoners who offered her a safe space where she could hone her powers.

Champion Goals: -A squishy champion that survives by maintaining strict control on OTHER champion's positioning

-Melee Auto-Attacks

Passive- Supreme Domain -Aderva maintains strict control on a small area around her. All of her spells' range is within this domain. Once a champion leaves this domain they are immediately cleansed of her spells effects. -Aderva cannot gain cooldown reduction, instead CDR increases her AP by the percentage (CDR has the usual cap)

Range: 200+35% AP

Q- Focus Aderva in 0.2 seconds glances in a narrow beam, and focuses the first target she sees, burning them for 50/80/110/150/200 (+20% AP) magic damage. This effect cannot stack. Aderva creates a mark on her target over the course of 1 second. Aderva can only have 1 mark. If Aderva hits her mark with Focus she recovers 80% of her W's cooldown.

CD: 3/3/2.4/1.6/0.8 seconds Mana Cost: Low

W- Dominate Aderva instantly teleports her mark to a target location dealing 40/55/70/85/100 (+30% AP) magic damage. This does not interrupt abilities. If Aderva has no marked targets she pushes all enemies out of her Domain, dealing 70/100/135/195/240 (+50% AP) magic damage

CD: 12 seconds Mana Cost: High

E- Reciprocate For 2 seconds Aderva will reflect the next auto attack or spell. Aderva negates all damage. If the target is her mark she will also instantly trade places with them and reflect 50% (+5% AP) of the damage. This does not interrupt abilities.

CD: 20/18/16/14/12 seconds Mana Cost: Moderate

R: Monarchy Aderva stuns all enemies within her Domain for 1/1.5/2 seconds dealing 80/160/250 (+50% AP).

CD: 110/90/70 seconds Mana Cost: High

A typical play I'd expect out of this champion would be: -Vi dashes at Aderva, Aderva blinks Vi behind her, Vi finishes dash right into enemy team -Jinx is about to launch rocket, Aderva blinks Jinx over a wall so her rocket misses everyone -Jhin is about to land his last attack, Aderva reflects the attack back at Jhin and swaps places, Jhin now disoriented forgets to dodge the Focus shot which kills him -A long team fight has been raging but Aderva has managed to mark all the champions and blinks them into one spot for a final wallop by her team.

Edit: -Removed CDR rule from Supreme Domain -Removed reset from Reciprocate -Added a delay to her mark -Changed damage scales, and made clarifications to Focus's burning effect -Limited Focus's marks to 1 and changed the reset on Dominate

Edit 2: -Re-added CDR rule -Altered focus to one time damage -Fixed scalings and cooldowns -Increased stun time and cool down on ult -Clarifications for mark -Flat % reflect for Reciprocate, and damage reflect only applies to focus. -Specified channel time on Focus

Suggestions needed! -What should the range and scaling be on Supreme Domain? Trying to keep an AP Build path. -Any concerns or suspected abuses of Dominate? I hope for it to be her signature ability.

4 Comments

The Manly Fairy2 votes

The idea itself isn't bad, but the way you laid out your skills has two problems with them

For starters, there's nothing "godly" about her skills, as far as I can tell. She just has a lot of CC so it doesn't feel different enough from Syndra. Second, you have only two damage skills, or worse yet only one damaging skill if an enemy is marked. I know you wanted "Control" but your kit is a mess.

Speaking of which, let's go over your kit now: The passive's ability to create a sort of dominion around yourself is an a cool idea and I would actually encourage you to make the range of it scale with a higher AP ratio. Turning CDR into bonus AP is definitely not okay though. Let's assume for a moment these are your items (not including the boots) item 3116 item 3089 item 3001 item 3157 item 3165 Additionally you have Runes and Masteries, so let's say you have AP quints and AP per level glyphs, plus Natural Talent mastery. What is your AP total at level 18? It depends if your CDR to AP works additively or multiplicatively. First of all, your total AP is this: 75+120+60+75+100+60+15 = 500x1.35(rabadon bonus) = 675, which is fairly standard AP. Now, since we have 40% CDR, there is even more AP to be had:

*Additively 500x(1+0.35+0.4) = 875

Multiplicatively 500x1.35x1.4 = 945

Either way, this is Veigar levels of AP. Normally I wouldn't mind this much AP if it were offset by something, but it isn't, which brings me to your Q.

With an AP ratio of 70%, even with the lower AP calculation, you'll be doing 893.75 magic damage, which is only about 110 magic damage short of a Lux ultimate with the same items to enemies outside the range of abyssal scepter. It gets worse when you fact in this skills has only 0.5 seconds cooldown, meaning your damage output per second is as high as 1787.5 raw magic damage. That's an obscenely high amount of damage damage for a single skill and saying this is your only source of damage is absolutely no excuse. Another problem that arises from this is that fact is refreshes your W. With a 0.5 second cooldown, the instant you mark a target in your dominion, there's literally no stopping you from constantly pulling them in and keeping enemy team out since the mark lasts indefinitely. One mark, pull in the single enemy and push away enemies to refresh W, mark again after 0.5 seconds, pull and push all enemy team, rinse and repeated.

Your W is an ok skill, but I don't understand why there's only damage when pushing people away. It's good that you can control who goes in and what goes out, but it should hurt all enemies equally after you fix the infinite QW combo problem. Also, teleporting an enemy player to a target location is way too overpowered. If you could do that, what would stop you from marking and teleporting them under your turret? This kind of control where you can freely move an enemy champion has to be offset by something. Tahm Kench, for example, has to first get 3 stacks on his enemy and even after he swallows them to freely control their movement, he is heavily slowed.

Your E again has an infinitely combo problem to it because of your Q's cooldown. With marks being available every 0.5 seconds and lasting an eternity until consumed while also refreshing your E, this essentially means every 0.5 you can completely negate all skills and abilities that hit you while also repositioning yourself. Not only is it dangerous to reposition yourself, this QE combo is basically a free god mode, especially against melee champions who would easily be hit by both your Q and E at their close range. There's also the problem that this skill relies on other people attacking you first to deal any damage, again leaving only your Q as a reliable source of damage.

This skill is actually good. The use of this skill by doing prep work with your Q is a good idea, but you should reduce the refreshing to maybe 5 seconds per mark since at level 3 you would potentially be reducing it down to 10 seconds, which is absurd for a team-sized stun.

So, in conclusion, you have a good idea going on here, but the execution is bad. With only your Q as a source of damage, a ridiculously high one at that, and both your W and E being infinitely refreshable, this champion is more "godmode" than "god". There is much work to be done to balance this champion out properly, but I hope you'll spend some serious thought on it.

Teho1 votes

Thanks for the comment, I made some iterations to her kit based on your suggestions. I tried to even out some of the damage on her kit, and soften the power on her W. See what you think, also I have no idea where to begin with mana! I feel like her W will probably be the most costly, to prevent it from being indefinitely spammed.

The Manly Fairy2 votes

Ok, I looked at your changes and now this concept seems much more balanced. There's now an obvious combo to be played here by casting Q in between skills. The damage output is far more reasonable now, so here are fresh notes on your revamped kit:

The Q, I'm not exactly sure how this works now. The damage output happens over 3 seconds and the effect doesn't stack? So even with a 0.8 second cooldown basically another hit would do nothing except refresh W? That's not the kind of interaction you would want on a champion. I suggest this: reduce the base and AP scaling by half, keep the same cooldown and make the damage instant. The mark effect can stay the same. This way you feel like a rapid fire champion similar to Evelynn but you have to rely on your aim to really stack up your damage. Even if we take the AP calculations I made, (100+35% AP)x1.1 = ~336 raw magic damage. Considering the low cooldown, you could make it a risk vs reward by giving it a fairly close range to hit like 600 units (same as Annie Q), that way you'd have to get close to your target before being able to mark them and then control them.

Your W is now an interesting combo where you go QWQW.... until you run out of mana. I still think the ability to completely teleport another champion is broken so maybe try to come up with a different type of movement control? Think along the lines of Taliyah's Unraveled Earth where she has a directional Knockback with a mediocre delay. This skill should probably consume the mark though, that way after the first Q mark and W cast, you would need to cast Q to mark, Q to refresh and then W to control, repeatedly. My only concern is that this combo is pretty abusive if Rylai's since now the slow is globally 20% for 1 second to all spells, while your Q has a cooldown of 0.8 seconds, which becomes even worse with 40% CDR, down to 0.48. Maybe you should make it so Q's base cooldown is 4/3.3/2.6/1.9/1.2 seconds, that way at 40% CDR you get a cooldown of 0.72, which is about what you're aiming for.

Your E without the refresh is now a much better idea. If you give your Q the medium close range I suggested, this would be your equivalent of Yasuo's passive shield or Fizz's invulnerability. With a fairly long cooldown, you get one chance to negate damage from an enemy champion while you come close to them and mark them with Q then try to pull them to you with W, following up with the QQW combo I mentioned.

Your R has pretty low damage for an ultimate ability. Your should beef it up more if you'd like. At level 3 of this skill, it can have a base damage of 350 and an AP ratio of 70%, doung about the same damage as full AP Morgana or Amumu with the same items I suggested in my original post.

One last note, I actually liked the idea of CDR giving you more AP. It was an original idea I think you should have kept as a mechanic in your champion. There is no problem with having a lot of AP, it just means you need to compensate by using lower ratios on your basic abilities (but not necessarily on your ultimate). Your kit already revolves around the idea of playing around with your own cooldowns by having a low cooldown Q that refreshes the long cooldown of your W, which means you have to be skilled to keep the QQW up, while on the other hand your E provides momentary protection and your R acts as a huge threat that should have a mediocre cooldown of about 100 seconds. Even if you were to return that extra CDR to AP ratio, the changes I suggested on this post would not be affected. Don't compromise your creativity just because of what others say, try to incorporate their ideas and add them to what you already have going on.

Teho1 votes

Update added, I thought about the cooldown rule and figured it will be great for keeping the cast time on her abilities well controlled. I agree the W is powerful, but I'm figuring her damage is still relatively low and it will make for an excellent staple ability for the champion. Anyways thanks for the help, I really like how this is polishing out!

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