Another adaptation: Toph Beifong anyone?
These never get views, but hey, I'm bored. Why not? After doing this little pet project, I started thinking about what other characters from properties I've been a fan of might fit into League. I decided to roll with Avatar: The Last Airbender's Toph Beifong. Poppy isn't enough tiny tank for me, apparently. So without further ado, I'll just crap this up as I go.
#TOPH BEIFONG LEAGUE CONVERSION CONCEPT I'm still of the mind that League would be ten times more fun if they collaborated with some other properties to bring in some crossover champions. I understand they never will, but a man can dream. So why Toph? Toph was... basically a tie for my favorite character in her series. As a kid, I always wanted to watch ATLA in full but never got around to it. I saw her in a teaser at some point down the road from when I stopped watching and had a grasp on what kind of character I thought she was.
When I actually watched the rest of it, I was way wrong, and I loved every minute of it. She was such a unique sort of character for her specific role that she stands out even now, above most other Avatar characters. I also feel like her skill set would lend itself very well to League by way of a CC-heavy tank in a glass cannon's body. Mind that I have no idea as of the moment I'm typing these specific words how I'll translate her to League, so we're both about to see if I'm right about that.
#The Stats Health: Average Resource: Energy; I feel like because earthbending draws on the essence of the world around her, Toph doesn't use mana. Attack Damage: Low Resistances: High Movement Speed: Low
Toph's stats would make her a slow-and-steady tank type with a ranged twist. She could move around, but she'd have to do so with her abilities. Her health would be low as far as traditional tanks are concerned, but she'd be able to make up for it with high resistances and defensive abilities, as well as proper control techniques.
#The Kit
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Basic Attack Toph's basic attack is a small stone pulled from the ground and thrown at the target. The initial animation is subtly longer than most ranged attack animations. However, while she's still and attacking, she executes a flowing series of basic attack animations that can best be described as continual punches with alternating hands. As a result, every attack after the first comes out slightly faster than the original so long as she remains stationary.
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Passive: Earth Sight Whenever Toph uses one of her abilities, a sort of "sonar" reaches out around her in a wide radius. The effect reveals enemy units for 3.5 seconds, but only to Toph. Her team does not benefit from Earth Sight.
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Q: Earth Pillar [25 Energy, Cooldown 16] Toph targets a location and raises a pillar from beneath her to launch her into the air. The pillar deals 45/60/75/90/110 (+25% AD, +40% AP) magic damage to enemies standing very close to Toph when it rises. When Toph lands, she deals 90/110/125/140/170 (+40% AD) physical damage to enemies within a modest radius of the impact, then leaps a short distance back and raises another pillar under the target point, knocking enemies in the AoE up for 0.5 seconds. Upon landing, affected enemies are stunned for 1 second.
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Toph's hop after landing is just enough to clear the AoE, and is in the direction she came from. This hop will not carry her over walls, but the initial jump will.
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If Toph manages to jump exactly in place, the hop will be opposite the direction she was facing when the ability was executed.
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W: Stone Shelf [25/30/35/40/45 Energy, Cooldown 25/23/21/19/17] Toph targets a segment of impassable terrain (a wall or a turret) within a moderate distance and causes a long, wide stone segment to shoot out sideways from it. The stone deals 45/65/85/100/120 (+35% AP) magic damage to any enemies it collides with and knocks them back a short distance. If this knockback causes them to strike another wall, a second pillar emerges from that wall in the opposite direction and crushes any enemies caught within between the two shelves, dealing the same amount of damage again. Created shelves persist as impassable terrain for 3 seconds, but if enemies are crushed between two shelves, the shelves immediately disappear and affected enemies are stunned for 2 seconds.
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Using this on a turret creates a more narrow shelf, making it more difficult to catch enemies in the AoE. Also, the range is such that Toph has to step just inside turret range to place this on an enemy's turret.
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The effect is essentially a skillshot that comes from the segment of targeted wall or turret. It comes as "straight" out of the wall as possible from the location of the cursor when cast.
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The shelf comes out fast. Enemies are technically pushed along with the path of the shelf, then knocked back at the end of its extension, but it happens quite quickly.
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The first shelf will always come out at a 90 degree angle from the terrain Toph targeted. However, it's possible for the second shelf to come out at an angle; it will always emerge in a way which causes it to connect clean with the first shelf.
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If Toph uses the shelf where it comes out to hit herself or an ally, it will push them towards the nearest side similar to Anivia's wall. It will never push them along its path.
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E: Rockburst [30 Energy, Cooldown 20] This ability can target an enemy or Toph herself. Against an enemy: Toph kicks the earth and raises an angled pillar from the ground under a target within a moderate distance. The target is dealt 50/60/75/90/120 (+20% of AP) magic damage and launched a moderate distance in Toph's general direction. When the target lands, Toph kicks the earth again to raise rock over their feet, immobilizing them for 1.75 seconds. Targeting herself: Toph creates a circle of rumbling earth around herself for up to 5 seconds. While another champion is on the earth, she can activate the ability again to launch them to a target location within a moderate distance. If no other champion is on the terrain, reactivating the ability creates a semicircle of impassable terrain for 3.5 seconds around the edge of the circle which blocks dashes. While Toph stands within the activated circle, she is immune to knockback or knockup effects.
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Toph cannot launch herself with this ability. If she uses it while she is on the earth, she'll raise the terrain instead, even if another champion is also on the circle.
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The circle is roughly large enough to fit two or three champions, but only one comfortably.
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The semicircle of impassable terrain forms in the direction Toph is facing upon reactivation. You'd have to be careful not to trap yourself by reactivating it too soon while running away.
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Ultimate: Earthen Armor [70 Energy, Cooldown 150] Toph takes 1.5 seconds to raise up armor from the earth. The armor covers her and grants her a shield equal to 80/100/120% of her max health plus an additional amount equal to 80% of her AP. While Toph is covered in this armor, she "skates" across the ground, gaining 30% bonus movement speed. Knockup and knockback effects on Toph are cut in half while she's covered in Earthen Armor. The armored state lasts for 10 seconds or until the shield is destroyed.
#The Strategy Toph is mobile when her abilities are used correctly, but favors standing still otherwise. The idea is more to control the enemy's movement, not to move to them. Using Rockburst to bring the enemy to you and Stone Shelf to contain the enemy team allows you to stand firm once you've picked a fight, and keep on them until you're ready to let them go.
Rockburst is also great for denying enemy movement and keeping yourself grounded. When you decide you want to settle in for a trade, you can raise Rockburst around yourself and prevent the enemy from pushing you out. Bear in mind, however, that allies on the circle receive no such benefit, and effects like Vayne's knockback and Bard's stun could even make the wall detrimental to allies! (The same goes with Stone Shelf.)
Earth Pillar is your go-to initiate move, but it can also be used to escape ganks, pursue enemies you're tracking with Earth Sight, or simply get the edge in a trade.
By making good use of Rockburst and Stone Shelf, you can slap an enemy around quite a bit. Chain a CC combo by launching the enemy behind you towards a wall, then knocking them into another wall with Stone Shelf, before finally dropping on them with Earth Pillar. Toph would be a CC demon if played with skill.
Earth Sight offers great utility, is situational. A good tactic when feeling out a jungle would be to use Rockburst to get a sense for where enemies are, if anywhere. Then decide if you want to chase with Earth Pillar, knock them out of hiding with Stone Shelf, launch your brawler over the wall, or brace yourself by standing firm and reactivating Rockburst.
Rockburst is extremely versatile. When it's not protecting Toph, it can either bring an enemy to her, launch enemies away, or launch allies into a fight. Aside from its obvious uses, it can be used to get your carry away from the enemy bruiser, or get your assassin onto the enemy carry in a teamfight. It can get assassins over walls to chase enemies you've spotted with Earth Sight, or there's this little trick: Set it in a river bush. See the enemy coming to take dragon with Earth Sight? Wait until one or two step onto the bush, then launch them over the wall into your waiting team.
Earthen Armor turns Toph into the tank she's meant to be and then some. With resistance to knockback effects and a tremendous shield, Toph can dominate teamfights. Initiate with Earth Pillar after equipping your armor and wreak havoc on the enemy's squishies. Proceed to laugh as they attempt to peel you away, then crush their puny carry like the Melon Lord you are.
It's good being the world's greatest earthbender.