[Champion Concept] Terra, the Grand Caretaker

Frosty Hoodoo·3/17/2016, 12:14:14 AM·3 votes·821 views

Name: Terra, the Grand Caretaker Roles: Support (primary), Tank (secondary). Gender: Female Auto Attack: Melee (Magical) Thematic: Turrets, Structures, Earth. Brief Description: She looks like a humanoid statue of unrefined rock with colorful runes on her physically muscular body. In her hand is a one-handed hammer that glows blue or purple depending on which end of the map she is on, same with the runes. Her short hair is actually made of moss. Her eyes are two whirlpools glowing green without pupils. Her voice is soft yet firm in tone and it also lightly echoes. Resource: Cooldowns.

Health 590 - 2046 Health Regen. 15 - 24 Melee Range 150 Attack Damage 55 - 105 Attack Speed 0.655 (+0 - 45%) Armor 29.5 - 80.3 Magic Res. 30.2 - 55.7 Mov. Speed 335

Backstory: [Currently being worked on]

Skin Ideas

Idea 01: Arclight (Appearing to be made of solid light and clad in refined golden armor, wearing a red cape, eyes made up of a pair of literal spinning golden coins that glow white, armor decorated in holy-looking runes that glow appropriately to which side of the map she belongs to, hair is a hot white flame. All abilities are angelic and holy in appearance such as light and feathers.)

Idea 02: Atlantean (Her body appears to be made of solid water and she is clad in coral armor. Her hair is not visible and is instead covered by a coral helmet. Atlantean-looking runes cover her armor that glow according to which side of the map she belongs. Her eyes are swirling whirlpools. Her abilities are water and coral themed.)

Idea 03: Snowdown (Her body appearing to be made of light blue ice and she is clad in dark blue ice armor. Her hair is made of white fluffy snow. Glowing runes covering her armor that look Freljord in nature and glow a color according to which side of the map she is on. Her eyes glow a soft blue. Her abilities create ice and snow.)

Idea 04: Volcanic (Her body is made of pure flames clad in cooled lava rock. Tribal-looking runes that glow according to which side of the map she belongs to. Her eyes glow orange. Her hair is literally dancing flames. Her eyes are two literal whirlpools of molten and cooled lava rock. Her abilities create molten rock and fire.)

Items (SR) Starting Items: item 3302 , item 3340 , (3) item 2003 Essential Items: item 3060 , item 1327 , item 3083 Aggressive Items: item 3075 , item 3116 , item 3512 Protective Items: item 3110 , item 3026 , item 3056

Passive - "A Caretaker's Work" Terra's movement speed is increased by 25/50/75 while with the range or moving towards a friendly structure, destroyed or not. The further away she is from an allied structure and is not moving towards a friendly structure her speed however is reduced by the same amount instead.

Terra's hit point regeneration stops functioning while near a friendly structure. However, while Terra is near a friendly structure it regenerates an amount of health that she would have received instead equal to (2.5% * level, Max 45%).

If she is near a destroyed friendly structure, she gains bonus Armor and Magic Resistance equal to 10/20/30/40/50% of her total health regeneration until she moves outside of its radius.

**First Ability (Q) - "Repelling Earthwave" **Terra stomps the ground and sends forth a small wave of earth that knocks back enemy units and deals 0 + (100% AP). magic damages to them If used while within the radius of a friendly or enemy structure, destroyed or not, enemies are also briefly stunned for 0.5 seconds after the knockback. Range: 300 (AoE) Knockback Range: 300/350/400/450/500 Cooldown: 5/4/4/3/3 seconds (CDR cannot reduce this ability's cooldown). Cast Delay: 0.25 seconds

Second Ability (W) - "Warding Wall" Terra creates a wall of floating stones (terrain) with rune markings. This wall can be damaged like a ward by enemy hero auto attacks (3 hit points + 1 for every 500 health) but not by enemy hero abilities and such abilities are 100% blocked. These walls last for 5 seconds. Range: 650 Width Increase: 16/18/20/22/24. Cooldown: 28/25/22/19/16. Cast Delay: (None)

Third Ability (E) - "Leyline Jump" Terra, after a brief delay makes a standing jump as she makes a leaping arc to a friendly structure, destroyed or not. This jump cannot be interrupted but she can be damaged. She must be near a structure, destroyed or not, to activate Leyline Jump. Range: 5500 Cooldown: 70/65/60/55/50 seconds.

**Ultimate (R) - "The Great Restoration"**Terra targets a destroyed tower, friendly or enemy, and channels for 3 seconds. This tower is rebuilt into a friendly tower. Enemy towers that are restored into a friendly tower have 25% of their total health as their maximum health but will not attack nearby enemy inhibitors or the nexus. Friendly towers are restored to 50/75/100% of their total health. A turret that is restored this way receives a buff where its range is increased by 25% for 15 seconds. A turret restored this way lasts until it is destroyed again. Range: 1000 Cooldown: 210/175/150 seconds (CDR cannot reduce this ability's cooldown).

(I do greatly apologize for not having any artwork to accompany this concept as drawing/painting is not my forte. I would like feedback as this is basically version 1.0 of this champion and is essentially a starting draft.)

10 Comments

Dealth3/17/2016, 12:23:26 AM1 votes

Health regeneration to turrets is an extremely broken concept, espcially when you add in warmogs.

A Horde of Rats3/17/2016, 12:48:04 AM1 votes

I personally like it. A lot her kit to me seems to reflect a focus on anti-snowball and backdooring. I would suggest you lower the amount the turret heals by a more reasonable amount such as percentage amount (2.5% * level) of her health regeneration which at max level would be 45% of your health regeneration rate.

MrXonte3/17/2016, 2:33:45 PM1 votes

Passive: i suggest reducing the movement speed debuff, since having 75 less ms is making you an easy target if you are away from your turret.

The way the health regeneration is written is quite weird it took me a while to figure out that you probably mean that towers get a % of her health regeneration. Like this quite a lot though, but would either not make it scale with level or give it a base value and let it scale with level a little, since hp5 already scales with level naturally it makes her tower heal almost non existant early.

Not too familar with hp5, but with items like warmogs this does seem very broken. Maybe give a flat amount or remove this part of her passive completely.

Q: A nice ability, but since she is supposed to be a sup i suggest adding base damage and reducing the scaling since it is low range and a sup shouldnt have much ap.

W: like it a lot, but this isnt dota. we have champions not heros (although im not sure dota calls them heroes either xD) Also the way it is generally written feels a bit awkward but that could just be my impression

E: so a 70-50 second tp? thats way too strong even if it can only target allied structures.

R: Bringing towers back into the game is far too strong. Just look at azirs passive which got nerfed immediatly after release because his towers lasted so long. I suggest that it is similar to azirs passive and can be reduced by cdr, this way it still fits her struture defender theme and gives her great potential when fighting near destroyed turrets