[Champion Concept] Isobea, Venturer lost in the Sands

StealthyWolf52·12/20/2014, 11:56:56 PM·5 votes·1,532 views

Huge re-work on its way, first part will be the abilities, then the lore, then the game-play intentions part.

[Lore] (re-write coming soon) "March 21st, Demacia, Southern Outskirts; Cleodora, my sister, and I are leaving Demacia to go on a dangerous journey. We are going to Kumungu, maybe even the Plague Jungles. We are making this trek though some of the most dangerous lands including Shurima out of curiosity. We want to see the sights of the world and in doing so we have been to many places. Piltover, Pilgewater, and even Ionia, but never once have we been below the Great barrier. For months we have trained and prepared for this journey. Armed ourselves with weapons forged by the best Demacian blacksmiths, and prepared to leave our home town.

Demacia.

We were trained for running into creatures said to roam these lands and studied maps telling us where to avoid, but we were trained for battle, nothing can beat the power of Demacia."

"March 30th, The Institute of War, Southern outskirts; Days of traveling, we made a quick stop at the Institute. They told us not to stay long as they have confidential work to attend to, we didn't plan on it. All we needed was a refresh of supplies and we left. The time has come, to pass through Shurima.

 Bandits, thieves, deadly creatures, and the environment. All threats that we had to overcome. Then another forest of dangers awaited us, but it was our destination. Our first task, navigate past The Void Burrower.

 She is known for staying in an area in Shurima, many die not knowing of her traveling patterns, we won't make the same mistake."

"April 2nd, Shurima, Northern border; My sister and I were starting the most dangerous part of our journey. The sun beat down on us like the heat of a volcano lurking just above, and below us. I was looking at out map of the dangers of the desert when I noticed something, The map was 15 years old.

 How could we miss this? Was the date hidden somehow until now? All I knew was that we were in the middle of a sandy death trap with no way of knowing if we were safe. I decided to take a lead in front of my sister and climb to the top of a sand dune. Then I heard a distant rumble.

 When I look back towards my sister, a small silhouette in the distance, I saw a stream of sand being displaced. A fin arose from the ground, I tried to warn her, but no sound I could make could reach that far.

 Too late she turned around and the creature arose from the ground. A large purple create stood over her and absorbed her into the ground. She was gone, I was next.

 She went under the sands, and was gone. Was I safe? I backed away from the edge and turned around only to feel the ground moving. Suddenly the creature arose from the ground and towered over me, this was the face of death. She struck me and my entire left arm was ripped off. My chances looked slim.

 Suddenly a bright light appeared nearby and the creature screeched and returned into the ground. A large man in gilded armor resembling a bird stood over me.

He said few words, "I am Azir, Emperor of the sands, and I give you a gift. Use it and stake your claim on Rek'Sai. Restore glory to your name, Demacian." Then disappeared into the earth. A set of Chakram was left in his place. The weapon seemed to be glowing with energy.

I picked up the blades and instantly I felt more alive. The ground seemed to solidify under me. I felt like I could shift the ground to my will. I felt aware of everything around me, and I felt powerful.

"April 3rd, Shurima, Northern Border; I went down to the area my sister was slain, I looked into the distance and a large group of people were traveling with a large creature dragged by five camels behind. It was Rek'Sai.

 Rek'Sai was brought to The Institute of war and sent to a place called the Fields of Justice."

 "Cleodora was dead.

  Rek'Sai was alive.

  I had one last mission."

Base Stats/level 18 Stats Melee: 140 Attack Damage: 51 - 118 Attack Speed: 0.645 + (0%-45.5%) Health: 578 - 2005 Health Regen: 5.2 - 16.6 Mana: 450 - 1275 Mana Regen: 7.4 - 18.8 Armor: 22 - 77 Magic Resist: 30 Move Speed: 315

Abilities:

Passive - Aura of the Chakram: When crossing through one of his abilities, Isobea gains +10% Movement Speed that decays rapidly to 5% over 2 seconds time. The aura wears off after 6 seconds.

 When an enemy is struck by one of Isobea's abilities they get a **Mark of the Blade** for ten seconds. (Stacks up to 3 times) The marks will wear off separately. If Isobea strikes a marked target with a basic attack he activates all marks dealing a bonus (3 x (level) + (5% of ability power)) magic damage on top of his basic attack. He also restores 1.5% of mana his total mana per stack. (10 second cool-down after being activated on a specific target (like Braum's passive w/o the stun)) Mana return doubles if activated on enemy champion.

Empowered form - Mark of the Blade can now stack up to four times instead of three. Stacks last two seconds longer when applied. Mana return upon activation is now 2% on a minion or monster and 4% on champion per stack.

Q - Blade Throw/Return: Isobea throws his Chakram to a location and directs it to slice through the ground at chosen direction (ability works like Rumble's ultimate or Viktor's E) dealing (50/80/110/140/170 + (1.0 AP)) magic Damage to any target it hits. (Throw range 350 units. Launch distance 900 units.) The blade stays at the end destination for 4 seconds or until "Return" Is activated. While in the ground W - Quick Sand Can't be activated until after the Blade has returned. The Blade leaves a slice in the ground for 3.5 seconds at all ranks speeding up allied champions who pass though it by 20%.

Return: The Blade is pulled from the ground and returns to Isobea Dealing (1.1 Attack Damage) To all enemies it passes through.

Cool-down: 13/11/9/7/5 seconds after the Blade has returned.

Mana Cost: 40/50/60/70/80

Wide of strike: 55 units

Speed of launched Blade: 950

Width of Return: 65 units

Speed of Return: 900

(Activates Aura of the Chakram when walked through and adds a stack of Mark of the Blade to targets hit by Blade launch, and Return. (Can put up to 2 stacks on one target))

Empowered form - Isobea throws two Chakram separately, each stays at the target location for eight seconds instead of four, After a one second cool down, he can throw his second Chakram and the same length applies, when Return is activated, both return to Isobea in the same fashion as before. After both blades have returned, there is a 17/15/13/11/9 second cool-down (based on Q - Blade Throw/Return: level) Each blade adds a separate Mark of the Blade making 4 stacks on a single use possible. If one blade is thrown and eight seconds pass before the second blade is thrown an automatic Return occurs and a normal cool-down applies (13/11/9/7/5 seconds) If the first Chakram's cool-down finishes before Return is activated, it automatically uses Return and the second blade can still use an active Return resulting in a full length cool-down whether automatic or active. Each Blade Throw costs 50 mana at all ranks. (100 mana for both blades used at once) if one blade is used in a Blade Throw but the second is left unused, a W - Quick Sand can still be used, if it is used, a one second cool-down applies before Blade Throw can be used if the first blade is still at its destination. However, only one W - Quick Sand: can be activated until the blade has returned.

W - Quick Sand: Isobea tosses his Chakram at a location floating above a field of ground altering its material to loose sand. (Radius of 125 units) This will root all who are in the targeted area for (1/1.2/1.4/1.6/1.8) seconds instantly and deals (50/70/90/110/130 magic damage + (0.4 AP as magic damage) + (0.7 Attack Damage)) Damage.

The sands will stay altered for 5 seconds at all ranks. The altered sands slow down enemies that walks through it after initial placement by 10% at all ranks for 1.5 seconds. (effect re-applies every second)

Cast distance 500 Units

Cool-down 14/13/12/11/10 seconds

Mana-Cost: 70/85/100/115/130

Cast time: (1 second)

(Activates Aura of the Chakram when walked though)

Empowered Form Isobea stacks two uses of W - Quick Sand: on a 16 second cool-down at all ranks. The root is a 1 second root at all ranks and if two stacks are present a two second cool-down applies before the second stack can be used. See Empowered form Q - Blade Throw/Return: to know when these can be used. Each use costs 90 mana at all ranks.

E - Power of the Sands Isobea calls to the power of Shurima granting him a temporary second arm. This arm allows him to double the amount of uses on all other abilities due to having a second Chakram to use. It also gives him +50% attack speed while active and increases his attack range by 250 units. Instead of attacking units with a melee attack he throws it a short range and quickly returns it to his hand using his power of the sands, swapping blades per attack. This ability cuts off his base mana regeneration and nullifies any mana regeneration by items, potions, auras, or from other champion's abilities to him by 15% while active.(Passive mana return from Mark of the Blade per stack is unaffected by mana loss/reduction.) To see how this can be used see the Empowered Form tab under each other ability

R - Crushing Boulder Isobea molds a portion of ground nearby into a boulder of sandstone, he then commands it to be thrown at a target location crushing all in its wake. Any directly under the boulder (Radius 100 units) will receive (100/175/250 + (.6 AP)) and will be slowed by 40% for 2 seconds. A shockwave leaves the boulder in each direction. The shockwave reaches 300 units in each direction at the edges of the boulder (400 units in each direction from the center of the original cast.) that deals 60% reduced damage and applies a slow for 30% for 3 seconds. While casting Isobea can't move or cast any other spells/actives.

Cool-down: 90/85/70 seconds

Cost: 100/110/120 mana

Cast range: 600 units

Cast time: 2 seconds

Empowered Form Up to two stacks can generate of R - Crushing Boulder each on an 80 second cool-down at all ranks and each costing 90 mana to cast at all ranks. After using one stack a 10 second cool-down applies before the second stack can be used.

Appearance - going to be re-explained soon A taller man, about the height of Garen, but not as bulky, and a little bit shorter. Wears a tunic and pants bound in leather.(Think Explorer Ezreal w/o the hat, gauntlet, or goggles.) No shoes to help him connect with the grounds around him and his pants are torn at the bottom. He wears a blue jeweled necklace that his sister once wore. He has dark brown hair approximately the length of Ezreal's. His has a Chakram in his right hand with a cyan jewel in the handle on the backside. 27 years old Male. (now a man of Shurima's Sands.) Wears a bandana over his mouth. (Think High Noon Twisted Fate, but on his mouth.) Only has one arm, missing his left arm due to Rek'Sai's attack. He has blue eyes.

Game-play Intentions - re-write coming soon. Isobea when I first started making him was intended to be a mid laner of sorts. I wanted someone that could be used to fight a person 1v1 or help in a team-fight with weaknesses. In a way, he is meant to be played like a Glass Cannon in a way. His Q would help poke an enemy and if need be, an escape. Say you are running away from a champion through the passage (if on blue side) right under blue buff. You are low health and being chased. Your E would use too much mana with hoe little you have at the time so it would be an extremely short boost. Your W is on cool-down and you have no flash. Your solution? Start your Q in front if you and launch it behind you to not only hit your enemy, nut activate your passive and give a small speed boost. Essentially it can save your life while putting your enemies at risk. It was also a skill I originally thought of as a sort of turret that fires a single shot after being thrown. looking kind of like Heimerdinger turrets. but scrapped it as it didn't make sense with the lore I was also creating. I also wanted something that could poke an enemy in lane so he wasn't an "all-in" champion, simply because I am not a huge fan of all in mid laners. His W was originally an area of affect stun and would move the enemies into a single location. kind of like a sink-hole was my thoughts. This idea was changed and evolved into my current W as it would have been too strong and deadly. Instead it is a root so that the enemies can still lay damage into you if you aren't careful and a slow do that their escape is delayed. This is meant to be a team-fight initiator as it can be used on an area of enemies and allow your team to go in on the with no worries of them dodging their skills. it could lead to some nice wombo-combos if used correctly. Things like Orianna ultimate, Shockwave, would be a great example. they are rooted, she uses Command:Attack into the center of the enemies and activates Command:Shockwave to keep them CC'd. There are many more examples of how this could spark the end to either team's lives but if used correctly, it can be deadly. Thus it's high cool-downs and mana costs. His E was meant to be a skill that if used at the right time could allow him to chase, escape, or finish off an enemy if needed. The increased vision range was meant to not only represent him actually utilizing his "6th sense" but to allow him to see if he is going the right way in a chase, or watch out for a counter attack/gank. Though it is just like normal vision as it can't see wards, in/through bushes etc, it allows him to know what is going on just outside of the normal fov. It can also make the difference between landing his Q and missing it. His movement speed increases so that it is a reliable escape/chase ability especially with blue buff. Finally, his basic attack changing from a melee attack to a ranges is to allow him to attack from a distance, specifically being able to activate his passive on enemies. This could make item 3085 a reliable item if need be, however it's mana usage would also make things like item 3174 a must have, though it would be an unusual build considering his "meta" would be AP. It would also allow him to farm easily against lane bullies for melee champions. His R is meant o be either a protection system or defense system, Use it to melt enemies trying to take baron or keep them away as your team takes baron. use it to keep enemies way from you as you retreat from lane. or maybe to take of that last bit of health from an enemy. As an enemy of you, should they walk towards you to take less damage or run away almost solidifying the need to go back to base. A good timing of this spell can mean the difference between life and death for your team or theirs. Overall, he is mean to played mid, maybe even as an assassin with his move speed possibilities.

Closing So what are your thoughts? Any suggestions on changing? Did you like it? What do you think should be changed, included, or reworked. Do I need to be more or less detailed on how he looks? Did you make a Fan art? Anything, just discuss this, and if you liked it, up vote it please!

28 Comments

ModThe Djinn1/6/2015, 6:18:22 PM2 votes

Alright! You requested a review a while ago, but the holidays got in the way. Let's get back to work.

Move Speed: 295 (slow, but for a reason.)

Oof. We're looking at at least 10% slower than the slowest champions, and that hurts. I'll ignore it for now, but this could be a sticking point later on.

**Passive **- Aura of the Khopesh: When crossing through one of his abilities, Isobea gains +10% Movement Speed that decays rapidly over 3 seconds time.

So...this passive gives you a 29.5 movespeed increase (bringing you up to about 230, which is slightly below the slowest champions in the game). It then rapidly decays.

Not only is this passive minuscule, but it decays quickly and requires both casting spells and positioning yourself through spells to activate. It comes nowhere close to making up for the lost movement speed.

When an enemy is struck by one of Isobea's abilities they get a Mark of the Sword for ten seconds. (Stacks up to 3 times) If Isobea strikes a marked target with a basic attack he deals a bonus (3 x (level) + (5% of ability power)) magic damage and restores 2% of mana per stack. (10 second cool-down after being activated on a specific target (like Braum's passive w/o the stun)) Doubles if activated on enemy champion.

Functional, definitely. Important to note if a single attack proc all three marks, or just one at a time. Also, is the 10 second timer per mark? Or does applying a new one refresh all the marks?

Not the most flavorful ability, but they don't all have to be. AP scaling may be a little low though.

Q - Sword Launch/Return: Isobea throws his Khopesh to a location and directs it to launch at chosen direction dealing (50/80/110/140/170 + (1.0 AP)) magic Damage to any target it hits. (Throw range 350 units. Launch distance 900 units.) Each target it hits reduces it damage to the next target by 10% capping at 50% reduced damage after 5 hits. The sword stays at the end destination for 4 seconds or until "Return" Is activated. While in the ground "W - Quick Sand" Can't be activated until after the sword has returned.

The sword leaves a slice in the ground for (1/2.25/3.5/4.75/6) seconds Speeding up allied champions who pass though it by 15%

Return: The sword is pulled from the ground and returns to Isobea Dealing (110% Attack Damage) To all enemies it passes through.

Cool-down 10/8.7/7.4/6.1/4.8 seconds after the sword has returned.

So...this is a vector-targeted (Rumble's R and Viktor's E) line nuke with a return to Isobea's location? As in click-drag for the initial cast, and then reactivate to return to you? Interesting and definitely unique. I like the concept.

Few things though. Firstly you may want a wider return range, because it's going to be harder to hit the return swing. Secondly, this scales really well with AP and with AD -- be careful with that, as it makes the champion hard to itemize properly. Finally, your cooldown is really strange: League rarely uses decimals. I'd recommend simply 10 / 9 / 8 / 7 / 6 second, or maybe 13 / 11 / 9 / 7 / 5 seconds.

I'm also not sure the base damage is high enough to require damage reduction to targets hit: the AP ratio is nice, but the 50 base damage and the fact that both halves can be dodged makes it a little less necessary to cause damage decrease for multiple targets.

Consider making the slice in the ground a set duration: something like 3 or 3.5 seconds. You're needlessly weakening this ability's utility at low levels, and 15% isn't that powerful an increase anyway.

Finally...a Khopesh isn't a throwing weapon. Not at all. If you're going to use it for ranged attacks, consider giving him a Chakram instead: it could be used for both melee and thrown attacks.

W - Quick Sand: Isobea aims Khopesh at a location making the sands below the field of ground loose (Radius of 125 units) rooting all who are in the targeted area for (1/1.35/1.7/2.05/2.4) seconds instantly and deals (50/70/90/110/130 magic damage + (0.4 AP as magic damage) + (0.7 AD as attack Damage)) Damage. Cast distance 500 Units

The sands will stay shifted for 5 seconds at all ranks. The Shifted Sands slow down enemies that walks through it after initial placement by 10% at all ranks for 3 seconds.

Cool-down 15/13.75/12.5/11.25/10 seconds

Mana-Cost: 100/120/120/130/140

Cast time: (1 second)

Another strange cooldown. 15 / 14 / 13 / 12 / 11 gets you really close. 14 / 13 / 12 / 11 / 10 would also work.

The mana cost seems a little high for the low levels, and your root duration is crazy. It probably doesn't need to scale that high: 2+ second CC is an extremely potent tool. 2 seconds is typically a good upper limit for non-ultimate abilities. Consider 1 / 1.25 / 1.5 / 1.75 / 2 if you want it to scale, or a flat 1.5 if you don't want it to scale.

Alternatively, consider making it a better zoning tool: put a 1 second snare on it, followed by a 25 / 30 / 35 / 40 / 45% re-applying slow that lasts for 2 seconds on targets in the area. That gives it a bit more utility.

E - Enhanced Awareness: Isobea becomes more aware of his surroundings granting him an increased range of vision by 100 units and solidifies the grounds under him increasing his movement speed by (5%/6.5%/8%/9.5%/11% + (1.0% per 350 mana)) Also, Increases attack range to 350 units and uses a projectile launched from his Khopesh. (Can activate Mark of the Sword) Grants nearby allies +10% attack Speed.

Cool-down between activates 1.5 seconds

Eh. This is a really boring ability. It's a mana drain to give you a very low range ranged attack and to help with the terrible base movement speed, but is basically a waste of skill points, as the only thing that increases is the movement speed and the mana cost. It also scales on MANA of all things: I've already got both AP and AD scaling, and now my build is REALLY confused.

R - Sandstorm Isobea calls upon the sand around him to be picked up and flung into a single direction in a range of 1400 units in each direction. Any facing the direction of the sand will take no extra from the storm but be slowed by 20%. enemies facing away from the sands direction takes 20% more damage from the storm and move 10% faster. Reduces the vision of enemies by 150 and (like nocturnes ultimate) removes ability to use Mini-map. Center of the storm is where Isobea is located.

Damage dealt is 2%/3%/4% + (1% per 200 AP) + (1% per 150 AD) of enemies maximum health per second for 5 seconds at all ranks.

Cool-Down 200/150/100 seconds

Mana Cost 100/125/150 mana

I'll be honest...I'm not really understanding how the ability works. It seems to be a directional AoE centered on you...does it always blow away from you?

Either way, the range is simply insane. This ability will wreck teamfights.

SOME CLOSING THOUGHTS

I really don't know what this guy is supposed to bring to a team. His Q is really unique, but the rest of his kit feels a bit disjointed. Is he a mage? A fighter? A hybrid? There's not a lot of cohesive theme to him except some sand-related stuff...but he's also Demacian, so that seems out of place as well.

I think you need to take a look and figure out what you want Isobea to bring that's unique, and then review his abilities to emphasize his strengths, which currently seem all mixed up. I really can't tell how you intended to have him play currently, and that's a big warning sign.

Fertsa12/21/2014, 4:10:09 AM1 votes

This guy would pretty much only need 2 tears and a chalice to get going. XD

but he's very immobile, he'd need to use his q to even match move speed with the slowest champions in the game without boots, His E makes up for some of his low speed late game but hardly does early game and costs too much mana to keep on, and since he has no dash he'd need to save his W for escapes, so he would be extremely vulnerable to retaliation or ganks if he tried anything in lane.

The hybrid damage on his W along with his overall burst from the 1.0 AP and 1.1 AD on his Q(which i love how it works like vik's laser) would make him a nightmare to lane against without constant ganks. And his passive regenning 6% of his max mana from pretty much each minion in the wave (capping at almost half on tank minion waves) would let him stay in lane a really long time.

And for a while i was thinking his ult was op but then i did math and such and found that the casting time is an obvious "i gotta leave" signal, so it won't get off all of the ticks anyways, and then even if it did it would deal 80some% of their max health as magic damage, which would be reduced by MR. so it would be pretty balanced.

So here's how i would build this guy. Rushitem 3003. getitem 3028 so i could keep his E up, then get another item 3070 after archangels transformed. build item 3100 for obvious reasons. a item 3027. sell the chalice after finishing item 3042 because his passive has enough regen on it. getitem 3020 cuz shoes. and a item 3089 This build gives him alot of AP and mana, some AD, and a little bonus movespeed from lichbane. selling the item is very inefficient but i've found it to be worth it in many cases.

Overall i love the idea.

StealthyWolf5212/21/2014, 11:00:29 PM1 votes

Changelog 12/21/14 My incentive for these changes was to make him a bit more mobile, make his early game a bit stronger, and allow him to get more mana if he is able to get in melee range. Not the biggest change, just a few minor changes and effects added. Anything else you want to see changed/added?

-gramtical fixes in post -Slight tweaks to his base stats -Made his "E" more early game friendly, late game is a bit more costly though. -Slightly sped up initial strike on "Q" -Made his passive get less mana if activated on a creep, but more if activated on enemy Champion -"Q" Will put a Mark of the Sword on a target for both launch and return (2 marks possible)

ZombieOfun12/25/2014, 6:46:34 AM1 votes

Great concept for a champ! My only complaint would be balancing issues which, if this concept was made into a champion, would be fixed later (his q scaling seems a bit much in theory). Over all though you have a great concept here! :)

StealthyWolf5212/26/2014, 12:34:26 PM1 votes

Changelog 12/26/14 -A few gramatical fixes -fixed cooldown on Q to be 4.8 instead of 5.8 (to work with 1.3 seconds lower per lvl) -lowered cooldown on R by 5 seconds per point. (100 second at lvl 3/110 before) -lowered base damage on Q by 30 on all levels

StealthyWolf521/3/2015, 4:47:22 AM1 votes

Changelog 1/2/15 I decided that some abilities were a little too strong or mana hungry and thus the changes in this path for him. I dont want him to be able to activate certain thing back to back and have virtually infinite mana, but I also don't want him to have no mana after using an ability. If you see anything else that can be changed, go ahead and comment.

  • Made his passive slightly less deadly. 6% ap dmage to 5% ap damage on activation.
  • Passive now gives 10% movement speed, but it will decay instead of being a solid gain.
  • His Q will now stay in the ground for 4 seconds instead of 3. Clarified some text.
  • His W's mana cost has been raised from 100+5 per level, to 100+10 per level
  • His E is no longer a mana melter, the costs have been reduced from 28 at 5th lvl to 20 at 5th lvl.

More changes/tweaks may come in the future, thanks for reading.

StealthyWolf521/6/2015, 1:31:58 AM1 votes

Changelog 1/5/15 I wanted to add a bit of gameplay ideas that sparked in my mind when making this champion, also his ultimate would be a bit too strong so a minor nerf/buff was added unto it.

  • Added a "gamplay" section
  • Changed his Sandstorm's base damage from 3%/4%/5% to 2%/3%/4%
  • Made his ultimate increase the damage taken to those running away by 20% more instead of 10%
  • His ultimate activates for 5 seconds instead of 7 making only 2 marks possible.
  • Increased the range of his ultimate by 200
  • it costs 50 more AP and 40 more AD to make his ultimate gain another 1%

Anything changed that you don't like? Talk about it, this is an ever evolving champion that I will try to make as balanced as possible.

StealthyWolf522/1/2015, 5:10:01 AM1 votes

Change-log 1/31/15

So thanks to an amazing review I now have more of an idea of what I want Isobea to be. He is kind of a scrambled champion with weaknesses toppling his strengths. This lead to the conclusion that he was weak, un-organized, and besides a few aspects, boring. I want him to be a fun mage/assassin so I am have re-worked and clarified many things.

  • His base stats have been tweaked a bit, mainly his move speed has been increased by 20.

  • His weapon is no longer a Khopesh, but a Chakram. This emphasizes his assassin-like set-up. Text has been altered accordingly.

  • His passive, Aura of the Chakram, now lasts 6 seconds but decays over 2 seconds from +10% to +5% speed bonus. Effectively making it stronger and more useful if he gets the chance to use it.

Aura of the Khopesh: When Isobea passes through one of his abilities, he gains +10% movement speed that rapidly decays over 3 seconds. ⇒ Aura of the Chakram: When crossing through one of his abilities, Isobea gains +10% Movement Speed that decays rapidly to 5% over 2 seconds time. The aura wears off after 6 seconds.

  • His passive, Mark of the Blade, has clarified text on how the stacks work. Basically, stacks have different durations, they are all activated by a single auto attack, and clarified how the mana return works.

  • His Q - Blade Throw/Return: has been tweaked in a few ways. How it works has been clarified, mechanically. The damage dealt no longer is reduced per target hit, instead everything hit receives full damage. The slice in the ground left behind by Blade Launch now lasts 3.5 seconds at all ranks. These two changes effectively strengthened the ability, but also made it more "use-able." Made the Cool-Down more realistic with League of Legend timers. Increased the amount the slice speed up allies to 20% instead of 15%. Increased the width of the strike by 10 units and return by 30 units Making the ability a bit easier to hit.

Cool-down: 10/8.7/7.4/6.1/4.8 seconds after the sword has returned ⇒ 13/11/9/7/5 seconds after the Blade has returned.

Wide of strike: 45 units ⇒ 55 units

Width of Return: 35 units ⇒ 65 units

The sword leaves a slice in the ground for 1/2.25/3.5/4.75/6 seconds speeding up allies who pass through it by 15% ⇒ The Blade leaves a slice in the ground for 3.5 seconds at all ranks speeding up allied champions who pass though it by 20%.

  • His W - Quick Sand: has been tweaked and clarified in a few ways. His cool down is a bit shorter early game but the same end game simply to make it a bit more simple of numbers. The mana cost has ultimately been reduced. The cost now scales by 15 mana instead of 10 but has a 70 mana cost at level 1 instead of 100. This allows him to be able to use it early game without making him absolutely useless afterwards. I changed the root duration so that it's a bit weaker late game. Having a long root is really deadly, especially for an AOE attack that is not an ultimate, because of this, the duration has been changed. The slow of the altered ground is now a little bit shorter duration, but a re-applying affect. This makes the ability overall stronger for those trapped inside the center and weaker for those who happen to clip inter the ability. I also removed old text implying a 10% movement speed gain. This is not an effect ho this ability.

Cool-down: 15/13.75/12.5/11.25/10 seconds ⇒ 14/13/12/11/10 seconds

Mana-Cost: 100/110/120/130/140 points ⇒ 70/85/100/115/130

Root Duration: 1/1.35/1.7/2.05/2.4 seconds ⇒ 1/1.2/1.4/1.6/1.8 seconds

Slow effect: The Shifted Sands slow any enemy that walk though it by 10% for 3 seconds. ⇒ The altered sands slow down enemies that walks through it after initial placement by 10% at all ranks for 1.5 seconds. (effect re-applies every second)

  • His E - Enhanced Awareness ⇒ Power of the Sands Has been altered in many ways Isobea becomes more aware of his surroundings granting him an increased range of vision by 100 units and solidifies the grounds under him increasing his movement speed by (5%/6.5%/8%/9.5%/11% + (1.0% per 350 mana)) Also, Increases attack range to 350 units and uses a projectile launched from his Chakram. (Can activate Mark of the Blade) Grants nearby allies +10% attack Speed. ⇒ Isobea calls to the power of Shurima granting him a temporary second arm. This arm allows him to double the amount of uses on all other abilities due to having a second Chakram to use. It also gives him +50% attack speed while active. This ability cuts off his base mana regeneration and nullifies any mana regeneration by items, potions, auras, or from other champion's abilities to him by 15% while active.(Passive mana return from Mark of the Blade per stack is unaffected by mana loss/reduction.) To see how this can be used see the Empowered Form tab under each other ability

  • Q - Blade Throw/Return and W - Quick Sand: now have a Empowered Form tab under each ability.

  • His R - Sandstorm ⇒ Crushing Boulder Similar to his E - Power of the Sands His R has been completely re-worked. Before the ability was out of place. Made simply so I could use its name as a joke, and was confusing. Now it is a bit more fitting for the rest of the build and works with the new E. For now this is all the changes I have completed, though I have slightly altered the lore text a complete re-write is on its way to make it a bit more fitting for this champion. I also plan on re-writing his appearance, game-play-intentions, and adding more soon enough. If you have any question, concerns, ideas, or anything to say about this champion please do! If you enjoy the new and improves Isobea, leave a up-vote! Thanks for reading and see you next time!

Anarqia12/21/2014, 3:08:39 AM1 votes

Cool i think i might sketch him

ZombieOfun2/6/2015, 5:14:11 AM1 votes

Hello, a few days ago you messaged me saying you had done a rework on the champion however on the post itself it claims a rework is to come. I'd like to know if you have updated it yet or not because it seems to the the abilities have the same scaling as before if I remember correctly. Thank you!