Champion Concept: Flame - The Goddess of Life

zrWQMdGHtY·3/23/2017, 9:21:17 PM·6 votes·828 views

Flame's Lore.

Class : Support.

Friends : Ahri

Acquaintances : Katarina

Rivals : Her living family members.

Abilities :

Passive: Divine inspiration

As a Goddess, flame inspires her allies, giving them life force during battle, while she burns the flesh of her foes. Heals allies for 5 (+1 per level + 0.05 AP ration) per second while causing the same amount as damage to her foes, within 950 range.

Q : Will of a Goddess. 15-8 seconds CD

Targets an ally and heals them for 50 + 1% (per skill level) of their maximum health and granting them the burn damage of her passive for 8 seconds.

W : Inner infernal. 10-6 seconds CD

Flame goes ablaze for 5 (10 at skill level 5) seconds, causing her basic attacks to deal true damage instead of physical and champions are set ablaze for 3 seconds taking 10-50 + (0.25 AP ration) magical damage.

E: Meltdown. 20-10 seconds CD

Enemy champions in the zone start to overheat, slowing their movement and attack speed by 10-50%. The heat zone stays for 5 seconds and heals allies inside it for 10-50 HP per second while burning enemies for 5 to 15 (+0.50 AP ration).

R: Goddess of Life. 300 to 100 seconds CD.

Flame casts a large circle, which explodes after 10 seconds. Anyone who died inside it (ally/enemy/minion/pet/summon), will be resurrected with all their cooldowns reset by 30 seconds. Allies come back with 60% of their maximum HP while enemies with 40%. If any living ally is inside they get healed for 25% of their max HP, while enemies are hurt for 10%. The effect causes flame to transform into a bird for 10 seconds, making her untargetable and unable to cast any spells and increasing her health regen by 10-100 (+1 AP ration). Her passive is disabled during this time and her movement speed is increased by 25-75%. After she returns to normal form she starts to take damage over time (10-50) for 30 seconds. (returning to base on foot stops the effect, back effect is not allowed).


To be honest, I don't really want her to be a champion, it's just how I imagine her kit to be if she was one and wanted to share. I can't draw and my friends refuse to draw stuff for me, so I don't have art to show her, but if you dig earlier periods of the lore you'll find her appearance.

28 Comments

zrWQMdGHtY3/24/2017, 1:13:09 AM1 votes

If the person who downvoted writes why, I'll downvote myself too.

FloRaider423/24/2017, 8:02:07 PM1 votes

Disclaimer: Not the one who downvoted this, just sifting through posts with no comments.

Not gonna take a look at the lore, since it is too long for my taste, but I will give you my opinion on the design.

P: With the big range this has too little gameplay involved as you just damage enemies and heal allies, for being nearby (Sunfire at least requires you to get very clsoe, whereas 950 is even longer than the AA range of enemy champions).

Q: 50% of max health ? Combined with masteries and items you can pretty much heal your tank to full health with a basic ability. Soraka is the go to healer of the game and even she can't do that.

W: Is a decent ability and fits the theme

E: Better than the passive, but the effects are too strong. Gameplaywise it's a good zoning tool and fits her.

R: The CD reset should be % as 30 seconds have different consequences for different champions (another Lux ult). Way too overloaded with effects and most of them are very unfun. Unlike Kindred Ult it doesn't encourage enemies to stay and fight, since they get too many disadvantages. The bird transformation seems random, but I guess there is a lore reason for it.

Overall: Numbers are way off (especially durations), but other than that very thematic and fun design. [slayer-pantheon-thumbs]

midnight oil243/24/2017, 8:07:54 PM1 votes

Not the one who downvoted this. Also noting that this is not too bad a concept, could just use some tweaks.

Passive: just lower the range or make it scale up. It basically lets her sit in lane and deal damage without having to get to a risky range.

Q: Just lower the amount of healing. Imagine working hard to get a tank down in health, only for that owrk to be undone. Other than that it's fine.

W: Maybe make it AP? True damage seems like it wouldn't be too good, really, because if she's a mage she won't be building AD. AP would probably work better.

E: Maybe just remove the heal buff. At later levels it would make it hard to fight the enemy team, and all the enemy team's work could be undone.

Ult: Cool concept. No problems.

Numbers could be better, but a good concept overall.

I know you hate me, but I just figured I'd give my two cents.

Ruzuka Suho4/9/2017, 1:11:30 AM1 votes

I just saw this today so i definitely did not down vote this Anyways, i really like this concept. im a support main and having lots of heals is pretty nice. I would probably buy this champion if she exists tbh. Also, this is pretty random but im scavenging around boards for champion concepts and do free art "commissions" so... if you want, i can draw her out and give it to you afterwards. idk how i will give it to you but i will :) (and don't worry i enjoy doing this kind of stuff) and i shall up vote this for you <3 and i shall go read her lore as well

Ýones4/9/2017, 9:20:24 PM1 votes

If you want to improve on concepts, sudmit one to a CCOS.

ModEchoing8/30/2017, 10:29:09 PM1 votes

As per request on Discord.

Let me start with the lore, as that's the first thing linked as well as one of the more egregious issues with the concept. There's multiple flaws here:

A: Your linked "lore" does not focus solely on Flame. Flame is more or less an afterthought to the rest of the story. B: Your linked lore is, put simply, the Christian creation myth, with only slight changes re: the number of deities. This is not a novel story by itself, and is unlikely to garner interest. C: Flame does not have a clear goal. As is, she is a plot device or monster of the week, not a proper champion. D: While there's something of a personality there, with her need for vengeance, Flame is otherwise very poorly defined as a character, making it difficult to sympathize with her.

Flame would greatly benefit both from a full rewrite and from having far more of her personal details fleshed out, as well as a proper goal she should be achieving.

I'll take the kit apart piece by piece, then address it as a whole.

The passive is not remotely balanced. At all. Champion health regeneration at level 1 varies between 5 to 10 usually - per 5 seconds. Flame's passive is essentially +25 HP regen per 5 seconds to her allies, while also serving as a super long-range Sunfire Cape that enemies are literally unable to avoid due to the long range. Just by existing, you have already decided lane. Enemies are put on a time limit to kill you before you kill them without having to lift a finger, while their damage is being continuously undone. I'm working under the assumption that the passive doesn't affect anything other than champions, as that would have interesting effects in regards to farming that would be ultimately unfun.

There's no way to fix this, either. You are getting an item effect for free in the DoT aura, while the healing aura provides an amazingly huge amount of sustain over long durations that make laning hell for the enemy team. This passive is inherently broken.

The Q has interesting implications if its own damage aura stacks with your original damage aura. The idea of a heal that grants a lingering damage aura isn't actually a bad idea - you should hold on to that. However, where it falls apart is in the numbers - it's inheriting the passive damage aura, which is inherently broken as mentioned before, while also having both low bases and nonexistent scaling. It is easily the weakest heal in the game, and brings very little to Flame's kit in terms of support capability.

The W is...something of a mess. As a support, you don't need an AA amp that does nothing but damage. If you're intending to support, you're not getting the AP required to get the most damage out of this. At the same time, the AP scaling and the fact that it deals true damage makes it incredibly difficult to deal with, especially in conjunction with your passive. Still, this isn't an appropriate support skill - this would be suited to a mage or an ADC.

The E is potentially very powerful. Unfortunately, I have no idea how this zone is defined. If we're going off your passive aura, this inherits your passive's brokenness. If we assume it's an area you place down, then it's suffering from a mixed effect - it slows and damages enemies, but heals allies. What do you use it for, then? The heal? The CC? A 50% AS slow is also incredibly dire - it ruins ADCs while also trapping them with the movement speed slow.

However, in the basics, Flame is missing any form of hard CC or strong burst healing or other allied defensive tools or buffs. This means that outside of stalling and letting her incredibly powerful passive do the work for her in lane, Flame is very, very vulnerable to a good deal of supports, and makes her own ADC equally vulnerable. All-in supports like Leona, Braum, and Thresh will happily combo her or her ADC given half a chance, while consistent poke from other supports like Sona or Soraka will outdo Flame's relatively weak healing in a short period of time and leave an opening for their ADC.

This gets exacerbated in teamfights, where the majority of Flame's kit no longer matters due to how quickly a fight can break out and then end. Her damage aura will never scale up to be a threat, leaving her with only empowered basics and underpowered healing to contribute to the team. Virtually every other support and multiple champions that aren't supports and are just jury-rigged as supports (Ziggs and Xerath and Sion, to name a few) can bring more to a teamfight with their basics than Flame.

The ultimate just amplifies Flame's general inability when it comes to the big picture. It takes 10 seconds to have an effect, during which anything can move out of the way. It is massively overloaded, with over 5 different effects. It revives allies, which is not ideal as it can easily waste the efforts of an entire enemy team, but it also sets their cooldowns back by 30 seconds, which means they're just going to die miserably upon their return. It also revives enemies - the HP difference is not enough to counteract the fact that you are actively benefiting the enemy team in the worst case scenario. In the best case scenario, it's an actively jerkish move - you're reviving someone just to get their kill gold again.

But then it also turns you into a bird. There's no reason to turn into a bird - in fact, this is an outright liability for you. It takes you out of the fight completely, so even if you were full AP and had good W damage and good damage on your aura, you can't use ANY of it. Should you remain, you start taking a significant amount of damage over time that's enough to kill you if you had the audacity to stay in the area. Except that if you flee the area, you just fled the fight completely - at best, you using your ult turns a fight into a 4v5.

In terms of overall usefulness, Flame is good for trolling bot lane. Any usefulness evaporates after laning phase ends, where Flame's damage does not scale well and her poor utility comes to the fore. The opportunity cost of choosing Flame over another support is simply far too much - you might not be able to bully the early game, but at least you'll have a mid to late game.

In terms of overall novelty and cohesion?

This is not a goddess of life. I can appreciate linking life to fire, but the theme here is very much heavily oriented toward fire over life. That means you don't have a goddess of life. That means you have a fire elemental. As a fire elemental, you're not really treading new ground here - barring the healing aspects, Brand has you beat in firepower. The ultimate is the only real hint of divinity we get in the kit, but even then its self-destructive nature hamstrings that.

It does make me curious what the goddess of death looks like, but that's beside the point.

As a whole, Flame is an underdeveloped mess with abilities that run the gamut from inherently broken and unsalvageable to massively undertuned. Her lore is lacking, her theme is incoherent, she is not terribly original on her own, and she fares poorly against other supports, with very little in the way of CC and an ultimate that is more or less a total liability for everyone involved. I can't recommend improving Flame at all - she's tied down too much to your story and a bad, cliche theme that doesn't do anything for her. You'd need to completely reimagine Flame before you get anywhere in terms of improvement.

Also, you would have gotten more feedback in the CCOS if you had reviewed another CCOS entrant's concept. While I changed up the bonus, at the time it was very common practice to trade good neighbor reviews. You didn't leave any reviews, meaning no one gave your concept a look-over in return.

I hope this clarifies the low score you received in the April CCOS.