Delilah, the Glittering Sand
Born from special magical sands of Shurima is one that takes on the form of a young girl, with skin white as snow that sparkles like a diamond!
Delilah is born from the world, created to fight off the void creatures, like Runeterra's white blood cell. She has yet to find another purpose being recently formed other than a killer machine against the impure, but for now she is a mighty champion in this world and a much needed one at that!
Delilah is a mage that uses sand and light to take down any foe! Be careful about picking too many basic attacks, because with her blinds, she is devastatingly strong against such foes, she can even cause all point-and-click abilities to miss with her ultimate!
Delilah's fun gameplay is launching herself from a geyser of sand and standing on it like a platform, she can keep creating these geysers and jump on over to each one while she is still actively on a sand geyser, but she can only move around on sand geysers while standing on them. She can of course launch an enemy into the air as well, but they are not quite as agile as Delilah so if they try to get off, they take true damage because of the fall since they are unable to jump to a new sand geyser (they can be pushed off as well). They do not take damage when they go down with the sand geyser, at the end of its duration.
Attack Range: 425 units Attack Speed: 0.655 +5% per level Movement: 350 units per second
Glitter of Innocence (Passive):
Radius: 425 units
Delilah is constantly unleashing sparkling glitter around her that lingers on the ground for 2 seconds, dealing 4 - 15 (+5%AP) magic damage per 0.5 second to enemies within.
Enemies that damage nearby allies will then receive double damage by the glitter or quadruple damage if the target was an allied champion, for the next 2 seconds.
Shimmering Body: Delilah has a shimmering body that reflects bright light off of her, causing enemies that directly attack her to be blinded for 1.5 seconds afterwards. Shimmering Body affects the same target once every 10 - 4.5 seconds.
Rising Light / Sand Veil (Q):
Cooldown: 3 seconds; Cost: 25/30/35/40/45 mana; Range: 850 / 125 units
Rising Light: After a brief delay, erupt a rising pillar of light from the earth, dealing 40/75/110/145/180(+60%AP) magic damage to struck enemies and extending the duration of blinds by 0.3/0.35/0.4/0.45/0.5 second.
Sand Veil: Instantly collapse the target Sand Geyser, healing allies beneath it for 15/35/55/75/95(+30%AP) health. Does not heal Delilah if she was standing on top of the Sand Geyser. Struck enemies underneath are near sighted for 0.7/0.8/0.9/1/1.1 seconds.
Enemies that fall from a collapsed Sand Geyser take fall damage, but as 120/125/130/135/140% magic damage instead of 100% true damage.
Sand Geyser (W):
Cooldown: 1 second; Cost: 35 mana; Range: 675 units; Radius: 350 units
Delilah erupts a Sand Geyser at the target location for 1.5/2/2.5/3/3.5 seconds.
If Delilah was above it, then she is launched into the air. She can only move within the confines of the Sand Geyser's surface area, but she can jump on over at greatly increased speed to another Sand Geyser nearby.
Enemies that get launched by a Sand Geyser can only safely move around the Sand Geyser's surface area. They cannot jump to another Sand Geyser, upon doing so will cause them to fall down instead and be dealt 7.6/8.2/8.8/9.4/10%(+1.5% per 100AP) of its max health as true damage. They are not damaged if they are lowered down by the end of the Sand Geyser's duration.
(Dashing off or being knocked off a Sand Geyser applies as falling off and the target will be damaged.)
Diamond Body (E):
Cooldown: 5 seconds; Cost: 50/65/80/95/110 mana; Range: 600 units
Delilah hardens her body, slowing herself down by 70%, falling down if she was on a Sand Geyser, and gaining 50/60/70/80/90% physical damage reduction and 25/30/35/40/45% magical damage reduction for 2 seconds. Delilah is grounded during Diamond Body and cannot be launched by a Sand Geyser.
If Delilah fell from a Sand Geyser, then she immediately explodes out diamond shards all around her when she lands, dealing 90/120/150/180/210(+90%AP) magic damage to nearby enemies, removing the effects of Diamond Body afterwards.
If not broken, still shatters out diamond shards after 2 seconds, dealing the same damage around her.
Pure Light (R):
Cooldown: 100/60/20 seconds; Cost: 100 mana; Range: 1400 units
Delilah blasts forth a powerful beam of light in the target direction, dealing 100/130/160(+50%AP) magic damage and causing struck enemies to miss all of their targeted effects for the next 2 seconds.
Additionally, struck enemies are dealt 30/45/60(+30%AP) additional magic damage per 0.5 second while within Glitter of Innocence for the next 4 seconds.
UPDATE NOTES:
Other: Attack speed lowered to 0.655 +5% from 0.700 +4%
Shimmering Body: On-target cooldown increased to 10 - 4.5 from 10 - 4 seconds (based on level) No longer causes the first attack against Delilah to miss Blind duration increased to 1.5 from 1.25 seconds
Sand Veil: Forcing enemies to take fall damage here by destroying a Sand Geyser increased to 120/125/130/135/140% from 100% magical damage instead of the normal 100% true damage (multiplying the damage based on Sand Geyser ability rank).
Sand Geyser: Range lowered to 675 from 700 units Radius lowered to 350 from 425 units Fall damage adjusted to 7.6/8.2/8.8/9.4/10% +1.5% per 100AP from 8/9/10/11/12% +1% per 100AP as max health true damage
(For most abilities, a radius decrease is a nerf, but here it is a buff since is gives the enemy less freedom and with a smaller surface area, she can jump from platform to platform easier with less distance she needs to run. With the range nerf, the max jump distance goes from 275 units to 325 units (she cannot jump further than from edge of Sand Geyser surface to max cast edge of another nearby Sand Geyser surface).)
(Also a smaller radius helps with control to using Rising Light since using the spell over a Sand Geyser uses Sand Veil instead.)
Diamond Body: Cooldown lowered to 5 from 18/17/16/15/14 seconds Cost adjusted to 50/65/80/95/110 from 75/80/85/90/95 mana Self-slow lowered to 70% from 90% Unshattered duration lowered to 2 from 2.5 seconds Removed 80/85/90/95/100% damage reduction Now grants 50/60/70/80/90% physical damage reduction Now grants 25/30/35/40/45% magical damage reduction Damage lowered to 90/120/150/180/210 +90%AP from 100/150/200/250/300 +120%AP magic damage
(This better focuses her power and makes it more obvious that she is meant to be strong against physical damage, and especially basic attackers, and weak against mages and the like. This also creates slightly more skill where she relies on her shield to better mitigate damage since the first attack against her no longer misses, just follow up attacks are blinded.)
Pure Light: Cooldown lowered to 100/60/20 from 120/90/60 seconds Direct damage lowered to 100/130/160 +50%AP from 100/175/250 +80%AP Enhanced Glitter of Innocence damage duration against struck enemies doubled to 4 from 2 seconds (additional damage unchanged)
NOTES: (Overall, Delilah makes more sense to be a brawling mage that has lower burst, but higher damage over time given her defensive nature kit. These changes better supports that hard to kill, short range mage play style, but is not oppressive as long as the enemy team has a majour source of magical damage, particularly mages and mage-assassins, though mage-assassins get a lot of targeted effects so they need to avoid getting hit by her ultimate.)