Aima, the Fate's Edge
This is gonna be a long one (copied over from Word: total count: 6 pages, 2266 words 10,000 characters without spaces, 12,000 with. If you don't feel like reading that much, I suggest you click off now.) 3 in 1 champion: Aima, tanky Skia, melee AP assassin Toxotis, marksman Base Stats (Note: May be bad. I’m basing the base stats off of similar champions’ and am really not good at base stats): Skia: Health: 520 +68/level Mana: 267 +50/level Ability Power: (yes, that’s right, Skia starts with AP. As explained below, my reasoning behind this is that she only has an AP scaling on basic attacks, not an AD one.) 60 -6/level (stops losing at level 9 because she will be at 0 AP from this.) Attack Speed: 0.625 +3.6% per level Movement Speed: 325 Health Regen: 10 +0.48/level Mana Regen: 8 +.58/level Armor: 25 +4.0/level Magic Resist: 32 +1/level
Aima: Health: 600 +90/level Mana: 265 +42/level Attack Speed: 0.625 +2.5%/level Movement Speed: 335 Health Regen: 11 +0.50/level Mana Regen: 7 +0.47/level Armor: 30 +4.0/level Magic Resist: 32 +1.5/level
Toxotis: Health: 535 +80/level Mana: 270 +38/level Attack Damage: 54 +2.3/level Attack Speed: 0.658 +2.8%/level Movement Speed: 325 Health Regen: 5.47 +0.56/level Mana Regen: 7.3 +0.76/level Armor: 24 +3/level Magic Resist: 30 +0.4/level Passive: Moira’s three characters each have different basic attack scalings. The three are each in play at the same time, and their scaling changes are in effect at all times, no matter who is in control. Aima will deal 10% of his maximum health, lowering every level until it gets to 4% at level 9, every basic attack instead of any AD scaling, Skia will deal 80% of her AP in place of AD scaling but this will go down every level to 25%, and Toxotis 80% of his AD, lowering to 40% of his AD at level 9. When attacking the same target, they cannot deal more than 120% of the highest AD among the three. Each of the three keeps and stores gold separately, however they all earn the gold that a single one of them earns. The gold count kept by the game is the amount of gold earned by one of them. They also keep and score items separately. Any wards, trinkets, and potions will carry over between all three of them. They start with the ultimate at level one, which is their switch move. They can switch freely while dead or in base, however if they are switching to buy while dead, they will respawn as the one that one in control when they died. Switching will cause the one of the three who is now in control to switch the health totals with the person who was just switched off of. One of the three is directly under your control like a normal champion, one of them will follow that one around and attack whoever you attack, and the final can be controlled to move independent of the other two with Alt + Right Click. From here on, they will be referred to as the primary, the secondary, and the tertiary, respectively. The tertiary will have its stats lowered to the amount of the primary while out of combat with the same enemy as the primary, but will never go above their existing stats. (In other words, you can’t set it to Aima on tertiary and use him to scout or Aima to primary and use the tertiary to scout without having risk associated with it, though there would be less risk than if the three of them had gone in together.) The passives on items will only effect the one of the three who owns the item, however elixirs that have already been activated will transfer between the three of them. For example, if one of them buys an Elixir of Iron, and they switch mid-fight, the Elixir of Iron will transfer over between the one who bought it and the one who was switched to. Yes, you can use this to go for a cheaper build on one character and then buy elixirs on that one to use on the other two. The three of them also share one rune and mastery page. The ability cooldowns do NOT transfer between the three forms (if you switch from, say, Aima to Toxotis after using Aima’s Q, you will immediately be able to use Toxotis’s Q, but if you then switch back to Aima, the cooldown will still be going, so long as it would be in the cooldown timeframe.) Alright, that was complicated, and hopefully you understand it well enough. If you have any questions on the kit or interactions, just ask in the comments. Now for the rest of the kit. I’ll start off with the Ultimate because it’s the switch. Plus, it’s the only ability that will have the same effect no matter who uses it. R: Reforge Fate Passive: dealing damage will grant you 1 stack of Fate (DoT counts as a single instance of damage = 1 stack per DoT applied). The active portion will cost 5 Fate stacks to use. There are two modes that you can set it to use, cycle and choose. With cycle, it will, on activation switch to the one that you chose to switch to in the cycle (You chose the order the cycle occurs). With choose, you have to select one of the three to switch to after activating the button. The cycle will go as follows: 1 is the primary and the one that you will switch to upon activation. 2 is the secondary and will be the one following 1, and 3 is the tertiary. When you switch again, 2 becomes the primary, 3 the secondary, and 1 the tertiary. Active: at the cost of 5 Fate stacks, you will switch to one of the other two champions of Moira, as detailed above, being the primary, after a 0.5 second channel with 1000 range. If you are switching to a target outside of 550 range, the channel will become 3 seconds instead. All 3 of them channel for the duration. Q: Fate’s Blade/Fate’s Fist/Fate’s Venom Fate’s Blade: Skia Skia will throw her blade in a short ranged skill shot. It will stop at the first enemy hit and deal damage and apply Pain to them if they were a champion for 4 seconds. Will pass through minions and deal 75% damage. The below damage, cost, and cooldown also apply to the other 2 Q abilities. Damage: 30/35/40/45/50 (+30% AP) (if Aima, replace 30% AP with 5% maximum health and if Toxotis, replace with 50% AD) Cost: 30/40/50/60/70 mana Cooldown: 4 seconds Pain: If Fate’s Fist or Fate’s Venom is used on the target, they will get an added effect. For Fate’s Fist, the Pain will turn into Break, lowering the target’s armor by 25% and causing the next 3 basic attacks against the target to slow. If all 3 of the next basic attacks are used on the same target, they will be stunned for 1 second. If Fate’s Venom was used, Pain will turn into Venom, causing them to take 20% of the damage dealt from the total damage dealt from both sources, Fate’s Edge and Fate’s Venom, as poison over 6 seconds and will be slowed for 1 second. The next 3 basic attacks will refresh the poison duration. Fate’s Fist: Aima Aima will punch in a short but wide skill shot in front of him, dealing damage to all enemies hit and applying Break to the champion closest to the center of the area for 4 seconds. Break: If Fate’s Blade or Fate’s Venom is used on the target, they will get an added effect. For Fate’s Blade, the target will have Pain replacing Break on them. Pain will cause them to instantly take 20% of the damage dealt by Fate’s Blade to them and they will take 15% of the damage caused by Fate’s Fist as a DoT over 6 seconds. For Fate’s Venom, Break will be replaced by Venom, slowing the target by 15%. The slow increases over the duration of 2 seconds to a 1 second stun at the end. In addition, the damage they take from Moira is increased by 2% for the duration. Fate’s Venom: Toxotis Toxotis will fire a long range bolt in target direction, which will damage the first enemy champion hit and apply Venom to the target. Venom: If Fate’s Blade or Fate’s Fist is used on the target, they will get an added effect. For Fate’s Blade, Pain will replace Venom, causing them to bleed over 4 seconds, taking a small amount of increased true damage and be revealed. If Fate’s Fist was used, Break will replace Venom, lowering their armor and dealing poison damage over 6 seconds. Note that Venom, Break, and Pain will have no effects until another one of the 3 is applied to the target in its place and if one of them is applied and actually doing something and a third is used, the third will not apply its effect at all. For example, if Pain is applied and then Break is used to actually do something and finally you switch to Toxotis and use Q on him as well while the added effect from Break is still running, Venom will not be applied to the target. W: Fate’s Shadow/Fate’s Blood/Fate’s Bow Fate’s Shadow: Skia Skia hides in the shadows, entering stealth after a 2 second delay for 5 seconds. The next basic attack while in stealth or within 3 seconds of exiting stealth will apply Night to the target. Cost: 60 mana Cooldown: 16/15/14/13/12 seconds. Night: the next W used on the target will have an added effect. For Fate’s Blood, the target will have their vision reduced. For Fate’s Bow, the target will take 100% of Toxotis’s AD as physical damage from the basic attack after Fate’s Bow is used (does stack with crit,) however, the basic attack will also cause the target to instantly enter stealth for 4 seconds. (In total, this makes it weaker early game but much, much stronger level 9+, as it will be dealing over double damage) Fate’s Blood: Aima Aima charges himself with every punch, gaining a stack up to 8 stacks every time he uses a basic attack. When this is used, he will consume all stacks to gain a shield based with size based on the number of stacks consumed and the next basic attack will apply Fate’s Destruction on the target. Shield size: 60/65/70/75/80 (+6% maximum health) * the number of stacks. Fate’s Destruction: the next W used on the target will have an added effect. For Fate’s Shadow, the target will be silenced for 2 seconds, but will be able to use Summoner Spells after the first second. For Fate’s Bow, Moira will gain 10% armor and magic penetration against the target, however the target will deal 5% more damage to Moira. Fate’s Bow: Toxotis The next basic attack will deal extra damage to the target and will deal 50% of its payload to all enemies hit along the way, as well as gaining 100 increased range (to 650 range) and the target will have Archer’s Mark applied to them. Bonus damage: 10/15/20/25/30 +20% AD Archer’s Mark: the next W used will have an added effect. Fate’s Shadow will put Moira immediately back into stealth and cause the next basic attack out of the stealth against the target to deal increased damage (increase is 20% of Skia’s AP). Fate’s blood will refresh the shield from Fate’s Blood and heal Moira by 50% of the damage in the shield that still remains. E: Soul’s Strings/Punching Bag/Deadly Shot Soul’s Strings: Skia Passive: the primary will mark nearby enemy champions. After 3 seconds, a string will connect between the primary and the marked enemy. The string will last 8 seconds or until they are out of range. While the string is there, dealing ½ of the target’s current health will split the string, stunning the enemy and causing them to take increased damage from all sources. The string will remain connected to whoever it was initially connected to, even if they switch. Enemies cannot receive new strings for 10 seconds after one is broken. Active: Skia dashes to a marked enemy, dealing heavy magical damage to them and destroying the string instantly if they are below 25% of their maximum health after the hit occurs. Destroying the string in this way will cause the enemy to take 5% of their current health as bonus true damage instantly. Damage: 100/120/140/160/180 +80% AP (This is a lot considering that the other 2 can also proceed to continue to wreck their faces with it some more.) Cost: 100 mana Cooldown: 20 seconds Punching Bag: Aima Aima rushes to a target enemy, punching them and stealing some of their armor for 4 seconds. If the damage kills the target or destroys the string, he will gain a movement speed and attack damage buff for 6 seconds. Damage: 60/80/100/120/140 +4% Aima’s health plus a % of the target’s missing health Cost and Cooldown are the same as Skia’s. Deadly Shot: Toxotis Toxotis charges for up to 4 seconds, increasing in damage as it charges but decreasing in range, then fires an arrow that deals a large amount of damage to enemies hit, diminishing based on how far away the target is down to 50% damage at the maximum range. This shot will sever all strings it hits from the side instantly, and deal the maximum damage that this ability can deal to the target. Damage: between 40/42/44/46/48 +5% AD and 80/100/120/140/160 +60% AD Range: between 800 and 400 Cost and Cooldown are the same as Skia’s.
Art I am working on. Any questions?