[Champion Concept] Ja'Hir and Sand'Ra, the Ruined Heirs

SSmotzer·9/22/2019, 8:25:35 AM·2 votes·2,208 views

During the Ruination the undead queen bore a single child, born living and dead. The Ruined King, in his madness, divided the child with his accursed blade. Ja'Hir, the dead half of the child wants to be free of the curse and have nothing to do with his father, and Sand'Ra, a living reflection of her mother's former beauty seeks to reclaim her father's long lost thrown. While Ja'Hir has passed to the realm beyond, Sand'Ra can pull his soul from the great beyond with a snap of her fingers.


https://data.whicdn.com/images/95877432/original.jpg

Melee - Ja'Hir Ranged - Sand'Ra

Passive - Shared Soul: The two Heirs have a shared health bar and mana pool. When one dies, the other dies with them. While next to an enemy or allied champion for long enough, they will become bonded, tethering to them. Once bonded the next bit of damage the Heirs would receive is shared with their tethered champion. The tether in broken when enough distance is between the Heirs and the bonded champion, or after the Heirs receive damage, placing this passive on cooldown.

Q - The Pull of Passing - Ja'Hir: Ja'Hir calls to Sand'Ra, who fires an arrow from her location in the realm beyond, in a target direction, dealing magic damage and tethering all enemy champions hit to where the arrow landed. Slowing the tethered enemies as they walk away from the arrow for a few seconds, or until the tether snaps, once they have gotten far enough away from the arrow.

  • Death Spiral - Sand'Ra: Sand'Ra calls to Ja'Hir, who dashes from the realm beyond, in a target direction, dealing physical damage and knocking aside all enemies in his path by briefly causing them to Flee. Sand'Ra can recast this ability, to have Ja'Hir dash back along the same path, dealing reduced damage to enemies he already damaged, but pulling enemies towards him as he dashes back. Instead of being a direct pull, it Fears the enemies to walk back to Ja'Hir

W - Wails of Life - Ja'Hir: Ja'Hir calls to Sand'Ra, who sings out from her location in the realm beyond, healing Ja'Hir and allied champions around Sand'Ra. Enemies recently under the effect of a Flee or a Fear will be charmed to Sand'Ra's location, until they take damage. Switching to Sand'Ra while she is singing will cause her to be silenced and disarmed but extend the length for her singing, increasing the duration of the heal and charm, but she is allowed to move for the remainder of the duration.

  • Throes of Death - Sand'Ra: Sand'Ra calls to Ja'Hir, who rends flesh and spirit alike around him from his location in the realm beyond, dealing physical damage, grounding, and applying grievous wounds to all enemies around him each second they are around him, for a few seconds. The tethers from Sand'Ra's arrow can not break while Ja'Hir is damaging enemies. Switching to Ja'Hir will have him disarmed, and silenced until this ability stops, but he is allowed to move for the remainder of the duration.

E - Between Realms - Passive: A figment of the other Heir is invisible while they are in the other realm, but a noticeable shimmer is in their place for the enemy team. The Heir in the other realm is completely untargetable. Ja'Hir deals bonus physical damage with his auto attacks based on their max AP. Sand'Ra deals bonus magic damage with her auto attacks based on their max AD.

  • Active: Casting this ability controls the position of the other Heir while they are in the other realm. While in the other realm, the Heir is not restricted by walls, but they provide little to no vision.

R - Beating of Her Heart - Ja'Hir(1 level at start): Ja'Hir snaps himself out of the physical realm, allowing Sand'Ra to enter the physical realm, gaining a ranged basic attack and new abilities.

  • Chill of His Soul - Sand'Ra: Sand'Ra snaps herself out of the physical realm, allowing Ja'Hir to enter the physical realm, gaining a melee attack and new abilities.

  • Calling of the Crown: Once every 2 minutes, reduced by cooldown and ultimate coldown reduction, when the Heir's health drops below 20% they briefly become untargetable. For the next 4/6/8 seconds this ability can be cast with a .1 second cooldown.


Respawn Quote: "Wait.... Who snapped us back?" "Being whole can wait a little longer" "Death can not stop what must be done."

3 Comments

Discipl1ne9/22/2019, 10:05:10 AM1 votes

cool. the duality idea sounds great! a bit like zekes convergence... i was sure there is another one whch makes both you and an ally move faster together. also kalista's passive.

2G TRUCBIZZARD9/24/2019, 12:09:55 PM1 votes

Holy, I had to stop my music to understand your champion ^^' Let's jump into it !

First of all, ver nice drawing ;) Then, let's look at the spells:

Passive: You should give us the numbers, but it seems pretty good for a passive: I guess your champion is an ADC, therefore the fact she can divide the first bit of damage he suffers is always nice. We'd just need a CD, and a max distance between your linked ally or ennemy and you.

Q spell: Ja'Hir: Sand'Ra throws an arrow from where she is in the other realm, dealing magic (strange, I'll expalin later) dmg and giving some CC. Nothing to be said, but the fact that if you are really far from Sand'Ra (example: you are bot, so is Sand'Ra, you reset and swap to go top, but Sand'Ra doesn't leave bot unless you use E, so it'll be quite long for her to come, unless she resets/teleports with you).

Sand'Ra: ja'Hir dashes and pushes aside ennemies in her path from the other world and dealing dmg. Then she comes back to you and fear people hit by the coming back, so that they walk towards you. But, if you push away ennemies, how can you fear them so that they walk towards you ? Because they will be pushed away from Ja'Hir second trajectory, no ? Moreover, there is kind of a problem is Ja'Hir is almost invisible when she's in the other realm (since you cannot dodge her dash if you don't see her).

W spell: Ja'Hir: You have CC and healing. Just give a duration for your spell :)

Sand'Ra: You make ja'Hir deal dmg around her, and ground ennemies plus applying grevious wounds. OK :) Basically, it gives you more CC, and some damages. I'm quite sad because your spell is really well balanced so I don't have much to say ^^' good job !

E spell: Uh. What's the point of that passive ? Making ennemies able to see where your "second yourself" is, so that they can anticipate you better ? I don't get the point ^^' Moreover, I get the point of adding physical dmg from AP and magical dmg from AD for Sand'Ra and Ja'Hir, but why AP ? xD I was not thinking your champion would have AP ratios, does she ? The active is pretty clear: you make your second part of yourself walk in the other realm. I suppsoe there is no CD and no cost, and that the other Heir walks as fast as yourself.

**R spell: I NEED A COOLDOWN ! If there is no cooldown, your champion is just the most broken champion of the game, you basically cannot die. And I don't really understand the point of the "Calling of the Crown" you have: what is the point ? Your champion is already really safe, why add that ? Give her damages, give her mobility, but that is not needed ;)

After I read, I actually believe your champion would be played as a midlaner, with the same role as a Corki with more CC but less damages. I really like the idea you posted :) Well done, that si a really nice work, but we'd need more precisions ^^'

Good luck in the Fields of Justice !

Mr Voidling9/25/2019, 8:15:21 PM1 votes

Definitely agree with the above message. I made a similar champion "Nex, The Broken Mirror" (Who just needs numbers adjusted, but that's hard to test) who can trade places via different realms, like your R does here, but I made sure to clarify the limitations so it wasn't a toss up between useless <-> broken. Different realms equaling a dual damage type is a good idea, but must be executed correctly, I'll get in depth on the kit.


So overall the concept is good, just flawed. I'll point out the things that would need to be changed/verified for it to work:

Passive: So this is mostly fine, but doesn't take into account if your bonded ally has 1 hp. So it would need to state that it can only transfer enough damage to reduce the bonded ally down to 1 Health, or simply that it can't transfer lethal damage. Also, it doesn't say how much is transferred in the first place, are we talking 50% or a flat number? And it needs a specified Cooldown, like 20-10 seconds based on level or something.

**Q: **Seems fine imo. (possible broken due to E/R, I'll get to that later) Q Alternate: Umm... yeah as stated above(TrucBizzard) this doesn't make a lot of sense. The fear push/pull is interesting, though the entire point of Fear is it makes enemies walk away as opposed to a Charm that draws them in. So essentially the second CC is a Charm by all functions? Also hard to land since only an idiot would walk back into his trajectory path after being feared out? How to fix it? Well you could either A: Make the fear only applied on the 2nd cast. B: Make him dash back to her instead of back to his original position; so you can throw him out, move around, and then pull him back(similar to a delayed Ahri Q/Sivir Q I guess).

**W: **This is interesting, but potentially either exceedingly weak or strong. (possible broken due to E/R, I'll get to that later) CC'd until taking damage is always iffy, but this makes them also walk toward you until damaged(even stronger), with a requirement of already having them cc'd prior. The balancing part is that in order to extend the duration you become vulnerable to other enemies as you are silenced and disarmed, both versions share this effect which is good. But alas without a duration this might be exceedingly broken. Singing for 2.5 seconds increased to 4 total seconds if you swap during, might be fair, but it isn't clear how long this lasts. Also, the MAIN problem is that your near invisible Q which fears can easily fear multiple champions, meaning this can be a mass AOE charm, as a normal ability. That's not even including the added healing(which is fine, just makes the skill more useful). W Alternate: Okay, so... this makes little sense. You would have to be him cast Q(for arrow), swap to her and cast W, and then maybe swap BACK to him to affect enemies since he can't move otherwise? Seems pretty complicated to pull off. Otherwise you'd have to shoot the arrow at your position and THEN swap to the girl and use W so he is in place.

E: Here is a potential big problem maker. So are they "visible" similar to Morde R? Or less visible? I'd rather it be like LeBlanc, where you can see her locations, so you can actually predict abilities and dodge properly. Also, is there no tether range??? With the entire kit built how it is you NEED a tether range in order to balance it. Otherwise it is like having a constant gank button on your R. Just move your alternate to top/mid lane and go ADC(as you won't need abilities as much). Not to mention it is a huge NOPE button if an enemy is ganking YOU or you're almost dead. AND you can just leave one version at base to swap places and heal up/buy items whenever you want. So just add in a tether range of 600-1,000(increased by 100 per rank in E) or something. E Damage Buff: Most of this champ seems to be AD based, with 1 skill dealing Magic Damage, and the melee damage version dealing bonus damage based off of AP. But why would you ever choose to be melee instead of ranged? Building AD and dealing bonus Magic Damage on an ADC is INCREDIBLY strong since they can't itemize against you very well, and you take towers faster. Dealing bonus Physical Damage as a melee isn't even close to as powerful. So maybe some different effect would be better? Like how Red Kayn HEALS instead of dealing more damage? Add some tank stats to the melee version?

R: The other problem child. Definitely -as stated above(TrucBizzard) - needs to have the passive removed. What is the cooldown of this? 60 seconds? 20 seconds? 10 seconds? 1 second? Huge difference depending on the cooldown. If E has no tether range then a 60s cooldown at the LEAST would be needed. But that would make the other abilities pretty weak. It can have a 11/10/9/8(6-4.5 at 45% CDR) second cooldown if E has a tether range. Still turns her into a pretty annoying LeBlanc type ADC, but changing from melee to ranged and back helps ease the pressure she can actually lay on you. You could also enhance the 1st basic attack or something after swapping, to give R more incentive to level up.


Definitely has a lot of potential! [slayer-pantheon-thumbs]