Ravyn Rathmore, Curse Bringer

Sur Potato·10/27/2019, 10:18:44 PM·3 votes·1,451 views

SHE'S A WITCH AND ITS ALMOST HALLOWEEN HOW DO WE NOT HAVE A PROPER WITCH YET!? hopefully going for an AP multilane champion who could jungle or go botlane(maybe solo lane for you spicy lads out there) with abilities that interact differently based on her hexbag and what target she's using them on. i'm toying with a few variant ideas for the ultimate hit me with feedback(constructive hopefully but i'm sure yall gonna flame too lol)

Passive:Hexbag- Ravyn gathers materials from monsters, minions, and enemies slain granting her components to upgrade the Hexbag. Ravyn may only upgrade her Hexbag two times, unwanted components can be sold for a small profit(VERY SMALL not like that klepto abuse) considering merging the minion and monster buffs maybe?Ravyn should have comparatively low mana and health regeneration unless she's in a brush or river, because witch reasons. one thing for sure though...she has to have a cauldron at the base where she brews the materials together for the Hexbag upgrades.

Hexbag(monster upgrade): after using an ability take 5-15% reduced damage from neutral monsters(scales with Champion Level) parts acquired from monsters. increases damage you deal to Monsters by 5% Hexbag (minion upgrade): killing a minion regenerates mana or health, whichever is lower, 1-4% of missing maximum(based on Champion level) parts acquired from minion deaths Increases damage done to enemy minions and structures by 5% Hexbag (Champion Upgrade): when targeting the last champion you injured, you gain 4-8% bonus magic penetration towards(based on champion level) parts acquired from champion kills/assists Increases damage done to enemy champions by 5% Hexbag(Ally Champion Upgrade) your abilities that affect allies shields them for 35 − 80 (based on champion level) (+ 1% missing health) (+ 25% AP) for 2 seconds. if the shield breaks from damage, the ally gains a 25 unit movement speed buff for 2 seconds. Parts acquired from champion kills and assists, Ward kills, and epic monster kills. increase mana, mana regeneration, and cooldown reduction by 5%

 First Ability Q: Bestow Curse RANGE: Melee  COOLDOWN: 14/12/10/8/6 seconds COST: 50 / 55 / 60 / 65 / 70 mana

Bestow Hex(enemy cast) you reset your attack, striking instantly to place a curse on the target enemy. the enemy takes 80/115/150/185/220 (+80% Ability Power) magic damage to an enemy target over 4 seconds. if you attack this target while they are hexed Ravyn heals for 10/15/20/25/30% of her attack and the damage Hex has done within the last few moments(based on the time between her attacks with some formula i couldn't possibly think of writter not a mathman)

Bestow Hex(Ally cast) strike a coven with your ally, empowering you both for a short time. you and the ally gain 6/9/12/15/18(+1%of missing health) health regeneration for 4 seconds, this duration is refreshed if you both strike the same target. if neither you or the ally are damaged during the original duration, the health gained is doubled.

Bestow Hex(monster/minion cast): gain 6/9/12/15/18(+1%of missing health) for 4 seconds when used on a Neutral monster or minion, After 4 seconds the curse explodes, dealing 40 / 80 / 120 / 160 / 200 / 240 (+30% Ability Power) to monsters and minions.

Second ability W: RANGE: 650 COOLDOWN: 6 seconds COST: 80 Mana 

Twisted Ray- Ravyn fires a sickening ray of energy to painfully twist the first target hit into a newt(or toad): deal 40 / 60 / 80 / 100 / 120 (+50% of ability power) magic damage and the target is slowed, by 10/15/20/25/30% and increasing to 20/30/40/50/60% over 2 seconds, after 2 seconds the target is poly morphed for 1/1.25/1.50/1.75/2 seconds. Neutral monsters are polymorphed instantly for 4 seconds, Monsters slain with twisted ray have an increased chance to drop a Hexbag component.

Third Ability E: EFFECT RADIUS: 425 COOLDOWN: 11 COST: 60 / 65 / 70 / 75 / 80 mana

Haunting Cackle-Ravyn lets loose a bone chilling laugh that reduces magic resistance and movement speed. 20/25/30/35/40 magic resist removed for 5 seconds, targets are slowed by 30 / 35 / 40 / 45 / 50% for 1 second if they are facing away from Ravyn. Against neutral monsters Haunting Cackle also deals 60 / 105 / 150 / 195 / 240 (+ 60% AP) magic damage the nearest ally is shielded for 20% of Ravyns missing health for 5 seconds, healing for a remainder of the shield if both targets remain in combat.

Fourth Ability R: EFFECT RADIUS: 600 COOLDOWN: 80 / 60 / 40 COST: 100 mana

Curse of the Coven(take 1): All nearby enemy champions Ultimate abilities are interupted(if they can be) additionally, their ultimate abilities are locked down for 2/3.5/5 seconds(lockdown would mean they can not be used, and they do not recharge Cool down for the duration)

Curse of the Coven(take 2): Target Enemy champion has their vision reduced to nearsight for 6 seconds, and slowing them by 30/50/70% this effect spreads to nearby enemy champions every 1 second(maximum of four targets)

Curse of the Coven(take 3): All nearby Champions are cursed, their next ability or item within 3 seconds fizzles(goes on cooldown and consumes mana as if it had been used) while having no effect targets take 75 / 120 / 165 / 210 / 255 (+ 60% AP) magic damage if the Curse of the Coven is triggered.

1 Comments

WovenRocks10/28/2019, 5:27:11 PM1 votes

Sorry about the wall of text

Passive: I like the idea of choosing specific upgrades without the ability to get all of them in a given game. Having them take up inventory space might prove problematic though since there's four kinds of parts. I'd suggest making them work like gangplank's silver serpents where she can't sell them and they don't take up inventory space. Are the bonuses based on parts 5% per part? If so then I'd suggest making the bonus per part lower but the drop rate of parts higher in order to make the bonuses more consistent. That or remove the rng entirely and give parts for x minions/monsters slain, x enemy champion takedowns/hitting enemy champions x times, mitigating/restoring x health to allies/x vision score/whatever other criteria you want for the ally buff.

Monster Upgrade: This should probably get combined with the minion upgrade since using one of your upgrade slots to just be able to farm the jungle better seems like it would be a waste.

Minion Upgrade: In order for this to be able to compete with the other upgrades you might want to make the sustain scale better. Also, it might help later in the game if the restoration was stronger but over a longer duration so she doesn't need to kill as many creatures to sustain.

Enemy Upgrade: It works but it's a bit boring since it's basically just some extra damage. In general I think the per part bonuses could stand to be a bit more interesting and magic penetration isn't something that her kit really needs since as far as I can tell she seems to be more focused around utility than raw damage.

Allied Upgrade: The per part bonus seems lacking since mana generally isn't much of an issue later in the game, she already has build in mana sustain if she wants, she has no mana scaling, and you can already end up hitting the cdr cap. A boost to heal/shield power might work better.

An alternative that might improve the per part bonuses would be to remove the % scaling on various stats and instead make different abilities scale with parts in different ways. For example, the minion bomb might have more area the more minion parts you have, her abilities might deal more damage based on how many enemy parts you have, and the allied hexbag upgrade might have a stronger shield and speed boost the more allied parts you have.

Bestow Hex (enemy): The idea of it is fine but the actual effect of the curse doesn't seem very useful. The rest of her kit scales with ap so it won't heal for very much, she can already opt into sustain is she wants, and caster supports generally don't want to stand around auto attacking people. What might work better would be magic damage on her autos against the champion since she has the tools to make use of it similar to something like lulu in a solo lane and that makes her damage a bit more interactive than just being loaded onto her initial auto attack. In general any sort of curse-like negative effect that synergizes with her kit should work. If this can be used on towers then that would make her minon upgrade considerably more useful.

Bestow Hex (ally): This is just kind of dull healing over time that works best if you don't interact with the enemy at all while her hexbag upgrade works better if they do get hit after she targets them. It should probably be changed to work better in combat rather than out of combat and should probably also be able to work while she's ganking. Something like either party moving faster while moving towards the targeted ally might go a long way. Maybe make the healing work based on hitting enemies or extend it's duration based on either party being hit.

Bestow Hex (minion/monster): This one seems like it could be really interesting. I'm a bit iffy about the healing since it doesn't require her to interact with enemies, maybe give it a different benefit such as a speed boost to help her kite and dodge skillshots. The idea of turning a minion into a bomb seems like it could be really fun as well as fitting the idea of a curse. My suggestion would be make it root the minion so you don't need to worry about the AI making it move away from enemies, decrease the timer on it so it's easier to land, and crank up the damage considerably while also making it apply to champions.

Twisted Ray: Given that this is a skillshot this seems pretty solid and fits thematically. Cooldown is way too low but I'm trying to avoid commenting on numbers. In the interest of making the bomb more effective, maybe make polymorphed targets be charmed by the cursed minion if they're nearby? I like the hexbag interaction since it lets her get parts faster if she risks having her main cc spell on cooldown.

Haunting Cackle: The area affected by this ability suggests that she's supposed to be closer to a battle mage which could be good if her other abilities were oriented towards sustained damage at short range and durability. With that said, I'm not sure how well her current kit works for that. I suppose it could still work to peel for herself or allies which is supported by the shield. I think the slow would be fine working regardless of which way the enemy is facing. Also consider making this a slightly longer cone instead of a circular aoe to help with ganking and waveclearing without moving into the middle of the enemy wave since she doesn't have any good way to reposition. The shield should probably scale with ap and allied parts gathered to make it a bit more useful and I'd suggest making it prioritize allies she has a coven with to make it a bit more controllable. Also maybe give her the shield as well since she needs to be in danger to use this ability. The healing should probably be when in combat with champions though, not just when in combat.

Curse of the Coven (I): I love this idea. If feels like a curse, it's provides a unique form of crowd control, and it rewards her for positioning aggressively. I'd suggest keeping the duration at 5 seconds at all ranks though since less than that doesn't feel very useful and maybe throw in damage and a slow to make it feel a bit more impactful and still be able to do something after the enemies have used their ults.

Curse of the Coven (II): Targeted nearsight seems really cool and the fact that it punishes enemies for grouping up to protect their blinded ally is a really nice touch.

Curse of the Coven (III): This one seems a bit too gimmicky and reliant on chance and the opponent not noticing to be effective.

Overall this seems like it could be a pretty good champion. The aesthetic is really cool, the kit has a few issues but nothing too glaring outside of a few abilities being a bit dull, and the first two ult concepts both seem like they could be really interesting abilities.