My rework idea for Elise
TLDR: make her spiders a part of her kit and give her bonuses for those spiders and make her less "i do the same combo every game". Hello and welcome to my proposed idea for an Elise rework, this will be a long and drag out example with outsourcing to other champions for balance and skill comparisons. I have 3 main points I want to achieve with this and I hope you enjoy the idea. I am willing to listen to any points as long as they are valid, a champion weakness is not a valid point to ignore for example aurelion sol stars cannot hit people in melee range this is a designed weakness however the champion is perfectly acceptable. My 3 goals are: 1: keep the game play similar to not annoy current Elise players. 2: to provide more ways for riot to balance the champion since they have always had problems with 2 form champions allowing them either to always be in some stat of underplayed due to being weak or overplayed due to being too strong this is because they have 6 spells to abuse and having 6 weak spells does not lead to a solid kit. 3: I would like to provide more choice to the elise player since she is a very 1 dimensional charter at the moment and the roll of an ap burst mage can be filled by lots of other junglers like Diana, nidalee, ekko and ect. Thank you for reading those notes and please keep them in mind as you continue on. Stats: Secondary Bar: Spiders Spiders would be represented similar to rengars fury however interact very differently and have bonus effects on spells if the cap for spiders at that current time is reached. However spiders would not be consumed. Health: 529-1889 (unchanged) Health Regen: 5.7 – 15.9 (unchanged) Mana: Mana will be removed Mana Regen: Mana will be removed Ranged: 550 (unchanged) Attack damage: 51-102 (unchanged) Attack speed: 0.625(+0%-29.5%) (unchanged) Armor: 22.1 – 79.1 (unchanged) Magic res: 30 (unchanged) Mov Speed: 325 (unchanged):
Passive: When Elise`s human form abilities hit an enemy, she readies a spider-ling, up to 2/3/4/5, which are unleashed in melee spider form. I want these to be a CORE part of her kit since it is the one key different between her and other ap burst junglers so I would like these to scale and have a core impact on her other skills as well as feeling like they scale alongside you instead of just being a mini tank in lower level clears and scaling up to being completely ignored. Therefore I want them to scale along side Magic Damage: 10/15/20/25 (+15% AP) 10/15/20/25 (100% of their own ap) Ability power: 0 30% of Elises Attack Speed: 0.665 Matches Elises Health: 85-390 30% of Elises Move Speed: 350 Matches Elises Armor: 30/50/70/90 30% of Elises Magic Resist: 50/70/90/110 30% of Elises As you can see I have used the number 30% a lot in this balanced the reason for this is because I do not want them to be represented as just a 15% bonus ap per hit as they currently as (yes that is their only scaling stat... ) Doing this will lower their early game tanking power by quite a bit for example the armor would be reduced from 30 to 30% of (22.1 + 9 armor runes = 32.1) which is 9.63 and 30% of Elises early health which is low they will be a lot weaker (however it will still take 2 gromp hits at level 1 to kill them since gromp does 75 damage) New: Spiders now get passives from items much like a shaco clone. Example: Elise has 1889 health, her spiders have 30% of this (566.7), This will lead to titanic hydra passive dealing 5+ 5.667 damage to target while dealing 40+14.1675 damages to targets in front of them. This will allow for interesting and different ways of building her for example a elise that wants early pressure should go runic ekkos, one to fill out a tank roll should get a cinderhulk (which will buff her spiders and they will have mini cinderhulks as well) or if she chooses to a sated for late game pressure which could be combined with more underused items like nashors and witz end for a tank shredding late game duellist. Q: At the moment Elise relies on her q. If it’s enough to burst Elise is strong if it’s not strong enough Elise is weak I plan to change this so it depends on if the Elise is skilled enough to keep it at max dps and if the enemy is good enough to stop her from keeping it at max dps. Neurotoxin: cooldown: 5 Elise fires a poison at the target enemy unit, dealing magic damage. Damage: 1%/2%/3%/4%/5% x spiderlings, of targets current health (max damage 25% of targets current health as magic damage) I got this value from http://leagueoflegends.wikia.com/wiki/Dr._Mundo (mundos wiki page) where his cleaver does 15/17.5/20/22.5/25% of the targets current health. Additional effect: if max spider-lings is obtained at time of casting will deal 10%/20%/30%/40%/50% of current damage as extra magic, as a poison that ticks once every 0.25 seconds over 3 seconds. (max damage = 5% x 5 spiders x 1.5 (base + effect) = 37.5%)
Venomous Bite: cooldown: 5 Elise dashes to the target and bites them, dealing magic damage. Damage: 1%/2%/3%/4%/5% x spider-lings of the targets current health (max damage is 25% of the targets missing health as magic damage) Additional effect: If max spider-lings is obtained at time of casting venomous bite will deal 25% of its damage as physical damage, 25% as magical damage and 50% as true damage. The reason for turning half the damage to true is because this is designed as a finished move and to keep 5 spiders alive with aoe effects will be a hard task for Elise and also this will not have much effect on low defense targets like mages and marksman due to them not focusing on this stat however tanks like naut and maokai have tremendous amounts of aoe damage to kill her spider-lings and if she manages to swap quickly between forms to keep spiders alive and maxed at all times I feel she should be rewarded by ignoring some of their defenses allowing for an easier killing blow.
Volatile Spider-ling: cooldown: 10 Elise summons 1/2/3/4/5 venom-gorged spiders for 3 seconds which moves in the target direction. The spiders explode upon contact with an enemy unit or at the end of its lifespan, dealing magic damage to nearby enemies. Spiders deal: 30/35/40/45/50 damage + 20% of ap. Additional effect: If all the spiders hit the same target a decaying slow will be applied for 20% x spiders that will decay over 2 seconds (if 5 spiders are hit its a 99% slow like talon e or zilean slow however with other objects for the spider-lings to focus this should be an extremely hard task to achieve and nearly impossible in a teamfight) Skittering Frenzy: cooldown: 10 Passive: Elise`s spider-lings gain bonus attack speed. 5/10/15/20/25% Active: Elise and her spider-lings gain bonus attack speed for 3 seconds: 60/80/100/120/140% Additional Effect: If the max for spider-lings is reach Elise and her spider-lings will gain half the percent of attack speed as a movement speed buff. E: Cocoon: cooldown: 14/13/12/11/10 Elise fires a web in the target direction, granting sight of the first enemy hit for 1 second and stunning them for. 1.6/1.7/1.8/1.9/2.0 seconds Additional effect: If the max for spider-lings is reach a debuff will be left for 5 seconds allowing Elises spider-lings to spawn from the targets location and to instantly focus that target till the debuff wears off then they will follow normal coding. Rappel: cooldown: 26/23/20/17/14 Elise and her spider-lings life into the air, becoming un-targetable for up to 2 seconds and revealing the area for the duration. Upon landing, Elises on-hit bonus damage and healing are increased for 5 seconds. Spider effect increase: 40/50/70/85/100% Additional effect: If the max for spider-lings is reach Elise will regenerate 5% of her missing health per second per spider-ling. If Elise is using this defensively that means she’s at risk of dying and is trying to buy time, if Elise is at risk of dying it is very likely her spider-lings are dead because the enemy either focused them making Elise lose a lot of her power or they are so ahead that she have focused Elise keeping her spiders alive and allowing her some breathing room when behind. If she’s using this spell to chase someone the healing will not have time to take effect. R: Spider form/Human Form cooldown: 1 Passive: Elise can be accompanied by additional spider-lings. Toggle: Elise transforms into a menacing spider. Gaining 25 movement speed, melee basic attacks, and a new set of abilities. Additionally, her basic attacks deal bonus magic damage and heal her on-hit. Elise begins the game with a rank 1
Thank you for reading please tell me what you think if you are an Elise main I and even more wanting of your feedback.