(Champion Concept) Ursula, the Queen of Hurricanes

koshkyra·7/15/2017, 3:48:43 AM·5 votes·554 views

Playstyle and Visual:

Ursula is a celestial woman with ribbons flowing around her and electric bolts coming out of her hands. She is a control mage with great range that establishes vision and disruption around the map while having great damage outputs.

Lanes/Roles/Etc:

Lanes: Mid, Support, Top Roles: Disruptor, Utility Mage Range: Very High Durability: Low

Champion Matrix:

DAMAGE: 3/3 DEFENSE: 1/3 CROWD CONTROL: 3/3 MOBILITY: 1/3 UTILITY: 2/3

Basic Stats:

Health: 523 (+80/level) Mana: 310 (+42/level) Attack Range: 575 Movement Speed: 335

Abilities

Passive: Storms Light

Ursulas basic attacks create a shock on the target that deals 12-106 (based on level) (+20% AP) magic damage to the target and up to 8 nearby enemies. The bolt deals 10% increased damage for every 10 bonus armor the target has bought. Enemies damaged are revealed for 1.5 seconds and allied champions near the shocks gain 20% bonus movement speed for 0.5 seconds.

(Because it shocks the armor, get it?)

Q: Celestial Binding

CD: 12/12/12/12/12 Mana: 80/90/100/110/120 Range: 1200 (projectile) 1400 (tether radius) Projectile Speed: 1500

Ursula sends out a ribbon in a direction, dealing 35/60/85/110/135 (+30% AP) magic damage to the first enemy champion hit and tethering them to Ursula for 1 second. The tethered enemy cannot leave a fixed area around Ursula and will recieve 50/80/110/140/170 (+50% AP) magic damage at the end of the duration.

Ursula can break the tether by moving too far away from the enemy.

W: Electric Overseer

CD: 20/19/18/17/16 Mana: 30/35/40/45/50 Range: 2400 (projectile) 1000 (ward) Projectile Speed: 400

Ursula sends out a ball of electricity in a long line that deals 60/90/120/150/180 (+40% AP) magic damage to enemies it passes through and slows them by 40% while theyre in it. If Ursula reactivates the ability before the ball reaches the end of its range, the ball will freeze in place for 20 seconds and act as a control ward with 2 health points (instead of 4).

E: ThunderClap

CD: 10/9/8/7/6 Mana: 65/80/95/110/125 Range: 1300 Cast Time: 0.3 seconds

Ursula summons thunder to silence enemies at an area for 1.5 seconds and deal 75/115/155/195/235 (+60% AP) magic damage to them.

R: Stormlord

CD: 120/100/80 Mana: 125/130/135 Range: Global Cast Time: 0.5 seconds

Ursula channels for 0.5 seconds and then shocks enemies globally for 80/100/120 (+25% AP) magic damage every second for 3 seconds. This damage pierces shields but not barriers.

5 Comments

IlluminatiJoe7/15/2017, 4:17:22 PM2 votes

The ultimate is too similar to Karthus. I would recommend something like this: Summons a storm above any champion that deals X magic damage per second to nearby enemies for 6 seconds and ignores magic resist. If it's cast on an ally champion it grants them a shield that blocks X damage. If it's cast on an enemy champion, every second hit procs Storms Light from the targeted champion. This would make the tankiest enemy most vulnerable. Overall the concept is pretty good but the W's Ward is kind of weird. I would recommend that it grants vision of the area in the targeted direction for an X amount of time.

Kamiroo Wolf7/16/2017, 6:50:04 PM2 votes

This is a good Champion concept.

Honestly the ultimate could still work if you simply described how it works a little differently. For instance, instead of a Karthus-like bolt on everybody, you could have it be a Skillshot that, upon making contact with a single enemy, bounces between all enemy champions on the map up to three times.

M00ndanc37/15/2017, 7:38:41 AM1 votes

careful with the ult its a bit simular to karthus and does the passive have a cool down but everything else is fine