[Champion Concept] Shira, Valkyrie of the Eclipse
#Shira ##Valkyrie of the Eclipse
Visual Representation http://pre09.deviantart.net/5c3e/th/pre/f/2014/086/5/8/clockwork_valkyrie_by_liyart-d5ut53o.jpg
Source:DeviantArt - Liyart - Clockwork Valkyrie
Summary
Attack·················■□□□□□□□□□ - [1] Defense ·············■■■■□□□□□□ - [4] Ability Power········■■■■■■■■■■ - [10] Difficulty··············■■■■■■■□□□ - [7]
#Primary Role Mage
#Secondary Role Support
##Gender Female
##Race Human
##Resource Lucence
#Short Lore
As the Valkyrie of the Eclipse, Shira's sole purpose was to defend the Solari elders, or, in desperate situations, to take control. With the untimely deaths of the Solari elders at the hands of Diana, Shira assumed control. Seeking to unite the disparate factions of the Solari, left in chaos after the heretic's escape - and to halt the return of the Lunaari before they return in strength, she pursues her goals with unflinching singlemindedness.
Only the darkest days will lead to the truest of dawns.
- Shira, Valkyrie of the Eclipse
#Long Lore
The last light of the days glowed upon the horizon, the sun's last rays illuminating and catching onto the pool of water below, reflecting and glinting in the light. Fitting, Shira thought, watching the rays diffract across the surface, splitting into a dozen different colours, all while the bowl glowed a rich amber in the dying light. How that which is about to end Is at its most beautiful, how the Sun's dying rays are the most precious. These were dark times,indeed, far removed from when the sun's light had radiated over Targon. Ever since the heretic Diana had slew the elders, the mountain had been in turmoil, fractures beginning to show amongst the once-united tribe, as the dark void where the sun had been . Leona had not been passive throughout, but her searching parties had yielded nothing. It had fallen to Shira to deal with the aftermath.
As the Valkyrie of the Solari, it had fallen to her to protect and serve the elders of Targon, to carry out the decree of the Sun, and if neccesary, to stand in their place. She had failed in her first task, unable to prevent the heretic's blade from slaying those she had sworn to protect. Shira would not fail the second. She had sought repentance, forgiveness in the harsh rays that raked the mountain top, nearly blinding herself in the process. But amongst the pain, she had found truth, and purpose. She would destroy what remained of the Lunaari, and she would not fail in her task, for it was her divine purpose. She could not.
Shira turned away from the golden bowl as a young acolyte entered from the other end of the passage, slowing his gait to a respectful pace, he proceeded to kneel and presented what he held in his hand – an elegant silver crystal carved into the shape of the crescent moon, inlaid with white diamonds and plated with silver. He began to speak. “Lady Valkyrie, these are the first relics which we have unearthed from the vault which the heretic found. What do you wish to do with them?” Shira paused for a second, pondering the question, before striking a fist. A ray of pure light arced off the horizon curving against the amber sky before striking the crystal, filling it with golden light, radiating the orange light of the sunset. The glow intensified as the ray began to collaspe into the crystal, before shattering into a thousand pieces, each melted and unrecognisable.
She turned to the acolyte, who had not flinched despite what had just occurred. “Destroy them”, she said in a bold, commanding tone. “Destroy them all. It is the fate which awaits those who deny the light – the truth, and we cannot risk any more conversions. Submit all those who have been exposed to trial by the light of dawn. Begin with the faction of the former heretic. It is...of course, doubtless that some knew. Dissidents, even amongst our ranks – guilty, for it is treason of the highest order. Find a sufficient number...and...purge them. It is in the darkest times that we must make...examples... ” Bowing once more, the acolyte turned to leave, before pausing to speak once more. “And of the heretic herself, my lady? It is doubtless that Dia-”
Shira interrrupted harshly, cutting him off in the middle of his sentence, the light behind her glowing brighter as she did. “Speak not her name. It is the one that was granted - and the one that was taken away when the heretic refused righteous guidance.” The acolyte had shrank back somewhat, shielding himself from the harsh light. “Of course, my lady” came the reply, though he had lost his air of confidance. “And to your preparations? Should we inform Leona of your departure?” Shira mused upon the thought, onsidering if – when the Radiant Dawn would take arms against her. How could someone so close to another not know the shadows, the denials in one's heart?, she questioned herself. Unless...
She spoke to the acolyte, her back turned to him. “No. Summon the new elders. I owe them the courtesy, at least, before I depart to restore the Solari to glory.” The acolyte, jolted, protesting, though his protests were not his own. “My lady, they will...dislike being treated so. They may seek to question your transgressions,, past services, and your...abilities... “ He prostrated himself to the ground. “Forgive me, Lady Valkyrie, but it may be unwise. They may choose a course of action..detrimental to you.”
Shira smirked gently. “Of course. That is precisely the message I do expect. Though, it is important to remind them of my...failures, and the result – that of a divided Targon, warring against itself. It should be wise to remind them that a guiding light – a sole guiding light, is required to guide us out of this time, where the days are wreathed in shadow and the nights blacker still. Should they...transgress against me, I...may not be... capable enough to defend them, even against themselves.” She turned to the acolyte, who seemed shaken with gravity of the situation. “Are there any more...concerns which have yet to reveal themselves?”
The acolyte spoke, though in brief, shattered sentences. “N-no, my lady. T-there is still th-the problem of Di-the heretic and the Lunaari remnant...''
Turning once more to the setting sun, Shira pondered. “ I will handle this personally.” Adding silently, she mused. For even in darkest night, the blackest days, there is always the light. And I shall bring the might of the Eclipse to bear.
#Ability Overview
##Overview
Shira is a long range manaless poke mage, who also possesses minor teamfighting capability. She specialises in wearing down enemies from range and creating 'picks' with her Starlight Spear and Sunstrike. Though her spells are relatively mediocre, Shira can utilise her unique resource, Lucence, to grant them a unique effect which allows them to be more powerful. Her ultimate, Fading Star deals damage in a very large area, allowing her to provide effective zone control, which can be expanded to have a global effect. Shira's strengths lie in her long range damage, and lack of mana while being relatively safe. However, she struggles against enemies that can burst or get close to her, as her CC suffers from delayed casting.
Shira has 2 passives, Light of the Templar and Imperator's Oversight. Light of the Templar replaces Shira's mana bar with Lucence, a unique resource that builds up to allow Shira to cast unique Eclipse spells. Shira can gain Lucence by remaining in combat, casting spells, and hitting enemies with spells.
Imperator's Oversight allows Shira to create a Divine Seer from one of her wards. Divine Seers differ from standard wards as they have an increased sight radius, can move, and possess the ability to see over walls. Divine Seers retain all the properties from the ward it was created, and last until destroyed. If destroyed, Imperator's Oversight goes on a very long cooldown, though Shira can expend 100 Lucence to create an inferior version, Mortal Wards.
Shira's Q is Starlight Spear. Starlight Spear is a single target skillshot which deals half damage to units around the primary target and slows. This is her bread-and-butter skill, as it has a relatively short cooldown, fairly long range and is designed to be spammable. Starlight Spear will also reduce the damage that enemies deal to the bearer of Solari Judgement. Shira may also opt to expend 100 Lucence to cast Eclipse: Arclight Spear, an upgraded version that has the ability to pass through units, further reduces the damage done to bearers of Solari Judgement, and can be reactivated to massively slow in a small area around the spear. Starlight Spear/Eclipse: Arclight Spear is Shira's main 'pick' and waveclear tool.
Shira's W is Sunstrike. Sunstrike is a ground targeted AoE which deals damage in an area after a short delay, and reveals unit s which were caught in the blast for several seconds. Sunstrike holds multiple charges, and is Shira's main way of spreading AoE damage throughout a teamfight. Shira may opt to expend 100 Lucence to cast Eclipse: Flare, an upgraded version which strikes after a brief delay, deals increased damage and stuns all units caught for a short period. Units stunned multiple times by Flare suffer reduced stun duration from strikes beyond the first for a moderate duration. Sunstrike/Eclipse: Flare is Shira's secondary 'pick' tool, and main form of disruption and peel.
Shira's E is Solari Judgement. Solari Judgement is an ally targeted shield, which also forms a barrier around them. Enemies that enter the barrier are unable to exit without the use of a blink. Solari Judgement is Shira's main defensive ability, as the shield is quite large, but also bears the disadvantage of locking yourself in with your enemies. Shira may opt to expend 100 Lucence to cast Eclipse: Dying Light, an upgraded version that increases the shield and duration, but also slowly shrinks the zone which enemies can move in over the duration. For this reason, both Solari Judgement and Eclipse: Dying Light are best cast on tanky frontliners, though it may become a personal defense tool if absolutely neccesary.
Shira's R is Fading Star. Fading Star is a channelled ground targeted AoE, which deals damage in a large area through a massive shockwave after 2 seconds. Fading Star deals additional damage over time to minions and monsters, which is based on the initial damage the ability dealt. Shira may opt to expend 200 Lucence to cast Eclipse: Supernova, an upgraded version which doubles the channeling time, but makes the ability deal true damage and expand the shockwave to a global radius. However the initial cast range is remains the same. While Fading Star is a useful area nuke/denial mechanism, Eclipse: Supernova is a very powerful ultimate that can act as a 'reset' button, objective stealing ability, finisher, or true damage nuke. The ability is kept in check by it's extremely long channel time and doubled Lucence expenditure, forcing Shira players to pick between which Eclipse spells she would like to use.
#Base Statistics:
Health: 514.4 - 1874.4 (+80) HP/5: 6.505 - 16.705(+0.6) Mana: N/A MP/5: N/A AD: 54.7 - 105.7 (+3) AS: 0.625 - 0.778(+1.36%) (+23.12%) Armor: 21.88 - 81.38(+3.5) MR: 30 (+0) MS: 340 Range: 575
#Passive: Light of the Templar/Imperator's Oversight
#Light of the Templar
Shira does not use mana. Instead, she gains Lucence from being in combat, casting spells, and hitting enemies. Shira may trigger an enhanced spell by Ctrl+5, which temporarily replaces her standard spells with Eclipse Spells after a 1 second delay (Shira may not cast during this time). After waiting for 8 seconds or casting an Eclipse spell, Shira will revert to her standard spellset. Eclipse spells cost 100 Lucence to cast, with the exception of her ultimate, which requires 200 Lucence.
Lucence Gains (Ranks up at 1/6/11)
- In combat: 4/7/10 per second
- Casting a spell: 10/15/20
- Hitting an enemy: 10 (2/2.5/3 times gain vs Champions)
Shira may have a maximum of 300 Lucence at once.
#Imperator's Oversight
Shira can right-click one of her wards to transform them into a Divine Seer. Divine Seers are treated as the ward type from which they were created, but can be moved, have 50% duration, and can see over walls. Destroying the Divine Seer places it on a cooldown. Shira may also right-click a Divine Seer to cause it to begin a 2 second channel. At the end of the channel, the Divine Seer self-destructs and Imperator's Oversight is placed on a 60 second cooldown.
Divine Seer representation:
Statistics:
Health: 5 (Max 1 damage taken per hit) Movement Speed: 335 (+1 per bonus MS) Sight Radiius: 1000 Leash Range: 2000 Bounty: 30 gold Cooldown: 120
Notes
Light of the Templar
- Lucence will occupy the bar benath Shira's health bar. It is divided into 3 segments, which will glow orange as they are filled.
- An ability blocked by a spellshield or is otherwise negated will not generate Lucence.
- Shira is unable to channel for her Eclipse spellset if she does not have enough Lucence to cast an Eclipse spell.
- Lucence is not consumed until after the spell is cast.
- Preparing an Eclipse spell does not interrupt movement.
- If triggering a spell from the HUD, an Eclipse spell can be activated by clicking the spell icon then holding down the left mouse button on casting key.
Imperator's Oversight
- Divine Seers formed from Pink Wards will remain until destroyed, and has the ability to detect units.
- A ward's health is completely restored when transformed into a Seer.
- Shira may only have 1 seer active at a time.
- Cooldown Reduction does not affect Imperator's Oversight.
- The self-destruction of a Divine Seer can be interrupted by enemy damage.
- Wards transformed by Imperator's Oversight do not count against Shira's ward limit.
http://vignette4.wikia.nocookie.net/wowwiki/images/5/5d/Ability_paladin_divinestorm.png/revision/latest?cb=20080729144016 #Q ##Starlight Spear
Throws a spear of pure light, which impacts on the first enemy hit, dealing 60/95/130/165/200 (+0.6 AP) magic damage to them. Units hit in a small area around the initial impact take (30/47.5/65/82.5/100)( +0.3 AP) magic damage and are slowed by 25% for 2 seconds instead. If Starlight Spear hits a unit trapped inside Solari Judgement, they will deal 10% less damage to the ally bearing Solari Judgement.
Eclipse - Arclight
Arclight Spears function identicaclly to Starlight Spears, except they pierce and splash through every target hit. An enemy can be hit by a maximum of 1 direct hit and 1 splash hit. Shira may also reactivate while Arclight Spear is in flight to release a brilliant pulse that inflicts a 99% slow that decays over 2 seconds. However, this effect will consume it's power, causing the Arclight Spear to disintegrate. Arclight Spears also reduce the damage done to units bearing Solari Judgement to 20%.
Maximum damage: 90/142.5/195/247.5/300 (+0.9 AP)
Cooldown: 6 Range: 1200 Splash Radius: 250 Projectile Width: 60 Projectile Speed: 1800
Notes
- If it hits a unit with a spellshield inside Solari Judgement, they will not deal reduced damage to the unit bearing Solari Judgement.
http://vignette2.wikia.nocookie.net/wowwiki/images/d/df/Spell_priest_finalprayer.png/revision/latest?cb=20120326140950 #W ##Sunstrike
Shira calls upon the power of the sun to smite and reveal her enemies, dealing 60/90/120/150/180 (+0.6 AP) magic damage in an area after 0.5 seconds. Leaves behind a zone that grants vision for 4 seconds.
If 3 Sunstrikes or Eclipse: Flares hit a shared area within 4 seconds, the 3rd Sunstrike or Eclipse: Flare is transformed into Solar Bombardment.
Solar Bombardment
Shira calls down the full might of the sun to devestate an area, striking the total area covered by the rings 10 times over 1 seconds. Each strike deals 9/13/17/21/25 (+0.1 AP) magic damage and reduces magic resistance by 1/1/2/2/3 for 4 seconds. This can stack on itself. If a Solar Bombardment were to share a hit with Eclipse: Flare, it will deal 9/13.5/18/22.5/27 (+0.1 AP) magic damage and also stun for 0.1 seconds per strike.
Eclipse - Flare
Increase area and damage by 50% and stun for 1 second. Subsequent hits of Flare within moderate duration reduce the stun to 50% strength.
Radius: 250 Radius (Flare): 375 Radus: (Solar Bombardment): 375 Range: 1500 Charges: 3 Charge CD: 18/16/14/12/10
Notes:
- There is a 0.25 second cooldown between expending charges of Sunstrike.
- Spellshields will only deflect one strike of Solar Bombardment.
- Solar Bombardment will strike the entirety of the shared area.
- Sunstrike/Eclipse: Flare will leave behind a gold ring for as long as the effect is active. This is visible only to Shira.
- The total area to be struck by Solar Bombardment will be illuminated by a gold ring (visible to everyone) which appears 0.5 seconds before the first strike.
- Solar Bombardment will not trigger if previous strikes of Sunstrike and Eclipse: Flare do not share any area.
- The vision zone left by Sunstrike will reveal units caught under it for the same duration
- The vision zone will not reveal cloaked units
- Units that attempt to cloak while being revealed will remain revealed for the full duration. However, they will still receive the bonuses of the cloak, if any.
- The reduced stun period from being hit by multiple Flares lasts for 8 seconds, and begins from the first stun that hit.
#E ##Solari Judgement
Create a circular wall of light around target ally and shield them for 80/140/200/260/320 (+ 0.8 AP) for 4 seconds. The circular wall of light lasts 2/2.5/3/3.5/4 seconds. Enemies can move into the zone, but are only able to escape with a blink. Breaking the shield will end the effect early.
Eclipse – Dying Light
The shield lasts 50% longer and is also 50% stronger. The zone lasts 2/3/4/5/6 seconds. In addition, the zone now shrinks over the duration, pushing all enemies caught within to the centre. However, enemies who walk into the original radius are also blinked into the centre.
Cooldown: 20/19.5/19/18.5/18 Range: 800 Radius: 400 Radius Reduction (per second) 100 Minimum Radius: 100
Notes:
- Can be cast on any ally unit, including Divine Seers and Wards
- Can be cast on Turrets and Turret-like Structures (ex. Zzrot Portal)
- If an enemy is at the edge of Solari Judgement and the bearer moves, the enemy will be dragged along as well.
- If cast on a cloaked non-champion ally, they will be revealed for the duration
- If an enemy unit were to leave the zone due to a knockback, they will stop at the wall, but will not interact with it as if it were terrain.
- Enemies bearing Black Shield are able to walk in and out at will.
- Killing the bearer of Solari Judgement will end the effect.
- Enemies who attempt to walk, dash, or jump out of the area will stop as they contact the wall of the zone
- The walls of Solari Judgement do not count as terrain.
http://vignette3.wikia.nocookie.net/wowwiki/images/a/a2/Spell_priest_divinestar.png/revision/latest?cb=20120326140907 #R ##Fading Star
Shira channels the apocalyptic strength of a star in it's death throes, dealing 200/350/500 (+ 0.8 AP) magic damage in a very large area through a rapidly expanding shockwave after 2 seconds. Minions and monsters will burn for an extra 50/100/150% of the original damage over 5 seconds.
Eclipse - Supernova
Double channeling time, but Supernova's shockwave has global range and deals true damage to all units in the initial blast zone. 1% of Supernova's damage to champions is converted to magic damage for every 30 units that the shockwave travels from the initial blast zone. Minions and monsters are dealt true damage regardless.
Radius: 1000 Range: 3000 Wave Speed: 2500 Cooldown: 150/135/120
Notes:
- Cannot be blocked by Windwall or Unbreakable. However, Unbreakable will still reduce the damage taken.
- Blocked by spellshields
End note
All icons belong to Blizzard Enertainment.
#Animations & VFX
Movement – Shira takes relatively light/wide steps, with a strict upright posture
Fast Movement (>400 MS) – Small plates of light appear underfoot, while she holds up her arm as if bracing the wind while she lets the other arm trail behind her
Autoattack - Shira points at her target, causing a beam of light to connect her and her target (not a projectile)
Critical Strike - Shira briefly whirls in a direction before pointing at her target. The beam of light that connects is thicker and sparkles more.
Passive - Shira has a headdress which floats above her in the form of a half-sun. For every 100 Lucence a sun-spike will levitate above it. If Shira has empowered a spell, the headdress will glow, with a bright gold sheen instead.
Q - Shira draws back her right hand, with light falling from the sky to form it as she draws it back. The spear is fully formed by the time she has drawn her arm back, and will spin as it flies.
Q: Eclipse - Similar to Q animation, but during the charge, strings of darkness will fall and mix with the light of the spear, creating a light-dark mix (like oil) along the spear. As it is released, it will also spin farther. If the effect is interrupted, the dark energy will dissipate in wisps.
W - Shira sends a charged beam of light into the sky, which drops into centre of the selected zone during the delay.
W: Solar Bombardment - Shira sends a charged beam of light into the sky, which will glow more sharply before dropping into the center of the selected zone.
W: Eclipse - Shira entwines a beam of white and dark light while channeling, which twirls in a spiral. The beam of light in the zone will also share the effect. If the effect is interrupted, the dark side energy will dissipate in wisps.
E - Shira hurls a ball of slowly rotating light towards an ally, which expands on impact. A wall of light waves with varying transparency will then spin around then.
E: Eclipse - Shira will conduct dark energy into her other hand into the ball of light, causing to spin faster. The wall of light waves will also have dark energy weaved through it, and the walls will spin faster as the zone shrinks. If the effect is interrupted, the dark side energy will dissipate in wisps.
R - Shira manipulates her headdress in front of her and channels energy through it, which grows stronger as she channels. A small white sphere will be indicated at the centre of the radius which will also grow larger as she channels, with a stream of light leading to Shira's position. Enemies in the radius of the effect will experience a lens flare effect in the direction of the centre which intensifies as they get closer to the centre. The shockwave has an orange-white tinge to it.
R: Eclipse - Shira channels towards a white sphere at the epicentre, but the sphere is slowly corrupted by dark energy as the channel continues. All enemies (and allies) will experience a lens flare effect in the direction of the centre that intensifies as you get closer to the centre. At the end of the channel, the screen will flash white for a brief moment (both enemies and allies). The shockwave has a black-gold tinge to it. If the effect is interrupted, the dark side energy will dissipate in wisps.
Recall – Summons a strong beam of luminescence that lifts her up by the torso as she lies back. Her body also grows fainter as the recall continues.
Death – Falls to the ground, and attempts to get up, but is struck down by a bolt of the sky, crumpling against the ground. Her armor also loses it's glow and slowly dissolves into the air, leaving her in her battle robe. (Dissolves as death timer ticks down)
Resurrection – Is yanked back in a flash of light from her death point, where she is bathed in light for ~1 second. Afterwards, her armor fully reappears and exudes a dazzling gleam.
#Quotes
Selection
- I, alone, illuminate the darkness.
Moving
- Even the dimmest of lights cast a shadow. They shall not escape it
- Only those who deny the light fear the shadows
- Trust in my strength – flicker, and be snuffed out.
- The Solari have stumbled, but we shall not fall.
- I illuminate the path which man must walk.
Attacking
- The light shall fade...for you
- Even the sun hides it's rays from you.
- They deny that which sustains them – they seal their fate
- You shall not face the dark...for long
- Find not light in the shadows...
- Heretics...traitors...they burn, one and the same
Taunt
- Will you really see me coming?
- Ah, you are but moths to a flame. And you shall be burnt as such.
- Strike me down? If only you weren't so blinded by your ignorance.
Joke
- It just occurred to me. Enlightenment doesn't mean drowning an acolyte in light. That was...unfortunate
- It is said that there is light in the hearts of even the darkest of men. Proving this turned out to be...messy.
Creation of Divine Seer
- Seek the path before us!
- None can hide from the light of the Templar
- Fulfill your purpose
Creation of Mortal Seer
- Inferior construct....
- It shall serve...regardless
- If only my power were not limited so...
Activating an Eclipse Spell
- Only in utter darkness...will true light shine the path...
- Shelter from the harsh light, only to be swallowed in eternal darkness...
- The darkness recedes, yet is stronger...
Casting Q
- Pierce those who would deny their salvation
- Bring them to their knees...
Casting Eclipse Q
- They shall accept true will...or be crushed by it.
- Let's 'enlighten' them, shall we?
Casting W
- Even the elements conspire against you
- Burn – for ignorance is the true sin.
Casting W: Solar Bombardment
- You truly provoke the wrath of the Sun
- Glory to those who endure. You, shall not.
Casting Eclipse W
- It is but a moment of solar fury...
- Scorch their dark presence from this earth...
Casting E
- Fear justice – for I am judge, jury, and executioner.
- Those weighed down by their wrongs – they shall drown in them
Casting Eclipse E
- You may writhe and shift, but the walls truly are closing in.
- Few have faced the justice of the Solari and lived. You shall not be an exception
Bearer of E or Eclipse E is killed before the duration is complete
- Turned to the shadows...though, it was inevitable.
- As I thought.Death, as a heretic deserves
Casting R
- Fear only the light that fades...
- Devestation is at hand...
- Witness true power...
Casting Eclipse R
- I am their salvation through destruction...
- They run...but they will never flee the light...
- It shall be extinction...for they have forsaken submission.
Recall
- At last...the end of day...
- My return is inevitable – as is the break of dawn
Death
- Light...They told me there would always be light...
- No....I-I cannot fail...
#Playstyle
Early Game
Shira should aim to harass, push and bully out her opponent early game, with her AoE spells and manaless pushing. During this time, Shira can also remain relatively safe, due to the fact that Imperator's Oversight allows you to have a movable ward to scout the area for ambushing junglers. This makes an early Vision Ward a valuable purchase as it allows you to take maximum advantage that it brings. However, Shira should still be wary of enemies that flank or jump on her, as she has much difficulty trying to escape from them. Shira should also attempt to build up Lucence in lane, but should be careful in expending it, as Lucence is still relatively hard to come by. Nonetheless, a successful hit by an Eclipse spell could prove invaluable to a gank, allowing her jungler to catch and kill the unlucky soul. Shira should also be careful with her Fading Star cooldown. Though a powerful and valuable spell, it's long channel and cooldown makes it very punishing for any misuse, while improper use of Supernova may inadvertantly clear lanes and the smaller mobs in the jungle. Nonetheless, they make powerful pushing and strategic advantage tools, and, if ably co-ordinated, may allow for the taking of multiple objectives.
##Mid Game
Shira becomes far more powerful in the mid game, able to catch out enemies with well timed Eclipse spells. The increased generation with level allows her to be more liberal with them, though careless expenditure may lead to you lacking sufficicent Lucence to turn a fight.. While teamfighting, Shira must make difficult choices with her Lucence, opting either for mutiple empowered basic abilities, or a single empowered basic ability combined with her empowered ultimate. Though it is often better to pick multiple empowered abiilities, particularly due to Supernova's extremely long channel time, the true damage nuke, increased damage and DoT on minions and monsters, make it invaluable when contesting a neutral objective. In those cases, it may be better to consider initiating with it, as each target it hits generates Lucence to empower your other spells. Another difficult decision to make concerns the target for Solari Judgement. Though highly useful for saving an ally with it's high shield strength and duration, keep in mind that it locks in potential foes with you, (and in the case of Eclipse, draws them into an ever decreasing area), suiting it more to a tank/initator as a good way to set up AoE skills. In teamfights, aim to hit vital targets with Eclipse: Arclight Spear and Eclipse: Flare, as doing so not only deals much damage, but also provides a potentially lethal dose of CC, particularly to a squishy.
##Late Game
Though she retains much of her mid-game potential, Shira's true strength in the late game is the power of her ultimate, particularly Eclipse: Supernova. At full build, it is able to deal a vast amount of damage, with the increased damage to monsters and minions meaning it is able to steal neutral objectives, or completely wiping out minion waves of the enemy. Because of this, finding an adequate place in which to position without getting killed by the enemy is one of the highest priorities. In particular, Shira should be aiming to catch out, or even burst enemies whom are out of position, though it is imperative that she stay far behind the front line. In this case, it is most likely optimal to cast Solari Judgement on a tanky front liner, unless a marksman or other squishy benefits greatly from being within close quarters to the enemy. Above alll, Shira should aim to stay alive due to the power of a maxxed Eclipse; Supernova, being able to decimate even the hardiest of foes, and effectively reset the map. Combo-chaining Arclight Spears, Sunstrikes, and Flares allow you to gain a combat advantage out of range for the enemy to react, and is useful for forcing unfair engagements, particularly given their low cooldowns by this point. The most important point for Shira remains the casting of her ultimate, particularly if she can empower it – as it is very possible to use it to turn a harshly lost fight into a confident victory.
#Allies&Foes
Shira synergises with

Shira synergises extremely well with the Sad Mummy. Her initial barrage of long-range CC allows her to 'pick' out key targets on the enemy team, allowing Amumu an easy engage through Bandage Toss. Following his engage with Solari Justice keeps enemies in range for his DoTs to tick away at the enemy health bar, while ensuring that disparate enemies are never too far from his reach. The shield it provides also allows Amumu to thrive in the midst of the enemy team, able to keep his survivability up while chipping away at their health little by little.
The Ice Witch is a valuable ally for Shira. Her CC allows Shira plenty of time and ways in which to land her own skills. However, they can also synergise in powerful ways as casting Solari Judgement just before Lissandra engages with Glacial Path locks enemies in with her, allowing Lissandra to cast Ring of Frost and use Frozen Tomb on herself to lock down and cripple the enemy team. The shield should also prove useful if she chooses to cast Frozen Tomb on an enemy, allowing her enough time to make her own escape. The enclosed area which Ring of Frost and Sunstrike can hit makes it easy for the rest of the team to followup on the engage, decimating the enemy team.
The Hand of Noxus finds solace with Shira as an ally, as her long range CC allows him to easily close the gap. Once there, Solari Judgement prevents most enemies from leaving beyond the range of his Apprehend, causing his Decimate to cripple the enemy team, and giving him easier access to his Noxian Bloodrage. Furthermore, the shield offers him even more tankiness to his already strong juggernaut strength, letting him thrive in the midst of the enemy team, and diverting attention from the far squishier Shira. Fading Star also sets up enemies for chain Noxian Guillotines with it's massive area damage, while Supernova can be used to finish any enemy who happened to survive with a sliver of health.
##Shira struggles against

The Master of Shadows can be a really challenging matchup for Shira. Early game, his manaless poke and waveclear exceeds her, and is more likely to win an all-in. Furthermore, Solari Judgement means little to him, as he is able to easily escape with Living Shadow in order to get to her. Although Fading Star/Supernova can help match his roaming ability, the delay and cooldown make frequent use difficult, particularly Supernova's long channel time and high consumption of Lucence, leaving her vulnerable.His ability to quickly deal large amounts of burst damage is difficult for Shira to fight, as all of her CC is delayed, meaning that she must either predict his movements, seek the assistance of a teammate, or fall into the darkness.
The Pridestalker is a formidable opponent for the Valkyrie of the Eclipse to take on, able to jump out of the shadows at a moment's notice and quickly burst her down before she is able to react. Though use of Divine Seers and Solari Judgement may prove to halt his advance, as it prevents his leaping, it is ultimately difficult for her to lock him down, mainly because of his mobility and high burst damage against her delayed CC, as well as the fact that her general immobility making it difficult to avoid Bola Strike, leaving her pinned down and defenseless. Rengar is also capable of shrugging off her poke with judicious use of Battle Roar. Furthermore, Rengar is able to counter her multiple-wave splitpush after Supernova, reducing her capacity to overrun the map.
The Blade's Shadow proves to be a difficult opponent for to tackle, as his blink gapcloser, high burst damage, and invisibility make it difficult for her to counteract. Though Shira is able to exert pressure early with her manaless abilities, the general high cooldowns, low generation of Lucence, and reliance on Eclipse spells means that she must make every Eclipse strike down. Talon is also able to go in for harass when he sees critical cooldowns go down, while Solari Judgement hardly does Shira many favors, leaving her locked in with a melee aggressor. His general mobility makes it difficult for her to land her skillshot CC, and he possesses a far stronger all-in than she does.
#Itemisation
Start

Core

Offensive

Defensive

#CCOS Bonus
#Updates
V1,4 - 29/12
- Added CCOS Bonus Section
Solari Judgement
- Now castable on turrets.
V1.3 - 24/12 - Christmas Update!
Overall
- Clarified damage types
- Added itemisation
Imperator's Oversight
- Removed Mortal Seer mechanics
Starlight Spear
- Damage Reduction lowered to 10% and 20% respectively (standard and Eclipse) from 15% and 30%
Sunstrike
- Minimum time between charges reduced to 0.25 from 0.5 seconds
- Added W: Solar Bombardment
- Added Solar Bombardment animation and lines
Solari Judgement
- Initial Radius reduced to 400 from 500
V1.2 - 4/12
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Changed Eclipse primer key to Ctrl+5 from ~.
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Solari Judgement
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Now lasts 2/2.5/3/3.5/4 seconds from 4 seconds at all ranks
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Eclipse: Dying Light lasts 2/3/4/5/6 seconds from 6 seconds at all ranks
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Special thanks to GrReaper96 and MrXonte for the feedback.
V1.1 - 2/12
Light of the Templar
- Changed Eclipse primer key to ~ from holding the casting button for 1 second
- Added notes for Imperator's Oversight/Light of the Templar
Starlight Spear
- Starlight Spear primary and secondary hit ratio lowered to 0.6 and 0.3 respectively from 0.7 and 0.35
- Cooldown raised to 6 seconds from 4.
Sunstrike
- Eclipse: Flare now shares Sunstrike's delay.
- Eclipse Flare stun reduced to 1 second from 1.5 seconds
- Eclipse: Flare stun reduction lowered to 50% from 33% (no actual change)
Solari Judgement
- Solari Judgement's effect ends early if the shield is broken. (Eclipse: Dying Light still only ends the effect on unit death)
- Cast range reduced to 800 from 1200
Fading Star
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Fading Star and Eclipse: Supernova wave speed reduced to 2500 from 3000
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Special thanks to GrReaper96, Charcharnunro and Narasimha for feedback.
V1.0 - 1/12
Posted
#Closing Thoughts
Shira was one of my oldest concepts, and I felt that she was quite a challenge. I wanted to try and create a healthy, or fairly healthy iteration of a manaless poke mage, as that was something that was never done before. The abilities have certainly changed much as I have developed Shira, but ultimately I was able to settle on this iteration - something I felt comfortable with. I certainly had a blast making her, and I hope you enjoy reading her as well!
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Further things to mention: The Eclipse R seems to... Well, be stupid good. Granted, global damage that increases based on range and champions hit (I think? It's worded a bit strangely... Is it an increase of 1% of the initial damage to champions per 30 units? IE, "nuke the team, fuck the minions"?) means she has to use it smartly and due to how the resource works she can't just spam it in spawn, but it still allows her to just clear all the lanes. Ults should be useful for comebacks, but not a game-wide lane-push. Also I saw so many silly opportunities with, say, Hecarim being hit with the E and just... Herding the enemy team up to get nuked by her Eclipse R. Also, how DOES the E interact with the shielded ally moving around? Are the enemies dragged along? Or... Does the wall not actually MOVE with the champion. Again, unclear description.
ult? You can drag enemies around with this. Would synergize way too well with both juggernauts (imagine having to stay that close to a