Amari [Versions 1-4] (Champion Concepts)

Èlisé·7/21/2019, 1:25:54 AM·1 votes·964 views

I know this is a very long read and I thank everyone that reads all of it, these are all my four concepts of Amari please check them just the idea for now numbers will be adjusted later and I will have a description of the idea behind them. Also I own none of the images, after what people say which idea they like best I will work on a personal project base on that idea with 3d model of the one most liked.

Amari, The Animated Armor

Choice of the Soul:

Passive: Amari selects a weapon at the fountain to use at the start of the game between either a sword and shield or a longbow [Can’t be changed after the choice is selected.], Amari gets a different passive base on her choice.

Ghostly Knight(Shield and Sword): Amari gains 10 bonus armor and 10 bonus magic resist for each unique death, capping at 50 bonus armor and magic resist.

Doomed Marksman(longbow): Amari’s tenth auto attack fears one target for 0.1-0.5(based on level) and her attack speed cap is 3.0 instead.

Q: Quickening fear (cdr: 8 seconds) (Mana: 40/45/50/55/60)

Passive: Slows are 20% less effective against Amari.

Active: Amari gains 10/15/20/25/30% movement speed, 10/12.5/15/17.5/20 bonus AD(+ 0.25 per 1% bonus attack speed) for 4 seconds and at the end of the duration fears all nearby enemy champions for 0.5/0.75/1/1.25/1.5. Ability can be reactivated to end the duration earlier.

W: Walking magic suit of Armor (cdr: 14 seconds) (Mana: 60/70/80/90/100) (Effect Radius: Self)

Active: Amari gains a 50/80/110/140/170 shield(+20% bonus health) for 4 seconds, during the duration the next basic attacks deals 20/40/60/80/100 bonus magic damage(+0.5 per 1% bonus attack speed) and at the end of the duration consumes Amari remaining Shield while healing her for the amount consumed.

E: Bounding Souls (cdr: 14 seconds) (Range: 700) (Mana: 80/95/110/125/140)

Active: Amari throws a tether which drains 10/30/50/70/90(+1 per 1% bonus attack speed)(+10% bonus health) health from an enemy champion and heals Amari for the amount drained for 6 seconds, the target is also grounded while tethered. After, two seconds Amari can throw another tether which on a successful hit doubles the health drain and heal for the remainder of the this ability duration.

[Note: Minions can body block the tether.]

R: Unshackled Soul (cdr: 240 seconds) (Mana: 200/300/400)

Passive: Upon death, Amari soul is free to move around while waiting to respawn she is intangible and unable to do damage, she is unable to use spells or auto attack, her recall only takes two seconds to take her soul to the fountain. Upon the end of the respawn timer, Amari respawn at her current location.

Active: Upon death, after 0.5 seconds Amari can revive herself instantly with 75/87.5/100% of her health at her current location and deal 60/120/180(+1.2 per 1% bonus attack speed)(+10% bonus heath) AD damage in a 400 unit circle. Mana for usage of this ability is consumed after being revived.

HEALTH: 578 –2016

ATTACK DAMAGE: 63.5 – 126.9

HEALTH REGEN: 5.8 – 15.2

ATTACK SPEED: 0.642 (+ 0 – 53%)

MANA: 271.5 – 862.3

ARMOR: 31 – 85.4

MANA REGEN: 6.8 – 13.2

MAGIC RESIST: 31.1 – 46

RANGE: 150/550

MOVE. SPEED: 340

[slayer-pantheon-thumbs]

Amari, Rider of Runeterra

Knight’s Pride:

Passive: Amari gains more resistances based on her missing health, between 100%-75% she gains 5 armor and magic resist, between 74%-50% health she gains 15 armor and magic resist, lastly, between 49%-1% health she gains 35 armor and magic resist.

Q: Barrage of Arrows (cdr: 4 seconds) (Mana: 40) (skill shot range: 700) (Width: 200)

Active: Shoot a barrage of arrows in a straight line dealing 30/50/70/90/110(+100% AD) and deal 20% bonus damage to minions.

W: Horn of Encouragement (cdr: 8 seconds) (Mana: 65)

Passive: Gains 3/6/9/12/15% bonus movement speed when running towards ally champions or enemy champions.

Active: Amari and her allies gain 5/10/15/20/25(+10% Bonus AD) bonus movement speed and a 36/45/54/63/72(+20% bonus health) shield.

E: Charge!!! (cdr: 6 seconds) (Mana: 80)

Active: Amari charges with her steed pushing enemies back sightly and dealing 90/120/150/180/210 (+20% AD)

R: Let it rain fire!!! (cdr: 90 seconds) (Mana: 120/200/280)

Active: Amari uses a scroll summoning five meteorites which deals 200/260/320(+30% AD) per hit and allies in the meteorite storm gain 20/30/40 bonus AD.

HEALTH: 601 –2096

ATTACK DAMAGE: 67.5 – 131

HEALTH REGEN: 6.4 – 17.2

ATTACK SPEED: 0.658 (+ 0 – 57%)

MANA: 320 – 1152

ARMOR: 35 – 90.4

MANA REGEN: 5.2 – 14.7

MAGIC RESIST: 32 – 51

RANGE: 200

MOVE. SPEED: 345

[poppy-wink]

Amari, the Spirit of the Ocean

Ocean’s Gift

Passive: Amari can choose between a legendary staff or a mythical Recurve bow at the fountain but once her choice is selected she is incapable of switching to the other weapon. [The Choice is mandatory.] Amari gets a different passive base on her choice.

Deep sea specter(Legendary Staff): Amari’s staff creates an orb of water every 10 seconds up to a maximum up 10 orbs, orbs only attack enemy champions and deals 10-60(based on level)ap damage per orb. Amari gains bonus AP equal to 20% magic resist.

Siren’s Song(mythical Recurve bow): Amari’s basic attacks fire four additional arrows, the arrows will prioritize minions first, each dealing 20% AD physical damage. Amari is incapable of buying Runaan's Hurricane item.

Q: Whirlpool (cdr: 12 seconds)(Range: 600)(Radius: 500)(Mana: 80/100/120/140/160)

Passive: Gains 10/13/16/19/22% bonus movement speed.

Active: Amari creates a whirlpool that deals 20/40/60/80/100(+20% AP)(+50% Magic resist)(70% AD) per second and slowly pulls champions to the center for the next 4/4.5/5/5.5/6 seconds, the Whirlpool pull speed is equal to Amari’s movement speed.

Giant Manta: Created whirlpool has double the radius and deals twice as much damage per second.

[Basically if Amari ms is 330 and enemy adc movement speed is 325 that champion is going to be pulled by 5 units per second closer to the center.]

W: Rush of the Ocean (cdr: 4 seconds)(Range: 550)(Radius:200)(Mana: 60/75/90/105/120)

Active: Amari’s generates a surge of water particles then releases three larges blobs of water to an area dealing 50/70/90/110/140 (+20% AP)(+10% magic resist)(+30% bonus AD).

Giant Manta form: Generates even more water particles then releases six large blobs of water dealing double damage and provides true sight on enemy champions hit for six seconds.

E: Charming Flare (cdr: 21 seconds)(Dash range: 300)(Mana: 70)

Active: Amari heals 9/12/15/18/21% of her missing heatlh then dashes to a location, afterwards, she charms all targets within a 200 unit radius of Amari for 1/1.25/1.5/175/2 seconds.

Giant Manta form: Charming Flare now heals allies as well and the charm radius is increased to 400 units.

R: Ocean’s Deep (Cdr: 120 seconds)(Mana: 0)

Passive: Amari can choose where to respawn on summoner’s rift as long as its on the river.

Active: Amari manifest herself as a giant manta dealing 100/200/300(30% AD)(30% AP)(30% magic resist) to all enemies within a 500 unit radius of her.

Amari’s giant manta form upgrades her basic abilities and gains 200/400/600 bonus mana while constantly draining 40/70/90 mana per second, returning to her former self when her mana goes below 10%.

HEALTH: 556 –2028

ATTACK DAMAGE: 59.5 – 108

HEALTH REGEN: 5.8 – 15.2

ATTACK SPEED: 0.675 (+ 0 – 59%)

MANA: 286.5 – 954

ARMOR: 30 – 82

MANA REGEN: 6 – 15.4

MAGIC RESIST: 30 – 44

RANGE: 450/525

MOVE. SPEED: 330

[sg-zephyr]

Amari & “The Doctor”, Test Subject X12 and the observer

The Doctor and test subject X12:

Test Subject X12 Passive: Amari’s attack speed is locked at 3.0, it can’t be increased by any means and basic attacks only deal 30-66%(based on level) total AD damage. Amari’s basic attacks penetrate targets and deal damage to enemies behind them.

“The Doctor” Passive: “The Doctor” gains armor and magic resist base on 10% bonus AD and instead of basic attacking “The Doctor” tethers onto either allies or enemies. He heals for 10-80 health per second but can’t heal over 50% health. Damaging enemies uses his total AD and damages per second.

Q: Object: “The Mask”/Death’s Touch

(Cdr: 22 seconds) Amari’s Active: Amari puts on a plain white which upon wearing the mask, Amari’s see the world in more dull tones with strange sounds she can hear, While she is wearing the mask she gains 12/24/36/48/60/72 movement speed, 6/10/14/18/22/26 bonus AD and can see any wards, traps or enemy champions in bushes. While wearing this mask Amari can’t be healed or shielded by any means. Reactivating this ability will remove the mask.

(Cdr: 8 seconds) ( Blink Range: 500) The Doctor’s Active: Blinks to an area then grabs one enemy champion in a 200 unit radius dealing 25/35/45/65/75/85 (+ 3% (+ 1% per 100 AD) of target's current health) physical damage and stunning for 1/1.25/1.5/1.75/2/2.25 seconds.

W: Object: “Medicine”/The Cure

(cdr: 5 seconds) Amari’s Active: Amari consumes a green and white pill which restores 10/12.5/15/17.5/20/22.5% missing health over 10 seconds, during this duration she can see camouflaged champions. Amari only carries 47 pills with her,after using this ability 47 times she is incapable of using this ability.

(Cdr: 18 seconds) (Range: 700) The Doctor’s Active: “The Doctor” cleanses himself or one ally champion and shields that target for 50/85/120/155/190/225 (+70% AD).

E: Object: “Acceleration device ”/The Plague

(Cdr: 1 second) Amari’s Active: Amari blood is accelerated by an experimental device, she can dash any number of times but at the cost of 10/9/8/7/6/5% of her current health while also permanently increasing her AD by 1 per dash but also permanently reduces healing effects by 2% per performed dash capping at 50% reduced healing.

(Cdr: 16 seconds) The Doctor’s Active: “The Doctor” creates a plane of decay within 200/300/400/500/600/700 unit radius for 6/7/8/9/10/11 seconds while dealing 25/35/45/65/75/85 (+ 1% (+ 3% per 100 AD) of target's missing health) physical damage per second.

R: Test Subject X12/ The Observer (cdr: 12 seconds)

Test Subject X12(Amari) active: Amari switches places with “The Doctor”, they share the same stats except for attack speed and auto attack range, she uses her own abilities and her own passive. She is a ranged champion.

The Observer(“The Doctor”) active: “The Doctor switches places with Amari, they share the same stats except for attack speed and auto attack range, he uses his own abilities and his own passive. He is a melee champion.

Amari stats:

HEALTH: 534 – 2115

ATTACK DAMAGE: 56 – 115

HEALTH REGEN: 6.5 – 17

ATTACK SPEED: 3.0 (locked)

MANALESS

ARMOR: 24.9 – 88.2

MAGIC RESIST: 30 – 38.5

RANGE: 500

MOVE. SPEED: 335

“The Doctor” stats

HEALTH: 534 – 2115

ATTACK DAMAGE: 56 – 115

HEALTH REGEN: 6.5 – 17

ATTACK SPEED: 1.0 (locked)

MANALESS

ARMOR: 24.9 – 88.2

MAGIC RESIST: 30 – 38.5

RANGE: 200

MOVE. SPEED: 335

Version 1 was inspired by basically mordekaiser and Alphonse

Version 2 was me running out of ideas

Version 3 was inspired by shyvana and managed to keep the first version's passive.

Version 4 was inspired by SCPs and the idea of playing as two different champions.

3 Comments

Èlisé7/21/2019, 12:43:22 PM1 votes

Maybe I should have posted each one separately I just didn't wanted to seem to spam the forums.

Searington7/21/2019, 3:57:01 PM1 votes

Wow. Okay so straight to the point to make this post less massive. My opinion:

  1. Animated Armor: -Interesting passive. However, the choice doesn't seem to have any impact on the other abilities, which feels weird to me. With sword and shield she's like a Master Yi that trades damage for durability and cc, which may be fine, but going bow makes her feel like... Exactly the same with more aa range. -Q cooldown too low I think, unless it starts after the bonus expires, and not on cast. -W bonus damage on aa procs with every aa while she's shielded? Just to clarify. -R is extremely overpowered. It needs to have the passive disabled if the ability is on cooldown, at the very least. That way it essentially still becomes a more powerful Ekko R, so it may need more nerfs. Otherwise you need to take a lot of power budget out of the other abilities or even stats. HotS has a character that has a similar ability but trades 3/4 of a champion's usual power level for it. -All abilities scale off attack speed and health, but the kit doesn't synergize well with item 3078. Do you have an idea about the build?

  2. Rider of Runeterra: -Passive is stat-checky. Kinda boring. -Q says barrage but the description makes it look like a single projectile that impacts 1 target. It's kinda confusing. -I really hope W is not global. XD -I am confused at how exactly her R works. Is it similar to Gangplank's? Overall she feels like another Sejuani in a way. I don't think I quite like this version.

  3. Spirit of the Ocean: -As I understand the passive: Staff bubbles work like Ahri's W, and bow gives her essentially 80% more aa damage against isolated targets? The bow passive is pretty OP unless the extra arrows work exactly the way runaan works. -500 radius is very massive for the damage and cc it has. And the CC is pretty OP since it's almost like an instant easy to land root that lasts 4 to 6 seconds. Lmao. I'd just lower the radius and make it a tamer slow that drags enemies to the center when the effect finishes. -I don't really understand how W works, but nothing seems to stand out. -E is a really cool ability. I like it. This one has an interesting E, but the rest of the kit does not impress me. Passive has the same issues as version 1.

  4. Doctor: -3.0 a.s. from min 0 is incredibly easy to abuse with on-hit builds and effects. Not sure if really OP or just really hard to balance. item 3153 item 3124 item 3042 item 3115 -Amari's Q really should last a limited ammount of time. But I like the idea. -Amari's W: I don't get why put a 47 use limit. Lol. Just make it stack charges and put a somwhat long recharge time. -Amari's E is really interesting. I like the idea of a spammable unconditional dash that can get you killed if abused. I'd change it so it always costs 15% current HP, doesn't stack AD because well... By min 20 it means that you can reach between ~600 and ~1400 AD. It kind of cancels out her passive reduced damage meant to balance out her op attsp and, more importantly, item 3057 exists. Also Doc's E radius is nutty. XD not sure why it's so overwhelmingly big. I don't know what to think of this version. It is essentially a transform champ such as nida, gameplay wise. An adc with sustained targeted or aoe damage, sustain, cc, free cleanses, dashes, and vision. It sounds like she can support herself lol. Interesting concept tho.

I voted the last version because it's the one that feels more unique and interesting to me. I vote the concept of olaying two champions at once that are adc and support at the same time.