Riley, the Promise Child
Champion Category - Support Primary, Top Lane tank secondary Resource : Mana Abilities:-
Passive : Altruism - Every 20/18/12/6 seconds, by levels 1/6/11/16, Riley can bond with an Ally, giving them a shield. This shield stops enemy CC, causing it to hit Riley instead. This will not stop unique CC, such as Zed's death mark, and abilities such as Warwick's Ultimate that have CC and damage will still damage the ally, but will not suppress them. In a case such as Malzahar's ultimate, if the ally walks out of cast range of the ability, they will stop taking damage.
Q : Promise - Riley shields an ally of ??? damage, scaling with her bonus HP. If the shield is broken, Ally gains a 30% movement speed buff, and Riley becomes enraged, gaining attack speed and dealing bonus physical damage on her basic attacks, scaling with her bonus AD. Enraged attacks will apply a stacking slow, starting at 10% and stacking five times, up to 50%. If the shield remains intact, Riley and her ally heal for half the shield's remaining HP. Can be self cast. [Allies whom he Q are cast on will be automatically bonded with]
W : Nerves of Stone - Passive - Riley gains 5%/7%/11%/17%/25% tenacity when nearby enemy champions [This bonus is flat, whether its one enemy champion or the whole team] Active - Quake Leap - Riley sacrifices the bonus tenacity for 4 seconds, and leaps in a target direction. Upon landing, she deals X damage to non-ally units around her, and knocks them up for 0.25~0.75 seconds, depending on how close they were to the centre of Riley's landing. The closer you are, the longer you're knocked up.
E : Sand Prison - Riley throws a projectile in a target direction. If it hits an a enemy champion, it stops, dealing physical damage scaling minimally with bonus HP and Bonus AD. It puts a stack of Sand Prison on the first enemy champion hit. Attacks from Riley and her allies will apply stacks of Sand Prison (up to three) stunning them for 0.5/0.75/1.25 seconds at all ranks and dealing 10% of their maximum health as bonus physcal damage. The more unique ally champions hit the enemy, the longer the stun duration will be. {If it wasn't obvious, just Riley - 0.5, riley and 1 ally,0.75, riley and two allies 1.25}. When stunned, the enemy will not be able to receive sacks of sand prison for the next 7 seconds. The ability is meant to be spammable late game, but not so much early game.
R : Sandwave - Riley sends a torrent of sand in a target direction. Enemies hit are encased in rock (stunned) for up to two seconds, depending on how close they were to the inital wave (the closer you are, the longer your stun) [Around the same range as a Nami wave]. After the shell breaks, enemies are slowed by a decaying 70% for 3 seconds.
Intended Synergy:
In lane, she'll have synergy with champions like Lucian, Ezreal and Caitlin, who can apply stacks of sand prison quickly (Lucian) or from a distance (Cait and Ezreal). She'll also synergize with Yasuo, Promise keeping him Healthy on dives into the enemy team, Nerves of stone to set up ults etc.
Struggles against:
She'll have a hard time dealing with very peely champions, like Leona or Braum, since she needs to stick to her target to have any mpact ina skirmish or full blown team fight. She'll also not lane well with ADC's like Jhin, who's attacks are typically too slow to proc sand prison before the enemy gets our of range or out of gankable position.
Teamfight presence:
Riley is meant to be a CC bot of sorts, like Sejuani or a good Leona. Her teamfighting is rather simple, get into the enemy team, knock them up, and try and put stacks of sand prison on as many targets as humanly possible. The skill involved comes when deciding how to use her ultimate. As an engage tool, or a fight initiation tool, it is most advantageous to W
into the enemy's backline, and cast it towards your team. This will, most times, ruin the enemy carries' day, cause after that 2 second stun, they're likely dead (unless you're in B5, in which case I am so, sorry for you.) Her Q is meant to be cast on her ally squishes (as you probably noticed) to keep them kiting through the fight, and letting them not get hit by enemy skillshots. The ult is also good for disengage, using it this time towards the enemy front line, putting those tanks to sleep while you and your team run to safety.
Ideal Summoner Spells:
/
for support
for top lane.
Notes:
While not dependent on it, Riley benefits greatly from frequent jungle pressure, to get those sweet 1.25 second stuns off.
Riley came from me wanting a support who could "pop off" of you're in solo queue and your ADC is brain dead. Building bruiser items (
,
etc. )will give you more damage, as well as enough survivability to have an impact in team fights.
The E is good for harass in laning phase, dealing high base damage, but scaling poorly (unless you're Uberdanger and you play her full AD). It's meant to be used as a utility ability in late game team fights, in an attempt to stack the stun onto the enemy ADC and APC, to try and turn the tides of a fight, chain CC'ing them with her ultimate and W.