Vle, the Last Hope for Kindness

Stacona··2 votes·513 views

Vle [vleh] is a tiny celestial creature, pure white and glowing bright, born from the centre of the galaxy. Even though Vle does not emit heat, she does emit bright light, but as a defensive mechanism she can make herself over 10,000 times hotter than the sun for those that touch her... she does this as a last resort as she is naturally a peaceful and gentle creature. Her appearance is as a fluffy creature (even though her light hides this), slender body, moves swiftly on all four legs (she can stand on her two hind legs) with a tail over twice as long as her body when stretched out, which her body is about 67 cm (approx. 2'3").

Even though Vle is not hostile in the slightest, actually she literally cannot harm someone unless under extreme threat through a defensive mechanism, she is all about about her kindness and that kindness is what allows her to win wars strangely enough. Vle enters war not to fight in them, but to try to end them, while still young for a celestial being at only 235 years old for something that can live for tens of thousands of year on the short end of life spans, she has still seen a few battles and wars in her life. This is not to say that harm has not occurred near Vle's presence before...

_Fae was a yordle that is now an orb of floating magic created by Vle by using the power of a star and a yordle that was near death. So she created a new form for the young dying yordle's soul to dwell in, preventing his life to be taken to the grave, now as thanks Fae floats by Vle's side to protect her. Fae is the one that strikes down hostile foes with blasts of magic that try to harm the one that saved him from death's toll. Vle shows kindness to others, she does not control someone's will or want, just be gentle and kind to others that you think should never deserve it - this act changes people for the better. _


Vle is a mage that cannot basic attack, instead Fae automatically attacks the closest enemy to Vle. In fact she has no abilities that can directly harm an enemy, unless under extreme conditions, instead she helps allies, or even enemies, and then they defend Vle because of the kindness that was shown... more on this below.


Basic Attack Range: N/A (500 units) Attack Speed: 0.690 +4% per level Movement: 340 units per second


Fae (Passive): Range: 500 units Fae was a yordle that is now a floating orb of magic that follows Vle around. The undeserved kindness shown to Fae causes him to defend Vle from hostiles, attacking the closest enemy to Vle and dealing 4%(+1% per 100AP) of his target's max health as bonus magic damage.

Fae's attacks count as Vle's basic attacks since Vle cannot basic attack, she is a gentle creature, this means Vle can move freely while Fae is attacking.


Light Beam (Q): Cooldown: 5 seconds; Cost: 60 mana; Range: 1100 / 500 units Passive: Damaging Vle directly reduces the target's total movement speed by 20/25/30/35/40% for 1.5 seconds.

Active: Vle fills the target, ally or enemy, with uplifting light for 1.5 seconds, granting the target 20/25/30/35/40%(+10% per 100AP) bonus movement speed.

After 1.5 seconds beams of light are let out around the target dealing 60/90/120/150/180(+120%AP) magic damage to nearby enemies, does not damage the main target. If self-cast, the beams of light goes to all nearby targets, ally and enemy, and grants the same movement speed for 1.5 seconds instead of damaging enemies and refreshing her own movement speed buff, minions and monsters are still damaged.

(Damage is reduced to 75% if cast on a non-champion.)


Gentle Glow (W): Cooldown: 8 seconds; Cost: 70/80/90/100/110 mana; Range: 1100 units Passive: Damaging Vle directly applies grievous wounds against the target for 0.8/0.9/1/1.1/1.2 seconds, these grievous wounds are twice as effective for Gentle Glow's healing.

Active: Vle fills the target champion, ally or enemy, with warm light for 1.5/1.75/2/2.25/2.5 seconds. Initially, the target is healed for 40/60/80/100/120(+80%AP) health, increased by 50% if the target was harmed by a champion, epic monster or tower in the last 1.5 seconds.

If the target is an enemy, they cannot deal damage, apply crowd control, or other negative effects for the duration and refunds 35/40/45/50/55 mana. If the target is an ally, they deal 25/30/35/40/45(+45%AP) bonus magic damage for their attacks and spells for the duration while within 700 range to Vle. Only applies to Fae's damage if self-cast.


Light Cage (E): Cooldown: 16/14.5/13/11.5/10 seconds; Cost: 75 mana; Range: 1100 / 500 units Vle surrounds the target champion, ally or enemy, with a cage of light for 1.5 seconds that causes all movement and movement spells to be unable to move past the cage of light's walls, applies to both ally and enemy movement. The main target cannot receive damage for the duration.

If the target is an enemy, the target cannot harm Vle or her team, instead they can harm their own team for the duration. If the target is an ally, the target cannot deal damage directly, but enemies that attempt to damage the target are dealt 80/110/140/170/200(+70%AP) true damage one time.

(Fae can still deal damage when Light Cage is self-cast since Fae is not direct damage.)


Peaceful Times (R): Cooldown: 150/125/100 seconds; Cost: 100 mana; Range: Global Vle causes every single unit to act as a friendly unit towards each other for the next 4/5/6 seconds, including monsters. Allied units, Vle and monsters are only affected by this for the first 3.5 seconds.

If an enemy champion was not harmed by champion damage or crowd control effects for the entire 4/5/6 seconds, then they are dealt 100/350/600(+150/200/250%AP) true damage. Peaceful Times can only damage applicable targets to 10% health.


P.S. For Peaceful Times, ultimates like Karthus' will not work since everyone is considered a friendly unit, if the Karthus is on the same time then it will work after 3.5 seconds. Reversely, ultimates like Soraka's will heal EVERY champion in the game since every champion is friendly, if the Soraka is on the same team then it works like normal after 3.5 seconds.


UPDATE NOTES: Light Beam: Now deals 75% damage if cast on a non-champion. (This is to reduce safe wave clearing a little bit, now for the full power of the wave clear Vle must place herself in danger to the enemy champion by getting really close to the minions.) Hasting targets from the self-cast will refresh the movement speed buff for Vle.

Gentle Glow: Unique effect added where the grievous wounds applied when damaging Vle directly are twice as effective for Gentle Glow's healing. (This is because grievous wounds harms the target so the enhanced healing is in effect, so to counter this these specific grievous wounds are more effective just for Gentle Glow's healing to add a skill mechanic of "champion damage me, use enemy cast neutralizing effect to mitigate the enemy healing even more". This also creates a greater trade-off between using the enhanced healing on yourself or take the opportunity to neutralize the target with very minimal healing.)

Can now only be cast against champions. Healing adjusted to 40/60/80/100/120(+80%AP) from 60/90/120/150/180(+90%AP); Healing now increases by 50% when used against a target harmed by a champion, epic monster or tower in the last 1.5 seconds (max of 60/90/120/150/180(+120%AP) healing). (This is to add a more skillful mechanic to the heal.)

Enemy cast refunds 35/40/45/50/55 mana, aka 50% of the mana cost. (The high mana cost is for mitigating Vle and her team's sustain, since the neutralizing effect also heals the target it does not need such a high mana cost, the enemy heal ends up being a part of that cost.)

Peaceful Times: Added monsters are only affected for the first 3.5 seconds. (It would be weird hammering on Baron Nashor and he just sits there and does nothing back to your team.)


11 Comments

o brigid o2 votes

Commenting so I don't lose this thread.

I like the idea of a Champion of Kindness!

o brigid o2 votes

Okay so... it's not exactly what you described... but as I was reading your description of Vle, all I could picture was a cute space jerboa and an angry protective magic ghost that follows her around to keep her safe.

https://i.imgur.com/fkQSV5E.png

Stacona1 votes

Fae should technically be grateful than angry since his life was spared, even though his yordle body could not be, imagine him as criminal or murderer which lead to him to a place where thugs left him to bleed out and die and then Vle finds him, not caring about his past, which changes his way of doing things. I do like the Ghastly look to Fae however, very fitting.

I do like the mouse look to Vle, the tail is a lot more magical with the fluffy ball end than what I was imagining which is a lot more fitting. I was thinking for the tail was almost like a Lion's tail with no fluff at the end, but the mouse tail with the large fluffy magical ball makes a lot more sense and I like that a lot more, good job! Of course, all white the fur glows brightly.

The contrast between Fae being a very dark sphere to pure snow white and bright light Vle is very a very nice touch. The mouse look is very nice for her as well as it adds to the adorable and cute nature.

10001101110110111 votes

If I had one comment to make it's that fae isn't fully integrated into Vle's kit; from your story it seems like Vle would never deal damage, so my impression is that this should be a dualistic champion similar to kindred (with lamb and wolf having separate abilities/call outs within an ability), so personally I would have all the peaceful/anti-aggro stuff in the abilities start 'Vle causes....' and all the actual damage stuff be followed up by 'then fae hits them with.....'

As far as the rest of the kit goes, there's some interesting stuff going on; I get the feeling she'd mostly be a support, where her passive would actually be fairly annoying for the adc to play around, but it'd be ok in other roles; probably it needs some sort of on/off or targetting mechanic.

I think light cage would be more interesting as a clone ability; you spawn an illusory copy of target champion at a location; it's rooted to the spot, but can have different effects based on what team it belongs to. As written it's kind of anti-fun since there's no counterplay and a bit OP since the enemy team is guaranteed to be in a 6v4 in teamfights. As a non-ultimate ability it just needs some small change to make it easier to balance.

Peaceful times is an interesting idea; I'd like to see some sort of mini-game mechanic here where having one team or the other accomplish a peaceful act ends the truce for their team, whatever that might be. As someone trying to end wars I just feel like Vle's focus should be more on cooperation.

Stacona1 votes

Fae can deal damage while Vle is invincible when your self-cast your E which acts as both an invincibility shield and a true arena trap for a short duration, healing yourself applies the damage buff to Fae's attacks, Q's movement speed let's you position yourself so Fae attacks what you want him to attack - does not matter the self-cast gives the enemy movement speed instead of damaging them (outside of minions for wave clear) since they are trapped inside of your E. E stops direct damage from the target for allied cast, but Fae is not direct damage. So the kit allows for a very short 500 range mage to be played middle lane since your damage is linked directly to Fae or having an ally nearby like your jungler, counter play to Light Cage is either flashing when you see the enemy jungler come running in or the fact that you cannot take damage if you are locked to a location and then flashing afterwards (so not much different than any other mage with point and click CC, difference here is that you are never truly locked down since it is an arena trap (Veigar and Yorick have different elements to counter play) rather than an actual root).

Vle is intended to be a middle lane mage with supportive qualities, so something she can do is use her Q to speed up Udyr or Shyvana to get them in the fight, and then use the combination of W's heal and buff with E's true trap to annihilate people inside. So even though she is not dealing damage directly, she is still performing what needs to happen for a mage. Using E on an enemy is kind of functions as a point and click root for the team to catch up to the target since they cannot take damage, kind of like a short ranged Bard ult, but the target can still move around in the trapped area.

She can still do things solo, and since her damage is reliant on Fae when solo, she probably will get a Nashor's Tooth and almost perform like an assassin that slow burns her target to death with Q for the run in, W for the extra damage, and self E to trap the target inside of your range and make yourself invincible for a short time while Fae goes ham on your target (you trap yourself inside as well since the same trap restrictions apply to you and your team as well). The counter play her is being trapped inside with minions, but most importantly melee minions and especially the cannon minion since Q's damage is meant to at least one-shot back line minions with ability power, since Fae can only attack the closest target so has that slight Kha'Zix isolation feel to it but not so bursty (unless you count over 1.5 seconds as still bursty).

You can also knock back enemies to the opposite side of the trap if your champion has displacement effects. Bigger the trap does mean it is easier to trap more people inside, but there is also more room to move around in.


Light Cage ~ The cage is 500 units radius (1,000 units diametre) wide and lasts 1.5 seconds, so this means if you keep walking in a straight line the ability will fade out before reaching the wall, its only purpose is preventing all movement enhancing effects between movement speed boosts to dashes, hops, jumps, blinks, and teleports, so it is more of an anti-mobility trap more than anything while functioning as a shield for the main target, ally or enemy, with a revenge mechanic. Also, inside or outside, the Light Cage is still true impassable terrain regardless and for both teams, this is a punish mechanic for poor use of the ability.

Peaceful Times ~ Ally effect fades out sooner, so your team can choose to stay peaceful for the entire duration and then a massive nuke applies to the champions that your team stayed peaceful towards or break the peace treaty once the forced allied peace is up and no longer deal the massive nuke against those targets. It also makes it as a great engage ultimate for a mage that does not involve touching the enemy team at all since they will either stay away and just eat the damage or force the enemy to fight at a disadvantage for a second just to avoid the massive damage, if the entire team gets nuked by the ultimate can allow for a power play opportunity since the enemy team has to back off and heal up.


In terms of Fae. Fae is meant to be more of an assistant role rather than a focal point, Kindred needs to be remade to make Wolf a bigger part to the kit for a proper duo-champion, but in Vle's case she is meant to be the main focus point and Fae just helps Vle out since Vle wields powerful magic.

jaythebluejay1 votes

Some really interesting ideas floating around! I have a hard time imagining how exactly this champion would actually play. I would think as a support, but it seems as if Vle would have trouble helping secure any kills for the ADC, and it looks like she definitely couldn't secure kills for herself. I just have trouble seeing how, in a situation where being aggressive could help, this champion could be of any use, you know? I love the ideas and the creativity however, especially the ultimate.

Stacona1 votes

Vle is meant to be a carry role, so either replacing the marksman role in the duo-lane or middle lane. Her kit sets up supportive roles best like jungle or support.

~ Fae is your damage and since it is sustain damage since that is your basic attack as well, you are able to deal damage without mana and able to bring down tanks, the ability to stay mobile while still attacking is a huge defensive steroid despite having short range so you can go the Nashor's Rageblade route and then go full an ability power. ~ Ally Q can help your support engage and start a fight. ~ Enemy W is like a stun without the immobilization effect. Ally W acts as a huge steroid for yourself or an ally, while offering sustain for being low range for your damage. ~ Ally E will trap yourself and your target in an area, keeping them from getting away and Fae can still deal damage while shielding yourself. Or you can have your jungler or support engage, you trap them in and keep your ally alive, and then try to destroy them by buffing up Fae with your W. Your trap also helps land your Q's damage, but really only if cast on an ally since enemies can avoid the target with a bomb strapped to their chest.


Ultimate is a super unique engage ultimate, rather than Sivir where you run at people or Ashe's stun arrow, you instead force the enemy team into one of two bad decisions. Grant a power play opportunity by forcing the enemy team to back off and base to heal up OR make the enemy run to you to avoid the true damage nuke by giving their opponent about a 1 second head start to the team fight. Rank 1 does not really do much and that is because global ultimates are hard to get right for the early game, when a global ultimate is strong early game then it is very snowbally, but not true in the later game so I tried to make it very weak rank 1 and then for rank 2 and especially 3 is when it shines through as the ultimate that offers the ability to force the enemy tram into a bad engagement or grant your team a powerplay opportunity.


She has a supporty kit and meant for support mindset players, but she is actually meant to be a carry role champion, squishy with a lot of ability power. Having a mage in the duo-lane not as the support, but as the one farming for gold would be a cool option to have in the game, right now Ziggs is the only one viable that can do this. Vle is a split between duo-laner and mid laner.

More from Concepts & Creations

More by Stacona