Rai, Glimmer of the Calvary [Champion Concept]

BowieTheNifty·7/3/2016, 9:40:41 PM·5 votes·2,066 views

Hello league boards! BowietheNifty back once again to bring another champion concept into the light. Like my previous concepts as of late this concept is on the tankier end of characters. Literally this is the fourth in line out of five tank champions in the current set I have been working on. While some of the others may have not been the best, I believe this one will get some sort of appreciation. One thing about league is that we really lack a true cavalier type champion. Sure we have rider champions such as Sejuani and Nunu, heck we even have Hecarim that is a ghostly centaur. Yet none of these really strike me as a cavalier and this is something that I really wanted to work on. Like always I appreciate feed back or questions about my concepts. So feel free to ask or comment as you please. For now it is time to proceed. Onward to Rai, Glimmer of the Calvary!

Rai, Glimmer of the Calvary

Updates [Minor changes - 7/6/16] [Passive stacks of Velocity now start to generate if Rai has been moving for at least 1 seconds rather then while moving entirely. - 7/4/16] [Passive stacks of Velocity start to degrade after being still for 0.5 seconds instead of being still for 1.5 seconds. - 7/4/16] Passive stack of Velocity degrade at a rate of 20 stacks every 0.25 seconds rather then at 30 stacks every 0.5 seconds. - 7/4/16] [Added that while having over 60 stacks of Velocity, if Rai becomes effected by a slow she will lose 20% of her current Velocity stacks. - 7/4/16] [Reduced the mana cost of Gallop to 12 from 20. - 7/4/16]

[Major Changes - 7/6/16] [W now leaps within a 70 degree cone towards the cursor from the direction they are facing, rather then in the direction "Timber" is facing. -7/7/16] [W Leap range is now 350 instead of a base 450. -7/7/16] [W Leap range no longer scales with Velocity stacks. -7/7/16] [W Now refunds cool down based on Velocity stacks, 1.25 for every 30 stacks. -7/7/16] [W Mana cost lowered to 60 from 70. -7/7/16] [W Damage no longer scales with Velocity Stacks, now scales with 20% of Armor. -7/7/16] [E Now targets a single enemy champion rather then kicking in a linear area of effect. -7/7/16] [E Can hit multiple opponents if they are between the intended target and "Timber" for 50% damage but same knock back. -7/7/16] [E Knock back range reduced to 350 from 500. -7/7/16] [E No longer interrupts Gallop, but changes the direction of "Timber" if active -7/7/16] [E No longer casts faster based on direction. -7/7/16] [R No longer channels or grants Armor/Magic Resist to the target. -7/7/16] [R Has a cast time dependent upon direction "Timber" is facing from intended target. -7/7/16] [R Cast time doesn't stop movement. -7/7/16] [R Now heals and cleanses allies of CC upon arrival. -7/7/16] [R Heal no longer scales with AP, but now with Rai's Bonus HP. -7/7/16] [R Heal now scales with 15% of targets missing health, instead of 15/20/25% of missing health. -7/7/16] [R Heal is reduced by 50% if Rai didn't travel over 2500 units to the target. -7/7/16] [R Rai's W or E can't be cast during the charge. -7/7/16]

Appearance

Firstly I would like to say I do not own this image at all. Mainly this is being used as a reference to give people a general idea of how the character appears. Rai is a young woman clad in armor while sporting a long sword and shield. She is a knight through and through for the great land of Demacia. She represents her land with her armor and weaponry being golden like from the land she hails from. While is isn't fully visible she is a blonde girl with pretty long hair. Most of the time it is bunched up into her helmet tied in some sort of bun. Accompanying Rai is her brown horse known as Timber. Timber much like his rider is clad in golden armor. However this isn't exactly the heaviest set of armor for a horse. While it provides some protection, it mainly allows him to be a bit more mobile then other mounts.

Lore

Rai wasn't exactly born a soldier. If you were tell her when she was young that she would become one of the most renowned cavaliers for the Demacian legion, most likely she wouldn't of believed you. She was actually born into a family of farmers. She grew up on a ranch, taking care of crops and the farm animals. One thing was that she was extremely fond of horses. Even as a young girl she could handle just about any horse no matter how wild they seemed to be. Whether is was a gift or not wasn't ever really determined. Though this little farm girl would do what ever she could around the plantation. Helping people was one thing you could always find Rai striving for. Being kind at heart she would go out of her way to helping others. Whether it was her family, town folk, or even random travelers, she would always aid them with a smile. Unfortunately for being such a nice young girl, there are those people who would take advantage of kindness. It was one day that Rai's mother sent her off into town to fetch some things. Happily the girl rode off to take care of the request. While on the way however she found a person on the side of the road. He was weak and hungry. She provided the weakened man with some fruit she had on her for the ride. He recovered to his senses a bit and asked for directions to the nearest residence to find a place for rest. Rai believing the man was just a simple traveler told him about her own home not far from them. He thanked the young girl and they parted ways as she road off into town. It was some time later that she made her way back towards the farm land. Though as she approached a column of smoke was rising in the direction of her home. Rai booked it straight there, to find that her home had been attacked by bandits. The man she had helped was apart of a group of ruffians who had tricked the little girl into leading them straight to the farm. While there was no trace of the attackers, her family was killed, the farm houses set ablaze, the animals slaughtered or taken. She was now alone. All the young girl could do was simply cry. Everything she had was no gone just in a small span of time. Eventually though a group of the Demacian army arrived on the scene after the smoke columns alerted them of the tragedy. Upon finding Rai, they were a little hesitant of what to do with the girl. The captain of this particular unit decided to simply take the girl in for himself as she had no place else to go. After being taken in, Rai was looked after by a military family. The family had many of its descendants and ancestors be apart of the Demacian army. Now being under the houses roof, Rai would also have to follow this tradition. Though the young girl believe it or not grew accustom of the life style change. Sure it was hard work, but it wasn't that much different from working on the farm. Earlier on the captain noticed her affinity with horses. It astounded him how well she took care of them and handled them. Because of this he decided to put her on the path of mounted combat. While the actual sword play took some work, she was able to handle just about any horse fairly well. There was a certain young horse that she bonded with well. "Timber" became her mount of choice as their bond was simply unbreakable. Together the two seemed to function like a single entity. Their prowess on the field of combat became known throughout the Demacian legion. Not only that the girl still retained her kind of heart nature, she would help out anyone in need and protect those who called upon her. While being betrayed did leave scares, it didn't change the girl completely. It did however give her insight on the world. No matter what there are going to be those who seek to take advantage of the weak and kind. For Rai she would defend those kind and weak people as she doesn't want them to experience a great lost like she did many years ago. Because of her actions for not only the Demacian legion, but the people of Demacia, they call her a glimmer of hope for the future.

Roles Primary: Tank Secondary: Fighter

Stats

HP: 555 (+ 91) HP Regen: 6 (+ 0.7) Mana: 315 (+ 42) Mana Regen: 6 (+ 0.5) Attack Damage: 59 (+ 3.5) Attack Speed: 0.64 (+ 2%) Armor: 27 (+ 3.9) Magic Resist: 32.1 (+ 1.25) Movement Speed: 335 Range: 150

Abilities

Passive - Velocity Type - Additional resource / Self Targeted Buff

Description - Rai has a third resource bar known as Velocity. If Rai is at least moving for 1 second her horse "Timber" will start to generate stacks of Velocity up to a max of 120 stacks. She gains 2 bonus movement speed for every 5/4/3/2 stacks of Velocity. While having 60 stacks or higher she will avoid unit collision and will deal half the current movement speed bonus from velocity 1224/1530/2040/3060 (+ 1% Bonus HP)(+ 5% movement speed) physical damage to enemy units she travels through. 5 second cool down between damaging the same unit with Velocity. Standing still for 0.5 seconds will cause these stacks to degrade at 20 stacks every 0.25 seconds. While being over 60 stacks if she becomes effected by a slow she will lose 20% of her current Velocity stacks.

> In-Depth So Rai's passive is somewhat of a simple one. For basics it provides Rai with more movement speed as long as she keeps moving. Now the movement speed you get from the passive is a flat amount per stacks of Velocity she currently has. The amount of stacks needed to gain and increase to her movement speed does lower each time she is allowed to put a rank into her ultimate. So while below level 6 the max amount bonus movement speed from the Velocity stacks would be 48, but if she is above level 16 then it would be 120 bonus movement speed. Once she gains over half of her Velocity stacks though she is able to move through units basically being able to trample them. While the damage isn't massive it can only effect the same target every 5 seconds. If Rai were to stand still for long enough though she will start losing her stacks of Velocity rapidly. Basically once the stacks start to degrade, it will take 1.5 seconds for them to disappear completely. Slows to play a part in determining her Velocity. If is she over half of her max stacks and she gets hit by a slowing effect, well she will then lose some of her stacks. In this case it would be a fifth of her current stacks.

Q - Gallop Type - Toggle / Self Buff Mana Cost - 12 Cool Down - 1 Second Damage Range - 300 unit Cone

Description - While active Rai loses the ability to input movement commands and will start moving in the direction she is facing. During this clicking will cause her to slash her sword in the direction of the cursor dealing 30/50/70/90/110 (+ 80% AD)(+ 10/15/20/25/30% Movement Speed) physical damage in a cone. Can't slash in the direction behind her, but slashes on either of her sides are faster. Can used to damage structures and will apply on-hit effects only to champion units.

> In-Depth Rai's first ability is known as gallop. This is a toggle ability that can be switched on and off on the fly. One thing to note while it isn't stated in the description, this ability can be activated while under crowd control effects. This however doesn't break the forms of crowd control. While you have Gallop active the player is no longer able to direct Rai's movement. Instead very click will have her slash her sword in the direction of the cursor to deal damage. This allows her to be moving and be able to attack on the go. Though you can't attack enemies that are directly behind her during gallop. It isn't exactly easy to turn fully around and attack while on horse back. This is best used as a run by tactic as the slashes are faster upon her sides. Being able to fly by a target and give them a nice taste of her sword gives her that cavalier type feel to her. The last thing you would want to be is standing still as Rai and this helps her deal damage on the way. There was other things to take into mind as well. First is that the slash from the cone can effect structures. So she doesn't have to worry about stopping to take down a tower or inhib. She can bolt passed it while giving it a wack for good measure. Secondly the cone attacks apply on-hit effects to enemy champion units. Minions and monster don't get these on hit effects applied. This gives a bit incentive to attack enemy champions as you can get more benefit from doing so.

W - Go Timber! Type - Active / Directional Leap within a cone Mana Cost - 60 Cool Down - 13 Seconds Leap Distance - 350 units Damage Range - 250 unit Radius Stun Duration - 0.5 Seconds

Description - Rai commands "Timber" to jump and he will leap towards the cursor in a 70 degree cone of the direction they are facing. "Timber" will deal 40/70/100/130/160 (+ 8% maximum HP)(+ 20% Armor) physical damage and stunning enemies for 0.5 seconds in the area upon landing. The cool down of this ability is reduced by 1.25 seconds for every 30 stacks of Velocity upon landing. Can be cast during Gallop and even during Gallop's slashes.

> In-Depth Rai's second ability is one of her main forms of mobility. It is a leap that allows her and Timber to go over terrain and even engage on enemies. The leap itself will follow the cursor, only to a certain degree. Basically it allows you to jump in the direction she is facing but within a 70 degree angle. This actually has applications during Gallop, because it will allow you to turn the direction she is facing. You need to keep this in mind when trying to land or jump over certain walls. Landing upon a group of enemies will not only deal damage but apply a mini stun to them. As well you need keep note of your velocity before using this. One major thing is that the ability refunds some of its cool down while having high Velocity. At max Velocity upon landing it 5 seconds can be refunded. This allows her to change direction more often and keep on the move. Note that this damage does scale with her tank stats, that being her health and armor. Last thing is that during Gallop, this can be activated at any time. Paring up a slash just before landing on them will bring a bunch of damage their way, or you can simply slash at where the target is going to be if you know you wont be able to land on them with the leap. If still active, "Timber" will continue to Gallop upon landing from the leap.

E - Buck Kick Type - Active / Target Enemy champion Mana Cost - 50 Cool Down - 15 Seconds Damage Range - 300 Knock Back - 350 units Cast Time - 1.25 seconds

Description - "Timber" rears up on his front legs and kicks with his back legs toward the targeted enemy champion. The enemy hit take 70/100/135/175/220 (+ 50% AD) physical damage and are knocked back 350 units away from Rai. Any other enemies caught within the range during the kick will suffer the same knock back but only half the damage. This changes Rai's direction away from the targeted enemy during Gallop.

> In-Depth Rai's third ability is one that can be extremely useful. Whether it is to make picks, knock an enemy away from the fight or perhaps to get someone away who is chasing you, this ability has a lot of potential. It takes a targeted enemy champion within range and then basically boots them back away from Rai. Even though this is acts like a single targeted ability, it can hit multiple opponents who are within the kicking range of the intended target. Sure those opponents take only half the damage but they will be knocked back the same distance. One benefit to this is that is allows Rai to change Timber's direction during Gallop. Two catches to this however. Firstly you will lose some of your Velocity in the process. Second the direction will be away from the targeted enemy after the kick. So it will be based on the enemies positioning will determine which way "Timber" will start Galloping off too, if it is still active that is.

R - To the Rescue! Type - Active / Ally Targeted Dash / Area of Effect Heal Mana Cost - 100 Cool Down - 160/140/120 Seconds Dash Range - 3000/3600/4200 Units Heal/Cleanse Range - 250 Unit Radius Cast Time - 0.5~1.25 seconds depending on direction

Descrption - Rai targets an ally champion turns in the allies direction before charging through everything to get to them, including terrain. Upon arrival to that ally she will release a wave of hope around her that restores 100/190/280 (+ 5% Bonus HP)(+ 15% of targets missing health) and cleanse current CC to allies within the radius. This heal is reduced by 50% if Rai didn't at least travel 2500 units to reach the ally.

> In-Depth Rai's ultimate ability is a reflection of her kind of heart nature. She wants to protect her allies from harm and with this she is able to do so. Not only does this provide great map mobility but the ability to get to a team mate in need. Upon arriving she will release a heal, not only for the target but to any allies including herself. Plus this cleanses current crowd control against allies too, which can be major in turning the tides. This allows them the ability to survive and get back into the fight if need be. Note that the amount of time it takes to begin the charge is based on the direction of "Timber" to the intended target. The more behind "Timber" the target is the longer it will take for him to turn. However this doesn't stop Rai's movement during the cast time. During this Rai can be interrupted, but once she gets charging there is no stopping her. During the charge she moves at 3 times her movement speed. Keep in mind during the charge, if Gallop is active then she can freely slash away at any targets she runs through. Managing to get a hit off on a target during this is difficult but does massive damage. Go Timber! and Buck Kick are disabled during the charge. Gallop continues as normal if still active during the ultimate charge.

As of right now that is what I got for Rai, Glimmer of the Calvary. I want to know what you all think of this concept of mine. I decided to try a little something new with the format on this concept to give a bit more clarity to it. Hopefully it is easy to understand. I will be coming back to this later to add in some things, like item recommendations and perhaps some quotes/joke/etc. For now I would really like some feed back on her if you don't mind. If any of you are curious I also have a list of other concepts located right below. Feel free to check them out and put some feed back on them too! Anyways I appreciate you reading this concept and you all have a wonderful day.

CCOS Reviews Ethea, The Primordial Spirit Review Ednala, the Moon Mother Review Oasihl, the Ancient Famine Review

Previous Champions: Tragair, Eye Above the Clouds Ian, The Ranger of Will Kulden, The Frostbitten Blade Vivian, The Siren's Song Essencia, The Malicious Dervish Shaid, Lurker of the Dark Kalalipan, Kumungu's Plague Zingor, The Augmented Raseri, The Living Conduit

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25 Comments

ModEchoing7/5/2016, 2:41:48 PM2 votes

Stand back, I'm a certified hater!

For instance, I hate that you need to review 10 champions to get full CCOS bonus points. I mean, I was going to do this anyways, but it's the principle of the thing.

You CANNOT have a literal brick of lore. Line break generously, please, it's nearly unreadable otherwise. Similarly, having the in-depth talk in your abilities breaks up the flow - move that to the end, after the abilities, if you need to have it there. Also, if you HAVE to have it, don't re-explain the ability again - it's redundant. Explain its practical applications and why it's on the kit, not what it does.

The passive works. The damage isn't super necessary, but it works. No real complaints.

The Q's movement speed scaling is a touch unnerving, but the real difficulty is that the Q itself, as awesome as it is thematically, is pretty useless in practice since you need to time a slash in a direction to hit the enemy once for okay damage, then either deactivate immediately or keep galloping forward like an idiot and miss your target. Also, you're moving in a straight line, which makes you the second-easiest type of person to hit with a skillshot. It's really cool, but you might want to take a page from Guan Yu in Smite and just make it your ult, since as a basic ability, there's too many problems inherent with the entire model that can't be fixed with your general non-ult power budget.

The W, even at 450, is one of the largest dashes in the game. At 750, I think only Kha'Zix with evolved wings can keep up. Slightly concerning. Otherwise, seems alright due to the technical constraints it has.

The E's knockback is ultimate-level range. It is also the exact opposite of your job - not only does it clash with your current keep-moving style of gameplay, it is also putting the enemy you wish to stab with your sword 500 units away from your sword. You will note that of all the melee champions with knockbacks, they do so to protect their allies (Alistar), are trying to throw them into a wall (Mega Gnar), are traveling with the target (Shyvana, Poppy), or can just continue the fight from afar (Jayce, Lee Sin after a Q). You have none of these things - Rai is clearly meant to be charging around slashing things instead of shielding allies, and this ability runs counter to all of that.

The ult is...okay. It works, but really doesn't justify its slot over the Q as an ult. It seems like an attempt to offer utility outside of damage, but while the charge is alright, the heal is completely out of place on the kit.

It's actually a really cool idea despite how negative I sound (because I'm a certified hater, you see). I'd highly recommend you make the Q your ult, throw out the E for something that doesn't completely negate the whole purpose of your kit, and focus more on the whole always-stay-moving thing. Maybe an ability that temporarily makes you unstoppable while amplifying your passive damage?

Keep up the good work.

Doctor Fail7/6/2016, 4:38:08 PM2 votes

That’s a really nice passive. Even ignoring the bonus damage, it helps her enter fights with more impact and allows her to somewhat stick to targets. Most importantly, it definitely fits the theme.

The Q, too, is interesting and unique. Suited for hit and runs, meshing with her movement speed. This also enforces her identity as a fighter that’s determined to stick to an opponent. I’m not sure how viable the move is by itself,however , and it seems like you’d do a lot of quickly activating and then deactivating once you caught up to your intended target. Kinda like a mobile auto-attack. If you wanted to look deeper into or tune this ability I’d definitely say the attacking portion is the place to start looking.

The W, again, helps her keep on top of targets. I feel like it would be better off as a short leap that doesn’t directly scale with momentum, though. If you have the W simply sustain momentum for a little while after landing, you get to charge into battle, leap at somebody, and then run past them or keep up with them due to your Momentum stat. Balance-wise, you don’t really need your distance to increase on top of that.

I get the idea of the e: Dash past a fleeing straggler while slashing them with gallop, and then kick them back into the fight for your team to take care of. It also doubles as a "get off me" button if you caught up with someone but instantly began regretting your life choices. I think it would be better off as a single target move rather than an area of effect one, though. Rai has so many tools she can use to keep up with targets that you have to be careful how you budget her ability to force their movement. Similar to the change to single target, I’d suggest removing the faster cast time. It seems unnecessary in the grand scheme of things.

The ultimate is functional. There’s nothing really wrong with it. It still doesn’t really feel right to me, though. The champion has so many different flavors of mobility at this point that the dash doesn’t feel as impactful as it should. The armor increases, while good, mostly deal with invisible stats that don’t have much visual feedback to them. The heal is good, but with so much of her kit encouraging her to run around faster than her team in order to stick to or punish stragglers, having an ability that moves her directly to her ally after a delay feels almost out of place, as does the heal. The move works, but I can’t shake the feeling that it’s not the best fit. Her kit is so movement based and aggressive, while her ult is so defensive and passive. I get the tie in with her personality, but it doesn’t feel like the move meshes well with what the rest of her kit is trying to do.

Overall I really like the concept and what you’re trying to do with it. She’s very mobile, very persistent, and plays intuitively to her theme. The ult doesn’t feel right, though. And I would definitely look into exploring new options with it if you get the time.

vigariopro7/4/2016, 8:36:03 AM1 votes

May e you could make that she can t use boots if snakes don t need boots horses probably don t need them either

Friendly Ram7/4/2016, 5:05:54 PM1 votes

Wow she seems really fun and a great concept. The flavor is great but not sure on numbers. Thank you for sharing.

MuffledGarbage7/5/2016, 12:06:04 AM1 votes

My reaction to seeing this character from top to bottom

(looks at Q) OH MAH GAWSH RIOT WHY HAVE YOU NOT HIRED THIS PERSON YET!?!?!?!? (looks at W) THIS. SHOULD BE A CHAMPION. (Looks at E) THIS WOULD BE ABSOLUTELY AMAZING TO USE!
(Looks at 1st part of ult) oh so Braum W without leap (Looks at 2nd part of ult) THAT needs some balance stuffs but other than that IT'S SOOOOO HYYYPPPPEEE MY BOI's

Universal Scarf7/6/2016, 1:19:49 AM1 votes

After Echoing has already reviewed, this can seem a little redundant, but I NEED THOSE POINTS TOO, BLAME THE CONTEST ORGANIZATORS!

So... The champion theme is alright - not something I would think will fit well with Leagues overall design (because I imagine how large Rai will have to be with her horse on the batlefield, looking at Hecarim). But after Aurelion Sol, Rek'Sai and Bard I will not be surprised they will go out of their boundaries again, especially for something that well-connected in theme.

The story is a well made description of the character, nothing too fancy, but well made. Like Echoing said, do some line breaks, paragraphs, etc., because it's hard to read even for me (a person that reads 100 pages of physics techbook for college every week).

Now, to the kit.

I like the passive, as Echoing said (damn you made all the points) it works. Damage might not be necessary by itself, Echoing is right, but I have a suggestion. Push that damage of running over on to your Q. There it will actually make more sense, since it's... a gallop. Not only in gameplay part of it, but in design too - because your abilities should be tied thematically, too. You choose a direction, and run with increased speed in a line, dealing damage to all enemies on the path, depending on built velocity.

Now to your Q. Once I read it, the immediate thought was "Hecarim". Just Hecarim, because it is a cleave in a cone. Echoing already made all the points necessary, but I will disagree with him in one thing - if you move it to your ultimate it will be exactly Hecarim, so dont' do that. Rather think of some other effect that you migh put over the speedy running in a line.

W is fine, but, as, again, Echoing said, tweak the range. 900 is a range of Zac's jump. 750 is a range of Kha's evolved jump. it's too much, even if requires building up Velocity for it. cap it at 500 and it will be fine.

E is good thematically as for horse, but not for a champion overall. I'll have to just reference you back to Echoings comment on this one.

Ult doesn't make sense to me thematically. From a champion like this I would rather expect something either Shyvana-like (leap and carrying enemies) or Sion-like (a marathon across the map).

Anyway dude, your concept is good. You should keep up a good work - thematically this is an amazing champion, and the mechanic ideas are pretty unique. You have a great potential.

sneezing slug7/7/2016, 2:45:33 AM1 votes

#CCOS Review NUMBERO UNO

I'm loving the theme here, her lore is well constructed and honestly I'd love to have a horse-back champion (As much as I love Hecarim, he's a centaur ghost spooker thing, not a person on horseback) and you've greatly constructed a concept here.

Also, I noticed you didn't have any reference art. Luckily, with the description you've supplied of your character I was easily able to find one for you, but of course it is up to you to use it or not

http://www.artofmtg.com/wp-content/uploads/2016/06/Inspiring-Captain-Shadows-over-Innistrad-Art-300x300.jpg

So, let's go piece by piece shall we?

#Passive: Velocity

Loving it. Seems like a mix of what we've already seen with Aurelion Sol's E and Hecarim's E, but you know what, seeing it in passive form was something I did not expect. I'm definitely seeing some jungler playability in this with her great map mobility and movement abilities.

#Q: Gallop Drive-by hack and slash! This is a really unique ability I'll give it that. Is it a constant slash in that area, or only slashes every few seconds/0.5 seconds so it is possible to not get hit by it? I'd make it a constant damage cone if otherwise, and I'd also say that you'd want to be able to reactivate the Q to cancel the ability, because bad stuff could happen and you'd just uncontrollably charge into their tower going FUCK FUCK FUCK NOOOOOOOOOOOOOOOOOOOOO

#W: Go Timber! Glad we got at least one lunge ability-- I assume this can go over walls? Either way it's a solid ability. I'd increase the cooldown on it ever so slightly, however.

#E: Buck Kick Love the thematic of this, and how it casts faster if you cast it from behind you. Kiting, ho!

#R: To the Rescue! This is an ability I can get behind, but I only find myself at a few problems:

  1. Don't you think that charge time is a little short? Shen's ult teleport is pretty long, almost a full recall duration, but then again you aren't dashing.

  2. Is she targetable while dashing? My worry here is that she'd dash somewhere, trail on 2/3+ tower shots and then when she gets there her health get's nuked because she rode through towers.

And honestly, I have an awesome suggestion for your ult. You mention how they'll continue charging to the location of the dead ally if they die, but what if Rai revived the ally upon arriving with starting health based on her current Velocity? I think that'd fit in to a great playstyle and would ensure that Rai is always coming to the rescue.

Either way, I really, really enjoy the ult.

#The Whole Enchilada

Overall, I give this a solid 9/10. Lore was a little patchy here and there but it was really solid. The ult seems like a Shen ult mixed with Sion's ult, and as I stated the passive feels like Hecarim/Aurelion's E, so I can't say that those two abilities were super original, but you took on those abilities in a different form and that's really what made up for it in my opinion, so I hope it gets a really good score in the CCOS. Great job ;P

If you would like to check out my concept, Oasihl, you can totally do so here!

Candurill7/13/2016, 10:55:10 AM1 votes

Hey bowie :D I had promised to review Rai for you and here I am :P

First of all, I love the character you've set up. Though I'd love to see a less generic heroine story, it works very well for Rai. I do think that you should take a look at what you wrote and take out some spelling/grammer mistakes and typo's (same goes for the whole post actually). Though I miself am not the best writer on the block, and I too make A LOT of mistakes, it usually takes another person to point out that something needs a closer look. Maybe flesh out her story a little, add some more depth :)

On to the Kit!!!

Her passive is very nice. Though I have a hard time imagining a 120 bonus in movement speed is fair, I do think that it fits her and the rate at which it is generated makes it a lot less strong than I thought at first. The only thing I find a bit lacking of this passive is that it does not interact with the rest of the kit. Although you have a movement speed based damage on the passive itself, it is not incorporated into anything else in her kit (for as far as I can tell). This passive and her kit would lend so well to an ability that would do damage or have an additional effect based on how much velocity she has. I really think you could do something more with that.

Her Q is very interesting. It's very unique and fits the character well. I only think that the usage of this ability would be a little hard, though we could only know that for sure if it was actually able to play her...But a good ability either way :D

Her W is a good solid ability. Nothing much to say about it. I like the way you make the damage scale with armor, since a fully armored horse jumping on you would indeed hurt more then a horse without armor (don't get me wrong, I believe that it will hurt either way...but I appreciate the logic behind it ;D).

Her E sounds a bit strange to me. So her horse just turnes around and kicks people back? wouldn't that look weird or take too long? It's interesting...Not much to say about it other than that it might be a little bit too much of the same...but thats just me :)

Her R...was a bit of a let down I must say. Although I do think it fits her well and that its a very cool idea for an ability, I don't feel like it should be an ultimate...Its just such a sudden supportive ability on a fighter/tank...Besides, last I checked, horses can't move through walls...I truly believe that you could have done some much more here!!!!!

WHERE ARE THE QOUTES!?!?!?! x.x

In the end I really think you've found a nice concept here :D Work out some tweeks with the kit and I would buy the champion instantly if it came out :P As a disclaimer, this is MY opinion...and you should just take from it what you want and leave the rest. We make concepts for ourselves, not for others (per say) so keep you Rai just how you want if you think that I'm wrong :P

Warlord Dienekes7/13/2016, 9:14:22 PM1 votes

First off, let me say that I also wanted to do a cavalry/knight style champion (though mine was going to be a knight and his squire working together). I definitely agree there could be more of those, and your concept gave me a lot to think about.

A few notes.

Her Q is a little strange. While generally, I think Riot likes making those large input altering abilities ultimates so that a new player doesn't have to swap between two radically different styles too often. But I don't exactly think that's necessary, so that's not really a problem.

What could be a problem is if the Q and the passive don't line up. If, for example, Rai doesn't have 60 stacks of her passive when she uses her Q she could just end up running into a minion wave and sputtering their for a bit. Which, would be hilarious, but probably not the intended reaction. I just think the transition would be awkward for the player in such a situation, even if escaping a weird pathing issue is only a Q a way.

It might be easier to give her an ability like: Rai moves to target location. At any time during her movement press Q again and she will attack all enemies in a radius around her. Can be re-cast 2 times per Q.

Just to throw that out there. I think it'd be a lot easier to control while having a similar feel.

W is a gap closer with a small bit of cc. Simple, useful, tried and true.

The E in mechanics is fine: Rai pushes everything in front of her forward and deals damage, then rotates to face the other way for her Q. Now personally, I think just going back and forth will not have anywhere near the necessary function of mobility, so she would likely just click out of her Q and then reapply it a second later in her actual correct direction after using this ability. But a multi-person alistair headbutt, now that is a strong ability. With all the ways to get in and out of combat that she has, I can definitely see a use for her. Personally though, I think this seems like an ultimate ability. Multi-man Alistar headbutt would be an amazing engagement tool. W in E/ult some of the backline toward your allies and go to town. But, I could be wrong there.

R, is interesting. I don't quite think it fits the kit for some reason. We have this very aggressive, in your face mess them up tanky/fighter, then her ult is running to make a healer/support move, generally away from backline of her enemies, where all her other abilities are begging her to go. But it's a strong ability, a group cleanse could be great against certain team comps. Better if they're immune to cc for a brief moment afterward. It's a cool ability, and I can think of a lot of champions that would love it, I just can't shake the feeling it doesn't fit.

Alright that's my criticism. Sorry if any of it sounds too harsh, I really do like the champion. There should be a bit more cavalry in the game.

vigariopro7/4/2016, 12:13:25 AM1 votes

Very nice just a little suggestion instead of the abilitys costing mana they would cost spead stacks so for exemple the q would be more spam able

Vorazun7/17/2016, 11:58:55 AM1 votes

A few things I would like to bring up.

In general, I feel that the kit does what it's supposed to do - thematically, it's an excellent fit. I do have some concerns, however, on how effective this champion is during the laning phase, or in the jungle (where they would be most effective), as you might have difficulty clearing without any kind of ability to do so, as your Q isn't the most useful, and the others have relatively long cooldowns. There might also be a little thematic overlap with Hecarim as to the specific role and theme of it in general, particularly how it might be similar in terms of horse/man (Hec is a centaur...though pre Shadow Isles..)

As to specifics, I feel that 1.25 seconds is an absurdly long cast time for the E, as any enemy is given far ample warning to your actions. In particular is the devestating effect that this has on your Velocity, losing you effectively all your stacks for doing it. It seems that this is anti-synergy given the kit that is presented.

However, overall I think that this kit is very thematic, but the thematics of it all come at the cost of the general feel and mechanical match.

Tannk7957/4/2016, 8:25:07 AM1 votes

I like the concept, but I have a little trouble with the passive. How often do you stop moving in league of legends? Literally ONLY when you get rooted or stunned. Otherwise you are moving. Where this does create counterplay for your champ. I think the passive is a little to easy to obtain. Most passives revolving around movement have some other form of counterplay. For instance, Yasuo gains a shield after hes moved a certain amount. You have to move A LOT to get that shield and its gone the instant you take damage. Sol also has a movement based passive. You move faster as you go straight but that speed drops dramatically after changing directions. Currently, your passive is only affected by hard cc. Hard cc that the enemy doesnt want to use on you (being a tank/fighter) but will have to to stop you. 120 Movement speed is A TON! Think about it. You are going to basically have 2 free boots of swiftness on top of what will probably also be another boots of swiftness or maybe mercs seeing how she is a tank. Imagine Hecarim running with his Charge but always on. That is so fast. And paired with someone like a Sivir. She would be like a Master Yi on steroids D:!

Basically, what I'm getting at is. The passive is easy to max out and fairly easy to keep it there. There either needs to be a real reason for her to stop moving (other than her ult - which seems to be more for saving someone out of position, or joining a teamfight late rather than some form of engage), OR there needs to be something else that can take that movement speed away from her.