Maxima, the Goddess of Balance (Champion Concept)

StormheartKing·2/28/2016, 12:18:07 PM·1 votes·1,121 views

Maxima the Goddess of Balance Type- Support

Design- Maxima floats over the ground with the elegance of a goddess. She wields a scale at the end of a staff which she uses to pass out her judgement and balance. Half of her features are pure and white, while the other half turns dark and red.

Playstyle: Maxima deals out high risk, high reward punishments to her enemies. You can hinder your enemy more than any other champion, but beware you don’t also give them what they need to get an edge over you and your team.

Scaling: Maxima deals no damage with her skills, but she still builds AP. This is because her AP scales into her skills' duration. They start much at a much shorter duration than seen in the skill examples below, but gradually build up to a longer duration while building AP items.

Passive: Tip the Balance- Every tenth skill used on an enemy champion gives you the same buff the enemy receives, without the CC.

Q: Quiet Speed- Silence an enemy champion for 10 seconds. The enemy champion also receives +50% attack speed for the duration.

W: Running Dark- Make an enemy champion lose all vision for 5 seconds. The enemy champion receives +100% movement speed for the duration.

E: Dire Pace- Slow an enemy champion by 35% for 10 seconds (increasing to 50% over the duration). During that time, the enemy champion’s next attack will deal triple damage and free him of the slow. If the enemy champion doesn’t deal damage before the end of the slow, he will be rooted for 2 seconds.

R: Weighing the Scales- Heal any missing health from a target enemy champion. For the next 5 seconds, any damage that enemy takes is 10% stronger and converted into true damage.

While creating this, I also considered that Maxima's skills could be used on both ally and enemy alike, but I thought that would likely become too trolly (essentially making every skill a Bard ult/Tahm eating). Curious what people think about that though, if anyone has an opinion about it feel free to share.

12 Comments

StormheartKing2/28/2016, 12:19:46 PM1 votes

Of course, more balancing would come with cooldowns and mana costs, but I'm not gonna pretend I know what I'm talking about when it comes to that.

saihLfVQ342/28/2016, 1:08:18 PM1 votes

Way to insane. A 10 second silence on a mage would literally render them useless for the entire team fight. And a 10 second slow, even if you can auto and get out of it, still is insane with a combo of like teemo or something. your q w e combo would make a person instantly useless, pretty much meaning you can just fight 4v5.

Vorazun2/28/2016, 1:14:10 PM1 votes

I'm sorry, but I have to object to this concept on principle.

First of all, it's awfully trolly. It'd be like if you combined Bard and Tahm's potential to harm their team, then you squared it. Even with them though, they can't really intentionally improve the enemy. But here, that's the entire design intention. You'd need excellent communication just to make sure that you can chain or even lead in correctly, or else you're handing the enemy lots of buffs for no reason at all. As a support champion, I'm really unsure about what good it would really do to the team. It's also really really lacking counterplay in general, since everything appears to be point and click. The ultimate, I feel, is something that is in real need of changing, because it'd be like 'you wanna kill the guy? Nope', which is only further worsened if there is a lack of any coordination, so everything your assassin just did to shut down that fed Jinx? Nope.

Spaceman5pff2/28/2016, 1:21:17 PM1 votes

INB4 Godess of balance is OP as shit on launch