Glee, the Unholy Saint

Stacona·5/23/2017, 7:23:34 PM·2 votes·355 views

And as his corpse is ripped to pieces, there is Glee drinking his blood and eating his flesh!

Glee is a female yordle that may have white as snow fur and hair, but after she finds her prey it turns blood red! Do not let her cuteness deceive you, or the fact that she is a healer, because she is out for blood and really anyone's blood for that matter. So you see a snow white fluff ball running towards you... run, just run away, and keep on running and do not look back!

Glee used to be among the greatest, oldest, and biggest church of all of Runeterra. This all changed when one day someone had a deep cut and some blood got into Glee's mouth. Something snapped inside of her and she turned into some kind of horrific monster from the inside, flying all over the place and ripping to pieces every last person in that place.

The church has been marked as abandoned and signs placed everywhere to keep away as Glee still calls that place her home. She is still not fully aware of what happened, and the loneliness she now has does not help her craziness, actually she still thinks people are coming in every week and she does her duty as before. Little does she knows those are just the corpses she left behind and the weeping of lost souls, occasionally animals wander on in, not too long though until they too get ripped to pieces and eating alive - Glee thinks she is just kindly playing with those animals the whole time too.

How Glee thinks she acts, which is a very sweet and kind loving pretty yordle, is not at all the reality of the situation of a cold-blooded, murderous monster of a shell that she used to be. It is really quite sad when you think about how Glee's life became to be and the true happiness she used to have.


Glee is a crossover of a holy mage and a death mage, use of the most forbidden and powerful dark magic! So her holy mage state is when her team has more kills than the enemy granting her shield and heal power per kill, which is taken away if she or her teammates die. Her death mage state is when her team has less kills than the enemy, making her the comeback queen, granting her a flat and % ability power bonus per kill the enemy team has over your team - you and your team getting kills reduces this bonus - since it grants a % boost to AP this makes it that more the enemy team bullies your team then Glee's comeback potential multiplies in power since the more % you get the stronger all the flat AP you have becomes.

Clarification and reminder, execute deaths do not give the enemy team goldless/expless kills. This is a mechanic that grants a healer a new way to play the game when behind and really be a player maker and lead your team to victory in your own hands! When ahead it is all about securing your lead and preventing your allies from dying.

Also Glee is a support-assassin and healer.


Basic Attack Range: 250 units [still melee, Glee extends out her claws while attacking, her magic is so powerful that staffs actually inhibit her power] Movement: 340 units per second Other Stats: Ranged Stats


Bloody Power (Passive): Range: 500 units Glee gains unique benefits based on the total kills on each team, which stacks infinitely, but not permanently.

If Glee's team has less kills than the enemy team then Glee gains 10 plus +5% bonus ability power per kill difference. If there is 10+ kill difference then all of Glee's magic damage deals true damage instead.

If Glee's team has more kills than the enemy team then Glee's abilities spews out Red from enemy champions which heals allies and Glee for 20(+10%AP) health per kill difference. 10(+5%AP) health between 6 to 10 kill difference. 5(+2.5%AP) for 11+ kill difference.

Current Red Healing Power: X(+X%AP) Current Bonus Ability Power: X + X%

Additionally, Glee's ability damage is increased further with Shield and Heal Power.

Death's Blessing (Q): Cooldown: 9/7.5/6/4.5/3 seconds; Cost: 50/60/70/80/90 mana; Range: 400 units Glee slits the target enemy's throat dealing 30/40/50/60/70(+30%AP) plus 5/5.5/6/6.5/7%(+2% per 100AP) missing health (max 200 vs monsters) as magic damage.

200% of the pre-mitigated damage is stored as Blood for the next 3 seconds, max 40/60/80/100/120 from minions and non-epic monsters.

While Blood is stored, Glee can cast Death's Blessing again to very swiftly dash to a target allied champion 800 units away and heal it for the Blood that was stored.

Happy Terror (W): Cooldown: 18/15.5/13/10.5/8 seconds; Cost: 75 mana; Range: 800 or 1600 units Passive: Happy Terror's cast range doubles if an allied champion within 2000 units took champion damage in the last 1.5 seconds.

Active: Glee leaps behind the target enemy. The next basic attack within 3 seconds will fear the target for 1.5 seconds.

Merciless (E): Cooldown: 10 seconds; Range: 500 units Passive: Glee gains 30/40/50/60/70(+30%AP) shield for 3 seconds whenever she affects a champion or epic monster with a basic attack or an ability, stacking up to 3 times for 90/120/150/180/210(+90%AP) shield. This passive is disabled while Merciless is on cooldown.

Passive: At 3 stacks Glee's next basic attack against enemy champions will detonate the shield releasing hot blood around her that damages nearby enemies based on the current shield value as magic damage while slowing them down by 70% for 2.5 seconds. Further abilities against champions and epic monsters will refresh the shield.

Resurrection (R): Cooldown: 150/110/70 seconds; Cost: 100 mana; Range: 500 + 500 units Glee leaps to the target enemy champion stunning it for 1.75 seconds while dealing 60/100/140(+50%AP) magic damage.

If there is another enemy champion nearby then Glee quickly leaps to that target, decreasing the stun duration by 20% and increasing the damage by 25% for every time Glee jumps to a new enemy champion.


UPDATE:

Merciless: Shield duration lowered to 3 seconds from 6 seconds, no longer decays. Active is now a passive, cost removed because of this. When the shield is at maximum power, the next basic attack against enemy champions will detonate the shield, ensures no attack speed builds. Slow duration increased to 2.5 from 1.5 seconds. Slow reduced to 70% from 99%. Abilities against monster and epic monsters will refresh the shield (if shield did not detonate).

9 Comments

UnboundHades5/23/2017, 7:28:27 PM1 votes

neat idea passive seems a bit op tho

ModThe Djinn5/24/2017, 12:20:27 AM1 votes

Death's Blessing (Q): Cooldown: 9/7.5/6/4.5/3 seconds; Cost: 50/55/60/65/70 mana; Range: 600 units Glee swiftly dashes behind the enemy target and slits their throat dealing 30/45/60/75/90(+60%AP) plus 4/4.5/5/5.5/6%(+2% per 100AP) missing health (max 200 vs monsters) as magic damage.

Glee stores the blood for the next 3 seconds which is 100% of the pre-mitigated damage dealt, Glee can only store a maximum of 50/75/100/125/150 blood against minions and non-epic monsters.

While Glee has blood stored up she can cast Death's Blessing a second time against target allied champions, swiftly dashing in front of them, while healing them for the blood that was stored.

So this is a pretty cool ability, but as written it has some big problems.

Namely, it's way too much healing, way to much damage, and way too much mobility. we're talking 2 dashes every 3 seconds with no cooldown reduction, along with a scaling (likely 12%+) execute with a solid base AP ratio. The consistent nuking potential and healing potential is frankly absurd.

If I build her as a pure AP assassin and have 500 AP, and I have NO stacks of either passive, the ability deals 390 + 16% of mission health. Against a 3000 health target at about 60% health (reasonable for a teamfight) this is a 678 damage nuke with 678 healing every 3 seconds, on a character who is jumping around and is incredibly difficult to hit.

The character is also impossible to run from, as she has a dash with a range longer than most attack ranges on a super low cooldown. You HAVE to kill her or you simply auto-lose.


Going to refrain from commenting on the rest of it (there are some good elements and some problematic elements that I see on a brief rundown), because I don't think I can properly analyze the kit until the power and utility of this ability has been significantly toned down. It's currently so dominant that I think it would overshadow everything else, and it's hard to analyze a kit's power when the power budget is so skewed.