Glee, the Unholy Saint

Stacona··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

UnboundHades1 votes

neat idea passive seems a bit op tho

Stacona1 votes

I don't think so, the kill deficit passive should feel vastly strong since it is meant to create comebacks and try to counter the gold deficit your team has. Where as the kill lead half I was thinking of not having anything, but then discouraging the player from getting a lead is not something you want, so some heal power is a nice reward that will never feel like it is snowballing against the enemy (there is even huge fall offs the bigger the lead you have to never get to the point of insane healing) since gold and exp is already good enough for being ahead.

So the "OP" part of the passive is not something you actually want because it entails being behind in the game and losing, but it allows the opportunity for the healer to make big plays by being aggressive when behind and try to get the team back into the game.


To clarify, getting kills when behind makes Glee lose ability power - but worth it since your team gets gold and exp to try to make the comeback. Dying when ahead makes Glee lose Heal Power, it emphasizes Glee even further as a support and healer to protect her allies and keep them alive, otherwise she gets punished for it for failure to protect.

UnboundHades1 votes

It just seems like it would be amazing and make her kit broken or if your around even it would be almost useless until something happens

Stacona1 votes

She won't have a passive in an even game. But with a play-making assassin kit she can create action which then makes the passive give something. Even if she dies trying, at the very least she gets some ability power so she is never discouraged from being pro-active which is more-less the healthy recipe to create a healthy dedicated healer for the game.

ModThe Djinn1 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.

Stacona1 votes

Q damage is not absurd at all, it also places her at the opposite side of the opponent which makes jumping to an enemy risky and then make it harder to jump back to an allied champion (and the return is only allied champions, no minions). Healing is only on allies. Also cooldown begins either after the second dash timer is up or you dash to an allied champion which gives the opponent time to run away.

Low base values and high AP ratios is to make sure Glee is not a tank.

Power budget does not mean equally distributed power for every ability, it means you have 100 Power to spend and can spend 80 on 1 ability and the rest get the last 20.

ModThe Djinn1 votes

{quoted}

Q damage is not absurd at all, it also places her at the opposite side of the opponent which makes jumping to an enemy risky and then make it harder to jump back to an allied champion (and the return is only allied champions, no minions). Healing is only on allies. Also cooldown begins either after the second dash timer is up or you dash to an allied champion which gives the opponent time to run away.

We may have to agree to disagree on this one -- the damage doesn't concern me so much as the combination of the damage + ally healing + mobility all on a single low cooldown ability with a range sufficient to make her inescapable.

That said, the new version seems much less problematic, which still giving her a lot of chasing power. The difficulty in escaping her and the massive healing is still a worry, but, since her time-to-kill is a bit lower and the cost has been raised, I'm not longer as concerned. Would be something I'd raise concerns about at a design meeting, but I'd ultimately probably decide that I'd need to see a prototype in play.

The new W also is a cool feature for a support-assassin, and I quite like it compared to the old massive speed boost -- it's a cool way to get her to her ally and then actually save their life while assisting with the kill. W - Q - Q [ally] is a nifty combo. I do think the cooldown might be a little low though -- she can get this close to 4.5 seconds for a targeted 1.5 second lockdown, which might be a bit frustrating to play against. I'd recommend putting it down to 10 seconds at max rank, which she could drop to 6 and still have 25% uptime on the CC, which is impressive in and of itself. I honestly think even in the 12-14 second range this would be a solid ability given her supporting power once she's W'd to a target and has an ally nearby.

Another possibility might be to mark enemies who have attacked allies, and limiting her teleport to them, or putting a momentary channel on it. The latter would let you keep the cooldown low AND fit well with her mobility, as you could bounce to a safe ally before teleporting back in, but it would cut down the edge case of being unable to catch her with a double-dash Q and a low-cooldown blink+CC W.

The E is interesting, but you might want to consider a cooldown on the shield passive itself -- if you build straight AP on her that's a 240-300ish hit point shield on every auto attack, and 6 seconds is a long enough decay time that it's easy to keep topped off. That's a lot of free sustain -- enough that I'm legitimately worried that no one will ever use the active save as a finisher, since they'll lose that S-tier sustain boost. Thoughts on that? There's probably an elegant fix somewhere, but right now I can't think of a situation I'd want to lose that passive -- especially since if you build Guinsoo's and Nashor's into AP on her you could shred people while shielding for around 200 health per second.

Again, would have to see a prototype to see if it really plays out like that, but it's something I'd keep an eye out for. I just fear the satisfaction of popping that shield won't be enough to balance out the gain from keeping the passive.

The ultimate is interesting -- Master Yi + CC that is best used on a front-liner to bounce back into the vulnerable targets. I like that quite a bit. How does it select targets though? Is it the closest champion within the 500 unit acquisition range? And how long are we looking at between bounces?

Power budget does not mean equally distributed power for every ability, it means you have 100 Power to spend and can spend 80 on 1 ability and the rest get the last 20.

I do understand a power budget, yes. :P

It was more that this single ability just sort of did everything you'd want on an assassin in one nice package, AND heals allies to boot. It seems like it's overkill with it's powerful three-fold advantage of damage/teamsupport/mobility + gapclosing on a super short cooldown. You've fixed some of my concerns now though, and the new version of the kit is much more interesting to me than the old one -- the W+Q especially is a really neat way to create a Support/Assassin. I may not agree 100% with your exact balance and implementation, but I absolutely LOVE the concept behind those two. :)

Stacona1 votes

I removed the dash on Q completely, can only dash to allied champions on it now.

There are no teleports in the kit.

ModThe Djinn1 votes

{quoted} There are no teleports in the kit.

My apologies: I had misread the W. It is indeed a dash. Oops. :)

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