Amoline Hastur, The Shadow Witch

SulkingKING·5/20/2015, 9:20:23 AM·1 votes·636 views

LORE:

Amoline, her husband Gregori, and her daughter Annie are a powerful family. Together Amoline and Gregori founded the Gray Order, a group of social and political outcasts from Noxus who sought to leave their neighbors in peace as they pursued dark arcane knowledge. They made refuge in the unforgiving wastes of the Voodoo Lands, just southeast of The Great Barrier.

Annie is now well known as a champion in the Fields of Justice, and is steadily growing in both mind and body. As Annie's mother, Amoline has the responsibility of watching over her child, and that is why she made the decision to apply at the Institute of War alongside her as Gregori would stay behind and watch over the Gray Order until their triumphant reunion as a family once more. However, Amoline was originally declined from fighting on the Fields of Justice, being told that only one of her family members could be accepted at the time.

Five years after their initial applications, Amoline returned to the Institute of War to see how her child's power had grown and to apply once more to join the League of Legends. This time however, Keirsta Mandrake, the High Council of Equity member who tested and approved Annie's application stated that since Amoline is the mother of the Dark Child and it has been a long period since she first applied, her application should be reviewed and she should be tested. There was a vote among the members of the High Council and the voting ended unanimously towards allowing Amoline to be tested.

Being of both a refuge of Noxus and a powerful witch, Amoline has many dark tricks up her sleeves. Unlike her daughter however, Amoline does not have an affinity for the flame. Instead, Amoline focuses on tapping into the power of her enemies rather than her own raw energy. Syndra- _"It shattered my reality to know that a child is this powerful. Then I met her mother." _

ON TO THE KIT:

Amoline is a witch with powerful control spells, twisting her enemies minds and leading them into harms way with her forbidden magic.

Passive - Amoline passively gets 10% Spellvamp, and deals increased damage to targets affected by CC effects.

Q - Spellbind: Amoline binds a target enemy for [X] seconds, dealing AP damage to them over the period of the bind. If a unit is killed while under the effect of this ability, they will become Amoline's familiar, following her and helping her in battle. Amoline may have up to 4 familiars at one time. Familiars may include: Enemy Minions (all kinds + super), Small Jungle monsters, and Enemy Summons (Malzahar voidling, Tibbers, etc). Familiars have increased stats from their original form, and last until death or if summoned, timer ends. Examples of enemies that CANNOT become familiars: Enemy heroes, Large jungle monsters, Boss Monsters, Wards, Traps.

W - En/Tropy: EN Amoline targets an enemy champion within range, she will begin to use their resource pool instead of her own until they leave her range. If the champion uses health, it will deal damage to them equal to [X]% the mana cost. TROPY Amoline targets an allied champion within range, she will begin to use her own resource pool to fuel their abilities until they leave her range. If the champion uses health, it will deal damage to Amoline for [X]% the mana cost, but cannot kill Amoline outright. This ability may be used on both an ally and an enemy at the same time, equalizing the cost. (IE, if you target an enemy Singed and an allied Singed, when the allied Singed uses Mana, the enemy Singed loses mana instead.) This effect uses even more resources if the target is affected by CC thanks to Amoline's passive.

E - Madness: Amoline channels for [X] seconds, then causes enemies in the targeted area to taunt and attack eachother for [X] seconds. If used on a single target, the enemy will wander aimlessly. This counts as a Crowd Control effect.

R - Possession: Amoline becomes a shade and melds her body and mind with that of her enemy, assuming full control of the enemy champion and their abilities for the duration or on death of the victim, and then is ejected. While possessing an enemy, that enemy may still be attacked by your teammates and healed by theirs, and deals damage only to their own allies for the duration. Amoline becomes invincible during the effect as she is literally inside the enemy champion. This effect may only be used on an enemy who is stunned, feared/terrified, snared, bound, taunted, or suppressed. If the enemy is a champion with a revive effect, such as Guardian Angel, Amoline is ejected upon the proc of said effect. When Amoline is ejected before her victim is killed, the target will take [X]% of their max HP as damage. (Sidenote: If Amoline Possesses and enemy and moves into range of the enemy healing fountain, the enemy champion will be healed and Amoline will take pure damage from the fountain laser.)

ROLES:

Amoline can suit many situations well, but excels in being a jungle mage, or a mage support. She lacks in damaging abilities however, and focuses around CC effects, making her more utility than anything else.

Her E allows for the suppression of a group of enemies, forcing them to attack eachother, and increasing her damage on the targets affected thanks to her passive. It does not do direct damage however, so it's best to use it when either your Q or R are available. This ability can be used to escape, set up ambushes, take jungle camps, clear minion waves, or generally suppress your enemies.

Her Q is her only direct damaging ability, and deals extra damage if the target was already affected by crowd control effects. Using E into Q is always a smart move, as you'll deal more damage and keep the enemy you chose to snare suppressed for longer.

In lane, successfully baiting an enemy to dive you under tower will have been their most grave mistake, as Amoline can easily take advantage of this and force the target to wander aimlessly with her E, and then stay under tower for even longer with an easy snare -- And if that wasn't enough, she can possess the enemy when they're snared to keep them there indefinitely snagging an easy kill.

Out of lane, she's equally as strong. Since she has the ability to have up to four familiars at one time, if enemies are caught out in the jungle she can handle her self. First suppressing her enemy's resource consumption with her W she then forces them to taunt and attack eachother or wander aimlessly if solo with her E, removing bonus resources and dealing more damage for her next use of Q as they will be under the effect of her passive, and finally into her R. All the while, her four familiars will be chewing away at her enemies' health bar.

She would be rather squishy, despite being a jungler, so if you're not careful, you'll die quickly. Unlike most junglers, her best starting camp just might be the raptor camp to gather up to three familiars immediately. Let your Familiars do the work. By making the neutral camp fight among itself first with your E, landing a basic attack or snare to do damage to any of the units in the camp, and allowing your familiars to take the agro after the taunt effect ends you can avoid taking damage and getting an easy camp, and possibly replacement familiars.

INTERACTIONS:

Amoline would obviously have quite a few things to say to her daughter Annie that she hasn't seen for five years.

I'm sure the Noxians also would have a few things to say to her, being an outcast and all.

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