[Champion Concept] Fyriel, The Spiritualist

Altun·1/8/2015, 12:31:11 AM·2 votes·1,009 views

After not really being satisfied with Azir's playstyle. I took 30 minutes or so to jot down a summoner champion idea.This post will be edited in the future to balance out some of the current issues I forsee with her. I limited the amount of models that would have to be created to 5 (Including her). One of her summons is a recolor of a previous Wolf creep, 3 of them are recolors of the same model with different skills, one is a fairly generic Knight, and one being a large Rock creature. The thought was to also give a second character out of the Voodoo Lands.

Playstyle in Summoners rift:The thought behind this character is that she has amazing mobility in terms of ganking and lane switching, however every single move she makes telegraphs her location and leaves her open to ganks. If you see a poison elemental, you know where she is near. The point of her is that to get the most out of her, you have to stay in the forest. The complexity with the strategy of this character would be, how to avoid ganks using wards around yourself, how can you best help your team without yourself getting in too much danger.

Playstyle in Dominion, Aram, and twisted treeline: For these maps she gets an item called Spiritualists Book. She can use this item to switch her Q to whatever spirit type she wants, but she is not able to change it again for 30 seconds - 1 minute. It will also add 8 AP per level. The spirits will also not be able to take control of turrets in Dominion, she will have to do it herself.

Appearance: Fyriel is an older lady who appears to be 60 or 70. She wears a grey cloak that covers most of her body. Her hood is down, showing her grey hair, pulled up into a pony tail. Her eyes are devoid of color, completely white. She carries a tome in her left arm, clutched closely to her, everywhere she goes. Its her security blanket. Knowing that the answer to almost any problem lies inside. In her right hand she holds a staff taller than her. The top of the staff is adorned with a ruby gem, one of the few points of color on her. The staff contains no magical properties itself, being used to balance herself when she walks. Her real power comes from communicating with the spirits.

Story is being worked on, but this is the current one so far. Deep within the petrified forest of the Voodoo Lands, there lay a small cabin. The occupant untouched by any of the forests inhabitants. The Grey Order tread lightly near it. Isolated from the rest of the world, lives one occupant. Fyriel. She has lived their since the Grey Order first stepped foot on the lands, unaging, and keeping to herself. No one knew what brought her to this place, however feeling the awakening of dark forces, she decides to leave her hermitage.

Passive: Ancestral Strength: Calling upon the spirits of the fallen on the battlefield, she strengthens her allies. All summons and nearby allies (600 range) will recieve a passive attack speed and damage buff based on the number of deaths on her team. (.01 attack speed per allied death/1% damage per 10 deaths) Q: Soul Summoning: Summons a spirit based on which part of the map she is in. However she is not able to move whenever the spirit is summoned. The range is wherever she has sight. The spirit beccomes the controlled unit for the duration of the summon, with the player being unable to move Fyriel The connection with the spirit can be broken by pressing E, allowing her to move freely. All summons have a basic attack that deals 70% of her AP in damage.

Being in the river will spawn a water elemental (with the ability to heal mana and hp). (Blue wisp) Her Q is Healing Waters which heals targeted allied units for 50/100/150/200 hp + (30% AP). Her W: is Blessing of the River which heals the targeted allied units mana for 50/100/150/200 mana.

Being near wolves will summon a dire wolf that causes a .5 second fear when it dissappears. (This is a somewhat ethrael, black wolf recolor with red eyes. its Q is Maul: Which causes bleed damage 50/60/70/80 intial damage + (1% bleed per second 200 AP.)

Being near the raptors grants her the ability to summon a Wind elemental, with the ability to lower enemy armor and deals ranged damage with blades of wind. (Small green wisp. )Her Q is a blade of wind that deals (100/200/300/400 damage with a CD 6 seconds.

Being near gromp will summon a poison elemental, dealing no direct damage but instead staying in place ,taking damage and letting out a wave of poison that deals damage that inccreases based on her AP. (Think a stationary purple wisp whos Q is a poison wave. Dealing 10/20/30/40 damage + 10% of her AP. A second skill ( passive) will be placed at the base of the wisp (200 range) causing 5% ap Damage if walked on)

Being near Krugs gives her the ability to summon Knights. Knights take decreases damage from turrets. (So this one is obviously a Knight.)

If she is not in a close radius to any of these creature she will summon a smaller knight, dealing 70% ap attack damage but having much less hp and defense than the larger version.

W: Wind Bullet: Fyriel sends a blast of air, that does not stop till it hits a target. It deals minor (60/80/120/140) damage, however it will push whoever it hits back (600/625/650/700), stunning them for .5 seconds.

E: Third Eye: Fyriel has the ability to summon a turret for free in the area around her. It lasts until destroyed, slowing the attacker by 20/30/40/45% on death for 1 second. (Cooldown 60/50/40/30) If she moves more than 1500 away from the ward, the ward will be destroyed. All wards she places have increased vision

R: Golem: Whenver this skill is used, she summons a rock titan at her location that she can control by pressing R. Every attack cleaves to nearby enemy targets, it has high defense and armor, however it can only move within 1000 range of her.

Stats: Starting HP: 400 Ending HP: 1600 Starting Mana: 500 Ending Mana 1700 Attack Damage (42 Ending AD 90 Attack Speed (.6) Mana regen 8.0 Range 500 Armor 20 Ending Armor 85 Move speed 325

8 Comments

Scorpoison1/8/2015, 2:59:49 AM1 votes

It's a really good concept however I feel as the complexity and the sheer amount of abilities / utility she has makes her almost untouchable.

Altun1/8/2015, 3:17:24 AM1 votes

@Scorpoison. Yes that is part of the issue that I need to fix with some thought. My original goal was to just give her some zoning, however I know that I have done that incorrectly. I think the amount of skills aren't bad if they are adjusted with a cooldown. each summon except for water has 1 active that can be a reskinned version of someone elses attack but in a weaker version. I just did not have time to go through and "balance" them yet. Doing a re-edit of the skills now and should be done in 30 minutes are so. My goal is to only work on this in 15-30 minute sessions because the breaks allow more time for thought. Lol. I just wanted to get the concept of a summoner who had to stay in one area while she summoned out there.

FlameHalbrdOkido1/8/2015, 7:47:55 AM1 votes

i agree, while the idea of summoning certain spirits is a cool idea, what you have is a bit much, how about instead decreasing the number to 4 and making her summon a spirit that represents the quadrant of the map that she is in. If you have seen the video explaining the new Summoner's rift then you will kno what im talking about. But you also have to take into account that people play other game modes, would her Q be comply lacking in Dominion?

FlameHalbrdOkido1/8/2015, 6:56:11 PM1 votes

so if she's not near any of them she gets a small knight, right? So if she only gets a small knight in Dominion, and Howler's Abyss won't player find her Q not as exciting?

FlameHalbrdOkido1/9/2015, 8:49:39 PM1 votes

Ok that's cool