Ayrina the Dancing Dervish

KumihoGoYangI·7/2/2015, 7:00:15 PM·3 votes·1,488 views

Opportunity : If you wish to showcase a drawing of this character, I'm totally open to it. Have fun! I'll give credit to the artist.

Dervish : a member of a Muslim (specifically Sufi) religious order who has taken vows of poverty and austerity. Dervishes first appeared in the 12th century; they were noted for their wild or ecstatic rituals and were known as dancing, whirling, or howling dervishes according to the practice of their order.

May I present a champion concept dedicated to a Dervish, specifically "dancing and whirling".

Ayrina the Dancing Dervish Predicted role : Initiator/Support Approximate playstyle : Orianna Secondary Resource : None/Cooldown Unique Mechanic : Ribbon

Passive : Whirling Dervish

Auto-attacking or casting a spell grants a stack of Whirling Dervish (max: 5). Each stack grants +4 Armor and MR for 4 seconds. Casting a spell or attacking refreshes the duration. Max stacks enables an additional effect on her spells.

Q - Ribbon Whip Cooldown : 16/15/14/13/12

Launches an arching skill shot towards the cursor (think Diana) that attaches her ribbon to the first Champion hit. If the unit is an enemy, it deals 75 (+25 per level)(+.3 AD) it is snared after 1.5 seconds. Whirling Dervish Effect : A secondary spell appears which allows Ayrina to pull the attached unit to her over 0.5 seconds, knocking up units that collide with the snared target.

W - Devri Veled Cooldown : 6/6/6/6/6

Rapidly spins, dealing 120 (+40 per level)(+.5 AD) damage to enemies over 2 seconds in a small AOE around Ayrina. Ayrina attaches her ribbon to the closest enemy champion when activated, or the first allied or enemy champion that enters the AoE within 2 seconds. Whirling Dervish Effect : Ayrina takes 20% reduced damage from all sources for 1 (+0.25 per level) seconds.

E - Soar! Cooldown : 24/22/20/18/16

Can only be used if Ayrina's Ribbon is attached to a unit. Ayrina flings herself into the air. If the attached unit is an enemy, Ayrina deals 60 (+30 per level)(+.1 AD) damage at the height of her jump. Ayrina then lands on top of the attached unit. Whirling Dervish Effect : Ayrina instead propels herself to the opposite side of the attached unit at an equal distance from when she casts Soar.

R - Curtain Call Cooldown : 100/90/80

Channeling - Ayrina unfolds her ribbon so that it surrounds her completely with a radius equal to the length of the ribbon. After a 0.75 seconds, she pulls all enemy units in the area of effect towards her at 100 MS per second for 1 second, dealing 175 (+175 per level)(+.5 AD) over 1 second. Whirling Dervish Effect : The pull starts immediately (without the 0.75 second delay), dealing 175 damage on contact, and the duration of the pull is extended to 2 seconds.

Some synergies:

  1. To escape some situations when it's 2vX, she can Q to her ally with full Whirling Dervish stacks, Soar over, and pull the ally to her. This can create serious space between the chasing opposing team.
  2. Attach the ribbon onto a diving champion, have them initiate, then use Curtain Call to pull the entire enemy team. However, it may be difficult to engage this way with her Whirling Dervish active. However, without the passive you can then Soar and engage 2v1 on the diving champion's target.
  3. Use Ribbon Whip on your carry, and use your ult to disengage. Again, it may be difficult to have Whirling Dervish active.

The kit is balanced by the fact that it is extremely versatile and supportive in nature, but gives a challenge to manage your passive to maintain maximum efficiency. The weakest matchup for Ayrina are against wave clearing champs and poking champions who have a window of opportunity between each creep wave because her effectiveness needs time to ramp up. However, if the lane is passive, it is feasible to be constantly have your passive during laning phase. You can potentially save yourself against junglers that gank from behind by having your passive up and using Soar to jump behind them. She also has the potential to fight due to her spread out interrupts plus her defensive boost from her passive.

Thank you for reading this concept. If you need anything clarified, I will gladly answer them. Also, please let me know what you like or don't like! I hope that there is a bit of both, which means the design is good.

12 Comments

Vbunnie7/2/2015, 8:21:23 PM2 votes

actually a good concept reminds me a little of my concept I will link it here.....http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/szlzjcmK-review-please-champion-concept-earl-the-poolsharkrebootrelaunch-final-version I am willing to do review trades

sneezing slug7/3/2015, 3:33:41 AM2 votes

Neat concept! Not half bad at all! I like the idea to it.

Mind checking my champion out?

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ZzT459oM-warhorse-the-foundation-of-strength

ralsei7/3/2015, 10:03:10 PM2 votes

I really like this!!! Here are some things that I think would help balance and give her a better feel in gameplay.

Q - Ribbon Whip Instead of it being snare-on-hit, it should be a snare-over-time (like Karma or LeBlanc).

Passive - Without Snare: If Q is hit again, does damage. Passive- With Snare: She will spin (dash) to the snared unit.

W - Devri Veled

I think this should be a small AoE (think the size of a dervish dress relative to the model) where she spins.

Passive- Without Snare: Reduces damage for small duration (Same as yours) Passive - With Snare: All enemies in AoE will bleed doing DoT damage

E - Soar! This one seemed a bit off to me. I feel as if it didn't fit to her character or champion (No offense!) so I will give 2 suggestions on it!

1.) When the enemy unit is attached to the ribbon, pressing E will cause DoT for as long as they are tethered. If the unit was snared by Ayrina, the E will cause her to jump to the unit.

Passive- Without snare: She will lifesteal from the attached unit. Passive - With snare: She will land behind the unit also doing small aoe damage.

2.) (--This one changes E for the most part--) Ayrina spins, giving herself a shield.

Passive- Without Snare: She will gain a speed boost Passive - With Snare: She will pull the snared unit to her, knocking up anything the unit passes through (Think J4's EQ combo).

R - Curtain Call Does large AoE damage, causes ribbons to attach to all units around her. After 1.5 seconds, all units are snared for 2 seconds.

Passive: Snare is triggered in .75 instead of .5 seconds.

(Ult can be comboed all abilities. Q will make her dash to the closest unit to her. W is the same with snare. E will have all the snared units be pulled towards her.) (Also, i think if it worked like that, if they had a thresh on the team, she can ult, snare, lantern, E, which would be a super engage.)

Vbunnie7/6/2015, 8:01:45 PM2 votes

ok the issues i see is you have two snares. I am not a big fan of two snares one can be a snare but the other should be something different perhaps an entangle for the ult? W also should not be a random champion because randomness in league means that the ability is unreliable and if there is no way to control who gets hit the e is also unreliable. Secondly this champion feels a lot like katarina with a snare. also what is the point of landing on top of the unit? The other issue is this champion also is nothing but hard cc which can be a problem. I would suggest eliminating some of the cc for perhaps more damage/poke or even some form of gap closer/stealth perhaps maybe even one that pulls you to the target and probably not on top of them either because how can they get you off unless of course you are on top of them for a short duration and untargetable???

KumihoGoYangI7/6/2015, 11:23:16 PM1 votes

Changelog : 7/2/2015 - First Release of Ayrina the Dancing Dervish

7/5/2015 - Changed some wording of skills to clarify effects of Q (snare after delay) and W (AoE larger than model). (Thanks LordOontz!) Changed layout of first post (Thanks Crewx!)

7/6/2015 - Changed effect of W. Removed random attaching ribbon, added ribbon with some lasting power! (Thanks VBunnie!) Added cooldowns and concrete numbers to the skills to give a better picture of how everything works.