Daisy, the True Hero of Noxus

Stacona··1 votes·359 views

_Daisy is a skunk-like champion around the same size of a yordle. She brings out a sweet fragrance that either can heal others or lure others to her, and she can send out a foul scent to keep those that threaten her away from her as a defense mechanism. _

Daisy was abandoned when she was little so she never knew her real parents, but an older gentleman found her and raised her. The home she grew up in was one in the ghetto of Noxus, this is why she learned the ability to heal those unable to afford to go to a hospital and learned how to defend herself both through a foul stench and her father training her to use a small bow.

Daisy grew up in the worst part of Noxus, but not only was she taught and learned how to defend herself, she ended up being classified as a hero for her caring ways to help those that need it! The love that she shows to her home has made her essentially untouchable, those that know her will faithfully stand up for her and defend her as Daisy stuck up for them.


Daisy is a marksman-healer and one that requires the most team play where she helps her team and her team tries their hardest to keep her alive, she is the complete opposite of selfish play and is always thinking of how can she contribute to her team's victory; whether through her raw damage output or her high utility!

Daisy is a combination of a low damage and low range marksman, but she can "basic attack" an ally champion (no friendly minions or other other ally units) to heal them for a tiny amount and strike the closest enemy around the target (prioritizing champions) which artifically extends her attack range against enemies this way. These ally basic attacks can only heal her target if the shot would damage an enemy. Basic attacks under this condition also deal increased damage, so her weakness is if she is ever solo then she is weak, but with friends she becomes terrifying!

Recommended supports to pair with Daisy are aggressive tank supports to really make her healing to be very effective and able to turn a short range marksman into a longer than average range marksman.

Unique Runaan's Hurricane interaction: if Daisy attacks an allied champion then the bolts will seek out nearby allied champions instead of enemies at 40% of the main target's heal (matches the damage of hurricane bolts) and then they seek out a nearby enemy around that champion (again only heals if the bolt damages an enemy).


Basic Attack Range: 500 units Basic Attack Speed: 0.690 +3% per level Movement: 335 units per second Base Attack Damage: Level 1 is the same as other marksmen, but by level 18 has roughly 20% less base attack damage.


Homey Attack (Passive): Champion to Enemy Radius: 300 units Daisy can basic attack an ally champion, the attack will then strike the closest enemy (prioritizing champions) to deal 110% damage. If an enemy is damaged then the champion is healed for (+10%AD)(+25%AP) health, this is increased by 50% if the champion is below 0%(+1% per 1% critical strike chance) health.

Skunk Shot (Q): Cooldown: 15/14/13/12/11 seconds; Cost: 55/60/65/70/75 mana; Range: 1200 units Daisy fires an arrow in the target direction, dealing 60/75/90/105/120(+65%AD) physical damage and marking with Stink for 1.5/1.75/2/2.25/2.5 seconds against the first enemy struck.

If Daisy attacks an enemy with Stink then they become feared for the remaining duration and removes Stink.

Sweet Scent (W): Cooldown: 22/20/18/16/14 seconds; Cost: 100 mana; Range: 700 units Daisy let's off a sweet fragrance around her healing nearby allies and herself for 150/200/250/300/350(+100%AP) health and charming nearby enemies for 1.25 seconds. If an enemy had Stink on them then they are dealt 12/13/14/15/16%(+2% per 100AP) of the target's maximum health as true damage and removes Stink.

Homey Attack is disabled for 6 seconds upon casting Sweet Scent.

Spray In The Eyes (E): Cooldown: 24/21/18/15/12 seconds; Cost: 65 mana; Range: 900 units / 60 degrees Daisy releases a foul spray in the target direction in a cone to greatly reduce the vision radius of struck enemy champions for 2 seconds. This deals 120/150/180/210/240(+150%AD) true damage to struck minions and monsters and blinds them.

Got Your Back (R): Cooldown: 140/90/40 seconds; Cost: None; Range: 1200 units Daisy protects the target ally champion redirecting all damage and healing that the target receives to herself instead for the next 4/5/6 seconds, the target's resistances still apply. Homey Attack heals for twice as much during Got Your Back.

Got Your Back is disabled if Daisy has less than 15% health.


7 Comments

My belief is2 votes

Most of this is a zero effort stream of consciousness post

>low damage >marksman no. No. This is not how this works. Marksmen are high damage.

>basic attacks to heal allies also shoot the enemy near the ally no

>basic attacks only heal allies if they damage an enemy okay nvm this is fine

(my concern was "and so your team is always 100% HP because you have free heal spam")

Your passive is ridiculous. Let me elaborate.

It extends their attack range-- to a theoretical limit of 800. Practically, let's say "a bit more than 600".

But, not only does it do this, it is the perfect embodiment of "win more". If your ally is a melee tank, that does their job of running into enemies, you deal 10% more damage and they are constantly healing for 10% of your AD. My friend put it very succinctly as

broken in organized play, worthless in yolo queue

and I can't disagree with it because it gives you free healing for playing the game remotely correctly. Few passives are this strong.

I really like the Q and how it could interact with the passive range extend mechanically, because depending on how it prioritizes targets it'd create more options for you and opponents to dance with eachother in an intuitive way.

Your W-- it's a huge AoE, that heals everybody in range for a pretty respectable amount? You could easily go full AP, especially with the % max true damage. And then it charms.

At least you acknowledged a Charm+Fear combo would be dumb.

The E has an unreasonably long cooldown at early ranks considering its miniscule effect except at pushing waves hard-- also I feel like it has a bad name. It's not, but it just doesn't gel with the rest of the names as well as I feel like it should, somehow.

As far as the effect goes, it seems weird to have a really decent waveclear tool considering you're already a marksman.

Initially I missed that her ult also redirects healing, and said "her ult counters her passive", but this brings me to something else.

Why does she redirect the healing to herself? Logically speaking, it doesn't make much gameplay sense and it actually inhibits allies from doing what they'd want to do with a low health ally.

She is a marksman that redirects damage to herself. I cannot express my facepalm thoroughly enough...

A squishy has no business taking blows for somebody else.

Stacona1 votes

Low damage for a marksman, not low damage with marksmen items.

The passive's heal is not as significant as you may think since it is more like glorified in-combat health regen, it is something that is complete useless solo (cannot use it). but it is your greatest marksman steroid when working with your team. And yes the range increase is not actually 800 units, it is about 550-700 range from your enemy, most of the time it be 600 range which is Ashe range. The main balance point is team work and not allowing the heal be used outside a specific condition that makes some kind of meaningful sense.

Passive is just closest enemy, if a champion is in range then closest champion. Q is a single target line skill shot, rewarded for attacking the target as quickly as possible as the counter starts on Stink timer so waiting eats into fear duration.

Full AP on Daisy is useless. W is meant to be a powerful spell with a trade-off which is losing your sustain heal for a long time for the burst heal and losing out on your super steroid. Problem with heals is that they are usually always good, here I try to do trade-offs of exposing yourself to the enemy for the healing (passive) or giving up your powerful steroid for a powerful aoe heal and damage-less charm, I will get to the ultimate in a bit. Stink has options between a % max health nuke (is less damage than you think) or using the Stink for the fear.

E should feel mediocre of a spell because PQW are so powerful, R also has a strong, yet mediocre effect to balance out the kit for Daisy is not overpowered as all hell.

R is meant to be a super shield for an ally, but I want the shield to not be mindless to use and have a consequence for poor use which is the damage redirection which is why the heal redirection makes sense. You can also double the power of passive and W healing as well since passive healing is doubled and with lifesteal she heals a ridiculous amount to keep yourself and your ally alive (encouraged to use on your support-tank since the damage the target takes is still reduced by resistances).

So rather than have an always good ultimate, you instead have a support shield that can give yourself insane healing creating something that feels a lot more high-risk and high-reward. Plus an ultimate that is always straight forward powerful would make Daisy over the top in power since her utility is so high and her passive offers her a very strong steroid.

Existential Bard1 votes

You would need to change the name of your champion. Daisy is the name of Ivern's summon. This might cause confusion for players.

Stacona1 votes

People will not mistake Daisy and Ivern together, especially since you do not refer to a champion/player based on the name of an ability. Bottom: "Pick Daisy for me!" first pick picks Ivern instead... Does this scenario sound like it will ever occur? Or Daisy and Ivern are on the same team "Hey Daisy come push top tower with me!" Ivern comes over because his ultimate's name is Daisy, again I don't think this will ever occur since the champions have different roles for the team and different names.

And an ultimate would be something like "Ivern use R" or "Ivern use/summon Daisy" and will never be confused with a champion named Daisy since the situation is completely different.

Existential Bard1 votes

I'm just saying Riot wouldn't keep the name. It would be like me creating a champion named Tibbers. It would be confusing.

Stacona1 votes

Riot just uses the concept of the abilities without saying they got the idea from here, so the name is just for fun anyways.

Terakali1 votes

Actually, if you scroll back far enough, you'll find a kit titled "Kayn, the Shadow Reaper". It wasn't mine, but someone posted it a long ass time ago and large parts of his kit were brought in.

They didn't give him/her credit, per say, but still.

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