Champion Concept | Venera, the Crystal Hand

SkylarHylar··3 votes·2,947 views

Venera, the Crystal Hand Region: Shurima Race: Brackern

Basic Info: Awoken by the song of another (Skarner?), she goes to find her own kind. Every crystal is precious to her, and unifies with whoever can help her to reclaim them.

Quote: "Even if we are broken, we can reunite."

Stats at level 1: Health: 600 Mana: 400 Attack Damage: 53 Attack Range: 200 Attack Speed: 0.675 Armor: 35 Magic Resist: 30 Mana Regeneration: 11 Health Regeneration: 2 Movement Speed: 335 Adaptive Force Preference - Ability Power

Passive - Shards of Venera Upon attacking an enemy champion, apply "Weak" for 2 seconds (Weak reduces their damage by 25%). (20 seconds per unit) Q - Crystalline Spike | Cost: 70 mana | Cooldown: 16 Seconds Shoots out a spike, dealing 75(+30% Ability Power) Magic Damage to the first enemy champion hit, and slows by 30% for 2 seconds.

W - Piece of Us | Cost: 15% Maximum Health | Cooldown: 30 seconds Places down a Crystal that lasts 20 seconds, and has 3 Health. It has an Aura range of 400. Upon being broken, after a 0.5s slowing aura of 30%, the Crystal explodes, dealing 30(+5% Maximum Health) (+10% Ability Power) Magic Damage and rooting for 2 seconds.

E - Restoring Frequencies | Cost: 60 mana | Cooldown: 10 seconds Heal target Allied Champion for 60 (+20% Ability Power). If the target is within the Aura range of a Crystal, double the healing.

R - Shard Song | Cost: 100 Mana | Cooldown: 180 Seconds Target Allied Champion gains a shield of 100(+10% of Venera's Maximum Health) (+50% Ability Power) that decays over 6 seconds. After 6 seconds, crystals shoot out, dealing 30(+5% of Venera's Maximum Health) (+10% Ability Power) Magic Damage around the Ally (400 Range) and applies "Weak" for 2 seconds.

Recommended Items: Health, Healing Items, AP

8 Comments

Queen Jacquelyn2 votes

Oh my gosh, this is so cute! I love the crystal theme. So just 2 comments: 1). Switch the E & the W just cuz heals are typically W and shields are E. 2). Her passive just seems a tad underwhelming and doesn't really fit the rest of the theme. Just a couple thoughts, but otherwise I love it. Before I go, just to clarify, would she be a tankier support because of the range and health?

SkylarHylar1 votes

At first I didn't imagine her to be tanky, but figured it would match someone made of crystal.

I wasn't sure what to do for the passive. The initial concept was a healing support that would buff people by giving shards to allies, then upon death, all but one of the shards would be broken, and the one that wasn't would have to be protected for a bit until she revived.

Queen Jacquelyn1 votes

Well, her abilities do scale with health as well, so tankiness seems to be in her favor.

I do like that idea, but I like versatility even more. So, maybe having her passive apply to enemies and affecting them instead would be something I would suggest. I know that at least some people (me) would try to use her tackiness to put her in the top lane, so maybe giving a little more to that option would be nice.

I just remembered that ALL core supports require a form of hard cc. So maybe you could work that into the passive for a Stun or the Q for maybe an airborne or a root?

One more thing, nerf the ult's shield a tad and buff the damage.

ChaosReyn1 votes

I want to ask about the W, specifically. It has an aura range of 400 for...what? I understand the AoE radius, but you never really specified why it has an aura (and hence, why anyone would wanna break it)

Also...who breaks it? Enemis or allies? Is it a 20.5s delayed root? Or is it a zone you can set up then dramatically shorten?

I need more clarity with that one.

Queen Jacquelyn1 votes

My interpretation of the crystals is that they just boost her healing effects if the target is within range of the crystal. It also deals damage and slows if an enemy attacks it and destroys it (so like a visible Teemo shroom that benefits Venera (and her team) that only deals damage and slows if you attack it). So based off of what I just said, I feel like there should be more incentive to destroy it, so maybe tie the crystals' auras into the other abilities and/or passive????

ChaosReyn1 votes

I like the concept, dont get me wrong, it's just like the crystal spires giving skarner a bunch of unique effects. There's plenty of room to do things with them.

I just dont know if there's enough incentive at first. I'd honestly have an aura that boosts allied stats in the zone, similar to taric W, in addition to amping the healing effects. But, I'd also give melee champs more time to get away from them, and allow either team to break them early.

Queen Jacquelyn1 votes

Yeah, I feel like the W is a little underdeveloped.

That might work, but I feel like they can only be either ability enhancers or ally buffers

ChaosReyn1 votes

Well, Taric's armor buff isnt all that strong, if you think about it. It's good...but without the active giving it a shield, and all of his other abilities being able to cast from both him and his armored link, it's not enough.

This would be a similar concept - like a mix of both taric and skarner - where it could do both, but only in the zone, and the zone itself isn't a very wide one.

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