Emily, the Death in the Light

Stacona·11/15/2018, 8:50:25 AM·1 votes·1,311 views

Emily, a petite and pretty young lady, trained to be a warrior in her homelands of Ionia with her duo short swords in each hand.

Emily's motives are not pure of heart, she hid her true intentions well that even the trees had a hard time knowing what she was up to, until the day they figured it out. When this day occurred, Emily went all out and revealed everything, slaying everyone who had great power and then fled her homelands to roam the world.

Emily gained strength and skill to slay those also with great strength, skill, and power. When someone is too powerful for her to handle, she slays them using sneaky tactics, waiting for them to either be asleep, too weak to fight, become distracted, or seduce them and then stab them in the back. Whatever it takes, she will kill her target and then move on to another.

There might have been a noble cause for her ways long ago, but now she does it for the thrill of the challenge to figuring out on how to slay her foe.


Emily is a supportive assassin, she is great on chasing targets down and finishing them off, but terrible at getting someone low and this is her challenge. She is not brute force in her assassination, so her assassination is more a puzzle to figure out how to kill her target, being clever about her kill and feeling rewarded for the success - especially killing the strongest target on the enemy team!

Emily uses her ability to place her targets to fall asleep and charming her targets, both allows the target to be set up to take a beating and then to be finished off by Emily herself, swiftly running in and slaying the low health target.


Attack Range: 150 units Movement: 360 units per second Attack Speed: 1.275 +6% per level Attack Damage: Very, Very Low


Slaying Power (Passive):

Emily uses duo swords, granting her a high attack rate and double attack speed cap at 5.000 attacks per second. Only every other attack applies on hit effects from items. Emily's attacks cannot critically strike and her attacks do not interrupt her movement.

Emily cannot gain kill gold, gaining a kill grants her assist gold instead and the first assist gains the kill gold. All assist gold is doubled for Emily.

If Emily slays the highest gold income enemy champion, then all gold is doubled from that kill. The champion with the most gold is marked, only Emily and the affected champion can see this mark.

Power Slayed: X Gold

Power Hunt (Q):

Cooldown: 5 seconds; Cost: 50 mana; Range: 300/900 units / 180 degrees [90 degrees per sword]

Passive: Enemy champions below 10%(+8% per 100AP) health cause Emily to move 40/50/60/70/80% faster towards it while within 3000 range.

Active: Emily slashes the area in front of her in the target direction with each sword coming together, dealing up to 50/70/90/110/130(+90%AP) magic damage based on the target's missing health. Deals double damage if a target is struck by both swords.

Once the swords come together, and they did not struck an enemy, a beam is formed in the direction, dealing 30/45/60/75/90(+45%AP) magic damage to struck enemies, applying True Sight for 2 seconds, and refunding half of the cost and cooldown.

Gaining a kill or assist refunds Power Hunt's cooldown.

Seducing Slumber (W):

Cooldown: 20/17.5/15/12.5/10 seconds; Cost: 75 mana; Range: 450 units

Passive: After 10/9/8/7/6(+1 per 400 bonus health) basic attacks against a target within 1.5 seconds, the target falls asleep for up to 2 seconds. After 0.5 second, the next source of damage against it will wake up the target and cause it to be dealt 8/9/10/11/12%(+4% per 100AP)(-4% per 100 bonus armour)(-4% per bonus 100 magic resistance) of missing health as bonus magic damage (cannot go below 0%). The same target cannot become drowsy by Emily's attacks for the next 4 seconds after waking up from this sleep.

Active: Emily seduces all nearby enemies, charming them for 1.25 seconds.

Unknown Darkness (E):

Cooldown: 14/13.5/13/12.5/12 seconds; Cost: 65/70/75/80/85 mana; Range: 900 / 450 units

Emily creates a perimetre trap of alluring smoke at the target location for 3/3.5/4/4.5/5 seconds, causing all enemies inside to see everything outside of the circle to appear invisible, both their allies and enemies. Additionally, this smoke stops enemy dashes.

Unrelenting Thrill (R):

Cooldown: 90/75/60 seconds; Cost: 100 mana; Range: 750 units

Passive: Emily's attacks grant her a stacking 1/1.5/2%(+1% per 100AP)(-0.5% per 250 bonus health) damage reduction for 3 seconds, up to 10/15/20%(+10% per 100AP)(-5% per 250 bonus health) damage reduction. If this is a negative value, then Emily will take increased damage.

Active: Emily heals herself and nearby allies for 100/140/180(+75%AP) to 200/280/360(+150%AP) health based on her current stacks of Unrelenting Thrill.

Kills and assists refund Unrelenting Thrill's cooldown by 40/50/60%(-8% per 100 bonus armour)(-8% per 100 bonus magic resistance) (cannot go below 0%).


UPDATE NOTES:

Power Hunt: Added in a new effect where if the blades did not strike an enemy, then they form a beam attack when they come together as a line skill shot at 600 range past the blade tips, halving the cost and cooldown in the process.

(This creates more player choice, but it was mainly to give a way to proc spell thief stacks as a melee champion since she is not meant to be a relic shield champion. So she needed some kind of way to get the stacks at range.)

Seducing Slumber: Reduced bonus health penalty cost to +1 more attacks per 400 bonus health from +1 more attacks per 250 bonus health

Unrelenting Thrill: Reduced bonus health penalty cost to -0.5% per 250 bonus health from -0.5% per 200 bonus health (Total -5% per 250 bonus health from -5% per 200 bonus health)

Cooldown resetting mechanic increased to 40/50/60% from 30/40/50% Negative ratios become more punishing to -8% per 100 bonus armour / magic resistance from -5% per 100 bonus armour / magic resistance

(These changes (with Seducing Slumber) should have it feeling more like restricting a tank build rather than punishing any accidental bonus health acquired. Negative tank ratios are here so she is squishy, keeping her high-risk and high-reward gameplay, because otherwise she would just have high-reward with low-risk with a tank build.)


3 Comments

reba04211/15/2018, 3:06:48 PM1 votes

I really like the concept, but Emily seems a weird name for an Ionian. Also, the W's passive is too overpowered. And the health costs mean she can't get things like Font of Life or Targon's Brace without hurting herself. Besides that, this champion seems like a nice attempt at a Support/Assassin.

Stacona11/15/2018, 6:56:17 PM1 votes

UPDATE NOTES (1):

Power Hunt: Added in a new effect where if the blades did not strike an enemy, then they form a beam attack when they come together as a line skill shot at 600 range past the blade tips, halving the cost and cooldown in the process.

(This creates more player choice, but it was mainly to give a way to proc spell thief stacks as a melee champion since she is not meant to be a relic shield champion. So she needed some kind of way to get the stacks at range.)

Seducing Slumber: Reduced bonus health penalty cost to +1 more attacks per 400 bonus health from +1 more attacks per 250 bonus health

Unrelenting Thrill: Reduced bonus health penalty cost to -0.5% per 250 bonus health from -0.5% per 200 bonus health (Total -5% per 250 bonus health from -5% per 200 bonus health)

Cooldown resetting mechanic increased to 40/50/60% from 30/40/50% Negative ratios become more punishing to -8% per 100 bonus armour / magic resistance from -5% per 100 bonus armour / magic resistance

(These changes (with Seducing Slumber) should have it feeling more like restricting a tank build rather than punishing any accidental bonus health acquired. Negative tank ratios are here so she is squishy, keeping her high-risk and high-reward gameplay, because otherwise she would just have high-reward with low-risk with a tank build.)