Champion Concept: Elenor Trepe the Battle Dancer.

Captain Astora·10/8/2014, 3:43:06 AM·2 votes·1,416 views

This is still a WIP more Is to come including Tweaks, Lore updates, Art and other fun things. Also I love Constructive Criticism as I adore Champion Designing and want to hone my skills.

Section 1: Statistics.

Elenor is a mobile fighter with Better than Average movement speed. Her HP and Defenses are low however she makes up for this with her passive which makes it harder to hit her with Basic attacks and Skill shots. For survival purposes building lifesteal and some Health is not a bad idea. Elenor is a CD Champion and has no driving resources.

HP: 475+65/lvl (1580 @18) HP/5: 5.72+0.42/lv (12.86 @18) AD: 45+4.5/lvl (121.5 @18) Attack Speed: 0.645+2.3%/lvl (0.897 @18) Range: 125 (Melee) Movement Speed: 350 Armor: 15+3/lvl (66 @18) Magic Resistance: 25

Section 2: The Skills

Elenor's Kit is mostly designed for single target combat making her an excellent duelist. Her ultimate is the only contribution she can make against a large group and is suggested to be used either to set up ally AOE Nukes or for defense reasons. She can do decent in the Jungle but her lack of overall defense requires greater skill there.

Passive: Flowing Combat Due to Elenor’s dancing and constantly moving combat style every 2 Basic attacks against a single target moves Elenor behind her target.

Simple enough, hit twice and moves automatically behind the target delaying their attacks and making it harder to hit with Skill shots and sometimes AOE's. This makes her a good fighter versus other Melee fighters.

Q: Thunder Gem. Elenor’s blade becomes enchanted with electricity. On next attack she will deal an additional 20/50/80/110/140+1.5% Bonus AD Physical Damage. Last 6 Seconds. 30/30/25/25/20 Second CD

This ability works will with Flash Dance. It can also be added just before casting Perform to more AOE Damage to those caught inside it.

W: Graceful Arts Passive: Elenor gains 5% Attack Speed for every 50 MS She has.

Active: Elenor gains 10/20/30/40/50% Attack Speed for 7 Seconds and only requires 1 attack to trigger her passive. 15 Second CD

Steroid that works both offensively and defensively. At high Attack speeds her constant movement makes it almost impossible to hit her with Basic attacks.

E: Flash Dance Elenor throws her Dagger at a target (400 Range) dealing 35/50/65/80/95+0.25%AD As Physical Damage and teleporting to the target. 20/18/16/14/12 Second CD

Dash/Blink type move so if cast thru walls she will jump over them. It's a targeted spell so once it is cast it can't be avoided Except my Dodge/Spell Shields. Dodge/Spell shield will only negate the damage Elenor will still teleport to the targets location.

R: Perform. Elenor takes center stage. Her dance stunning every enemy in a 500 AOE around her for 1.5/2/2.5 Seconds. When the duration is over She throws a dagger at each affected champion dealing 100/150/200+0.75% of her Bonus AD Is Physical Damage. 90/80/70 Second CD

This puts Elenor automatically into her Dance animation. She does a single spin at the end of the animation which is what triggers the dagger toss. Can be combined with Thunder Gem.

Section 3: Description/Short Bio

Elenor is a Dark Skinned woman with Piercing yellow eyes and noticeable Tattoo’s on her chest and shoulders. She is a member of the Ha’lia tribe, a group of nomads who dwell within Shurima’s harsh desert. Elenor is a entertainer, singer, and dancer who is quite renown. She is also skilled in close range combat using her curved dagger. The dagger is fitted with a magical gem that is paired with another on her bracelet. The gems allow Elenor to call the blade to her or visa versa and enchante the blade with electrical energy for a short time. Elenor wear’s lose but decorative clothing that allow maximum maneuverability as well as draw attention to her.

Section 4: In Game. In game Elenor is a mobile fighter who excels at picking off lone enemies. In team fights she should be focusing on taking out the Ranged ADC or Supports while the team is distracted using FLash Dance and Thunder Gem.

Suggested Build: Movement, Attack Speed and Damage makes Elenor shine in battle. Lifesteal is a must to counter her weak defenses.

Boots of Swiftness (Furor) Zephyr Ravenous Hydra or Blade of the Ruined King Infinity Edge Phantom Dancers Lightbringer

Suggested Runes: Runes to balance out her Defences are a great idea. Marks: Greater Mark of Attack Speed X9 Seals: Greater Seal of Scaling Armor X9 Glyphs: Greater Glyph of Scaling Magic Resist X9 Quintessence: Greater Quintessence of Movement Speed X3

Suggested Masteries: 21/0/9 Use the masteries to finish rounding your your damage capabilities.

Offence: Fury(4), Butcher(1), Double Edged Sword(1), Brute Force(3), Feast(1), Spell Weaving(1), Martial Mastery(1), Executioner(3), Warlord(3), Dangerous Game(1), Frenzy(1), Havoc(1).

Utility: Phasewalker(1), Fleet of Foot(3), Scout(1), Summoner's Insight(3), Runic Affinity(1)

Voice work.

Champion Select: Battle is the ultimate dance.

Buying Boots: These are cute.

Moving: In a blink. Let's dance there. Lets find an audience.

Attacking: Can't touch this. I'm over here silly. My bloody dance.

When using Flash Dance: Time for an Encore.

When using Perform: Thank you everyone! Your last dance!

Jokes: I'm not a genie! (Reference to Shantae the Half-Genie who her dance comes from) Play me a tune! (When near Sona) Lets dance! I know you have it in you. (Near any Demacian)

Taunts: You have two left feet. You're so clumsy. My dance is bloodier then you. (When near any Noxian)

On Death: Curtains....closed.

9 Comments

MangoMudkips10/14/2014, 10:53:30 PM2 votes

Part 1 Looking through to find people's cool concepts and I stumbled upon yours and saw your were asking for feedback. I'm too lazy to go through stats, so I will just go through your skills.

Passive: Flowing Combat Due to Elenor’s dancing and constantly moving combat style every 2 Basic attacks against a single target moves Elenor behind her target.

This is probably what grabbed my attention the most with this concept, but it has a few flaws in it. One flaw I see is that any AOE type team will destroy her. She has no invincibility like Fiora, and her weak defensive stats leave her with troubling problems. It's okay for a fighter hyper carry like her to be vulnerable to CC, since there has to be a way to stop her, but having her be too fragile to kill someone can be an issue. One solution I see to this is by boosting her base stats, or adding a stacking buff system to her passive, which gives her defensive prowess every time it activates. Overall, it's a creative skill that is great to build a kit around.

Q: Thunder Gem. Elenor’s blade becomes enchanted with electricity. On next attack she will deal an additional 20/50/80/110/140+1.5% Bonus AD Physical Damage. Last 6 Seconds. 30/30/25/25/20 Second CD

A pretty bland concept, since a lot of champions have an empowering move. What also bugs me is the use of blades, like you are trying to make a dancer with blades, which seems to me an awkward combo between Katarina and Fiora. Choose one or another, most combinations like this don't end in success. I see how this could work with her kit, since having an auto-attack reset is pretty strong with her passive. One blatant problem I see with this skill already is the long CD. 30 sec?, for what, 50 damage? Even at max rank this skill has a 20 Second CD which is insane on almost every champion except for situational supportive and defensive skills. This isn't supportive or defensive though, and this long CD is not healthy for a kit like hers. She needs to be fast pace and ready to crush her foes. One interesting skill I saw that might be able to fit her kit (because of her dash) is a knock back skill.

"Elenor charges her next elegant dance move for 6 seconds. Her next attack will deal an additional 20/50/80/110/140+(150% Bonus AD) Physical Damage and knock back the enemy by 250 units. 10/9/8/7/6 Second CD

This new skill brings a new twist to the empowered attack table, because having a bland empowered attack skill can be boring. This skills can used to isolate her target, making it easier for her to keep them away and murder them with her moves.

W: Graceful Arts Passive: Elenor gains 5% Attack Speed for every 50 MS She has.

Active: Elenor gains 10/20/30/40/50% Attack Speed for 7 Seconds and only requires 1 attack to trigger her passive. 15 Second CD

A steroid boost for a fighter hyper carry champion is a must, and yours works fine. It works well with her passive as it provided a time where it becomes crazy to try to hit her. One that I find just strange, maybe because of the numbers is the skill's passive. It seems pretty useless as getting 100 MS only grants an additional 10%. Maybe make it more meaningful by giving the stats some boosts, scrap it, or rework it. Besides that, everything is good with this skill, but I would like to take an interesting take with this skill.

"Elenor gains 10/20/30/40/50% Attack Speed for 7 seconds and only requires 1 attack to trigger her passive. She also gains an additional 225 attack range by extending her high kick moves."

This way, it allows her to make some use of some crazy jukes in team fights, making her insane to catch (Like Yasuo :D). This also clears up some room in forcing her to give her a gap closer that would have to use some tweaks to make it more interesting and fit the dance theme (unless your sticking with the daggers).

67chrome10/8/2014, 6:02:14 PM1 votes

Section 1: Statistics.

HP: 475+65/lvl (1580 @18) HP/5: 5.72+0.42/lv (12.86 @18) AD: 45+4.5/lvl (121.5 @18) Attack Speed: 0.645+2.3%/lvl (0.897 @18) Range: 125 (Melee) Movement Speed: 350 Armor: 15+3/lvl (66 @18) Magic Resistance: 25

These are noticeably off from what the standard base-stat patterns are. Generally speaking base stats are really similar, and you should just copy them from someone really similar, like Master Yi or Katarina, for what you're doing.

1580 HP @ 18 is super low. Like, mini Gnar lower than low low. Average is ~1950 (or 2,000 for mental math), which Miss Fortune surpass.

Also - melee attack damage carries and fighter/assassins tend to have really high HP scores. Until very recently Jax was like #3, and Gangplank has among the highest level 1 HP scores. Champions with ~1580 tend to have revive capabilities somewhere in their kit, effectively giving them another 500+ HP you need to chunk through to actually kill them.

AD per level is a little high. +3.5 per level is more standard, with a ~55 base at level 0.

Attack speed is little low for an AD champion. AD champions tend to hit 1 attackes per second @ 18, unless they're Jinx.

Armor per level is a little low. 60 @ 18 is really low - most champions get a lot closer to 75. +3.5 per level is really common.

Magic Resistance would be the lowest in the game. All champions start with 30. Pretty much all melee champions get +1.25 MR per level, ranged champions don't. +1.25 per level and +0 per level are also the only 2 options for champions.

Section 2: The Skills

Q: Thunder Gem. 30/30/25/25/20 Second CD

Lucian, Ezreal, Fizz, and Corki can jump over walls on a significantly lower cooldown. With something like Empowered Strike or Sheen - you really need a low cooldown for it to seem skill worthy.

Also, consider how interesting most skills in LoL are. Even really dull ones like Empowered Strike have that Leap Strike synergy, and Taste their Fear has that isolation mechanic.

W: Graceful Arts E: Flash Dance R: Perform.

I'm getting a dagger-wielding champion that happens to be a dancer vibe from this kit, not a dancer that's a dancer.

In LoL - musicians like Sona harm people with sound, water mages like Nami harm foes with sea water, wind mages like Janna harm things with wind, time mages like Zilean harm people by throwing gears, inventors like Heimerdinger harm people by physically throwing a wrench at their face.

If you want to do a dancer champion, do a dancer champion - not a dagger-wielding champion that happens to be a dancer. Everyone has their theme, and they tend to be about that theme - not about a practical weapon with a theme as their hobby.

Section 4: In Game. In game Elenor is a mobile fighter who excels at picking off lone enemies. In team fights she should be focusing on taking out the Ranged ADC or Supports while the team is distracted using FLash Dance and Thunder Gem.

Her dueling potential seems pretty awful for being a fighter, that's ususally what fighters excel in. She also seems really fragile for a fighter - where even squishy fighters like Yi, Tryndamere, and Fiora have access to stuff like untargetability and invulnerability.

Assassin with solid team-fight potential I can see, she's pretty similar to Katarina in several regards.

Turn rates on champions in LoL are also instantaneous, so blinking behind someone serves no real benefit against auto-attackers. That's anti-mage 100%, seeing as avoiding skillshots is the only use for that.

Captain Astora10/9/2014, 2:45:42 AM1 votes

-Le Bump- Looking for more feedback. Anything to help me improve my champion designing skills.

Captain Astora10/12/2014, 7:19:58 PM1 votes

Been a few days. Le-bump

MangoMudkips10/15/2014, 12:15:13 AM1 votes

Part 2

E: Flash Dance Elenor throws her Dagger at a target (400 Range) dealing 35/50/65/80/95+0.25%AD As Physical Damage and teleporting to the target. 20/18/16/14/12 Second CD

This skill is kinda just boring. We have enough blinks like this, but this one brings nothing really new to the table. It also has dagger in it, which is okay if you are choosing the dagger path, but the way I see it, you aren't. In my last post, I moved part of the mobility aspect into her W, which is really just a lazy way to do it, but it's a start. This skill could just use a scrap, or a rework into something more interesting like instead tossing her dagger, sticking into the first target. Then by reactivating the skill, she travels to them (of course that's only if you are going the dagger path, the dancing path is a lot harder which is why I just scrapped this skill).

R: Perform. Elenor takes center stage. Her dance stunning every enemy in a 500 AOE around her for 1.5/2/2.5 Seconds. When the duration is over She throws a dagger at each affected champion dealing 100/150/200+0.75% of her Bonus AD Is Physical Damage. 90/80/70 Second CD

This skills doesn't really seem to fit her kit, as most hyper carry fighters like her don't have huge AOE CC. It seems clunky, out of place, and not fit for a champion like her. Also, the stun is really long, and is an instant game changer with such a low CD. By the time the next fight starts, it should be up and can be used to just jump in stun, and almost instant win depending on how many people she hits. Overall, this skill could be used on a different champion, but not her. What I recommend is giving her some extreme mobility in this skill, giving her some way to survive, or dealing insane damage to one target. The one I created may not be the best, or be what you had in mind.

Elenor harnesses the power of her gems (this weird lore thingy throw-in), and allows herself to soul leap 3 times (by left clicking, it uses a stack system like Ahri and Xerath). Each jump can go up to 700 units, and when she lands deals 75/115/155(+25% Bonus AD) physical damage in a 300 unit radius. 120/100/80 Second CD

This skill is a super high mobility skill that allows her to reach the back line with ease. This skills allows for a really crazy escape, but it has a highly long CD, so this skill has to be used at the correct time to get the best use.

NekoNekoTango7/10/2015, 9:19:34 AM1 votes

just an idea for her visual appearance, why not have some sort of fabric(those long flowing silky kind) around her arm, like those of (belly?)dancers,
which has a lighter shade or translucent color of her skirt/trousers, im quite hooked with the idea of "Entertainer Class Champions", for her head wear she can have a sort of Circlet(maybe with a gem, in color with her Daggers) as it kind currently looks kind of empty for dancer/singer/entertainer. item 2010 here have a biscuit for your efforts! :D