[CCOS ENTRY] Howling Banshee Champion Concept (v 2.0)

ExpStealer·9/13/2018, 12:51:30 PM·2 votes·2,293 views

Review Here!


APPEARANCE:

https://i.imgur.com/WYjxEEJ.jpg (Screenshot from Dawn of War III's trailer)

What is the Howling Banshee?

In Warhammer 40000 (usually abbreviated to W40k) the Howling Banshees are the Eldar race's main melee unit. They are all-female, fast and precise Aspect Warriors who excel at locking down opponents in melee combat and killing them. They wear only Light Armor and are armed with Power Swords capable of cutting through the heaviest of infantry armor, as well as Shuriken Pistols. In addition they wear special masks, which amplify their signature shrieks to the point where they paralyze their enemies in fear.


The Howling Banshee in League of Legends

As a champion, the Banshee would very likely be either a Shadow Isles champion or an Ionian one. The basic characteristics of a banshee would fit very well with the dark, undead and bloodthirsty realm of the former, especially knowing that the original design drew a lot of inspiration from the old irish myth about "fairy women" (which is the rough translation of "banshee") who signal the death of a person by wailing and can predict it.

On the other hand the characteristics of the Eldar's Howling Banshees fit right in with Ionia - it is the "land of magic" and many of its champions use that magic in some form; we have the Vastaya (even though they're present elsewhere on Runeterra too) who are basically half-human, half-animal; Ionians worship a spirit-god and since the war against Noxus who's to tell how many warriors have gone rogue? In comparison, the Howling Banshees use a psychosonic shriek to terrify their opponents and signal their deaths, which can be interpreted as some magical ability, aren't human even though they're very similar in appearance, and worship the Eldar god of war - Khaine.


Base stats

Health: 520 (+ 71) = 1727 Attack Damage: 54 (+ 3) = 105 Attack Speed: 0.72 (+ 3%) = 1.08 Basic Attack Range: 125 Armor: 25 (+ 2) = 59 Magic Resistance: 30 (+ 0) = 30 Movement Speed: 345 Resource: None


Abilities

PASSIVE: Entering a brush while out of combat makes the Banshee invisible for 1.75 - 6 seconds (based on level) and can only be revealed by True Sight, Control Wards and suffering enemy damage. Starting at level 6 killing an enemy champion within 2.5 seconds of leaving stealth allows the Banshee to re-enter stealth immediately (even in combat).

Q: Exploiting Strike The Banshee dashes to the nearest enemy champion, large or epic monster affected by hard CC (stuns, snares, suppressions, fears, charms, etc.), or one that's being displaced or airborne. She then strikes her victim, dealing 50/60/70/80/90 + (90% AD) physical damage, which can critically strike, dealing double damage. Exploiting Strike does not affect the CC that the target is suffering from in any way. Can target airborne enemies who are not being affected by CC, such as Yasuo during his Last Breath. INVISIBLE: Can be cast on non-CCed targets.

Cooldown: 16/14/12/10/8 seconds Cast Range: 550 units

W: Deathly Howl PASSIVE: Enemy champions, as well as large and epic monsters, who are below 40% Health are marked as vulnerable. Using Exploiting Strike does not require them to be affected by hard CC and scoring a kill or assist on a vulnerable champion refunds 10/20/30/40/50% of its cooldown.

ACTIVE: The Banshee lets out a psychosonic shriek, terrifying all enemy champions within 450 units for 0.5 seconds. INVISIBLE: Terrify duration is tripled.

Cooldown: 20 seconds

E: Initiative The Banshee charges in the target direction, knocking up all enemies she passes through for 0.5/0.75/1/1.25/1.5 seconds and deals them 100/130/160/190/210 + (60% bonus AD) physical damage. Hitting at least one enemy champion or large monster allows her to recast the ability, once, within 3 seconds at halved range. INVISIBLE: Casting the ability without affecting enemies and monsters does not reveal her.

Cooldown: 16/15/14/13/12 seconds Dash range: 500/525/550/575/600 units

R: Finishing Touch After a 0.5 second delay the Banshee attempts to execute her target, dealing (45% AD) + 10/15/20% of target's missing Health in physical damage. If the target dies the Banshee lets out a global shriek, which stuns every enemy within 850 units for 2 seconds. INVISIBLE: Ability damage is converted to True Damage.

Cooldown: 180/120/60 seconds


Lore Whenever anyone speaks of darkness and shadowy legends it is Bilgewater and the Shadow Isles that come to mind. But there is one dark legend which all Ionians know but none would be willing to the tell. It is the legend of the Howling Banshee - a dreaded female assassin, who moves with the shadows and makes quick work of her victims while leaving their allies stunned and terrified. Nobody knows her true identity or where she came from, but during the Noxian invasion you could often hear her shrieks during the night in the distance and they would haunt you for days. After the invasion ended she is said to be hunting down Zed and his acolytes, as well as the vastayans. Due to that some believe her to be an ancient guardian of the First Lands, while others think she is an ancient bloodthirsty demon seeking to consume all of Ionia's magic and fear that it is only a question of time that she runs out of villains to kill and turns hers sights on the innocent. What everyone agrees on, however, is that you would never want to cross paths with her and witness the terror of the Howling Banshee.


Quotes (She has a ghostly voice, something like Evelynn's when in stealth, but with a lower pitch and maybe muffled by her helmet)

Pick:

When the First Lands cry out in pain I answer.

Ban:

How dare you deny me my duty!

Taunt Karma/Shen/Kennen:

If you're willing to sacrifice your freedom and your home for your beliefs, then you're part of the problem!

I was planning to clear the First Lands from your corrupting presence. You're still alive only because you're not my highest priority.

You wouldn't be standing in my way if you fought for Ionia and not your beliefs.

So stubbornly balanced... Were it at your own expense I couldn't care less, but you're dragging the First Lands with yourself.

Taunt enemy Irelia:

Do not stand in my way, Xan Irelia, or we shall fight a battle I do not wish to fight.

We're both guardians of the First Lands, Xan Irelia. We both fight for the same thing. So why do you oppose me?

If you wish to keep dancing after this encounter, Xan Irelia... Move aside!

Taunt Riven:

You opposed your superiors and betrayed Noxus, Riven, and for that I'm willing to spare you. But threaten me or the First Lands and I will end you!

Taunt Yasuo:

You have long forgotten your duties to this Land, Yasuo.

You and Riven both betrayed your duties. And you both have a Wind Blade. How... Suspicious.

Taunt Zed:

You have two choices, Zed. Give up the forbidden powers you possess or die.

Tell me where Kayn is, Zed. I guess I'll... Ease your suffering a little bit if you cooperate.

Joke next to Zed:

Be grateful your shadows can't speak, Zed. I'm sure they'd have a field day roasting your pitiful incompetence.

Taunt Kayn:

So, I found you at last. I hope you've said your farewells, because you're not leaving alive.

If you can tame that wretched scythe's powers then there is no doubt you are just as corrupted without it.

I hoped you'd put that scythe under your control. That way it'll be so much easier to put an end to both of you.

Taunt Rhaast:

I'm going to stop the destruction you unleash right here and now, Rhaast. And even if I can't - you can bet I'll die trying!

It would seem I'm too late. Still, you shall not pass any further as long as I stand, demon!


Changelog:

September 13th:

Exploiting Strike can now be used on large and epic monsters Added a new effect to Deathly Howl Added physical damage to Initiative Removed possibility to interrupt Finishing Touch and reduced its AD scaling by 15%

September 14th: Exploiting Strike can now critically strike for double damage and AD scaling increased by 25%

September 17th: Exploiting Strike can now be cast on targets who are not CCed while invisible

September 19th: Added quotes and voice description

7 Comments

David 7779/14/2018, 1:18:50 AM2 votes

Concept looks great, but I'd make some small changes (only the changes to Q are somewhat significative):

  • I'd sepparate the invisibility part from the abilities tooltip, for better readability, as such:

R: Finishing Touch After a 0.5 second delay the Banshee attempts to execute her target, dealing (45% AD) + 10/15/20% of target's missing Health in physical damage (casting it while invisible converts the damage to True instead). If the target dies the Banshee lets out a global shriek, which stuns every enemy within 850 units for 2 seconds. Cooldown: 180/120/60 seconds

into

R: Finishing Touch ACTIVE: After a 0.5 second delay the Banshee attempts to execute her target, dealing (45% AD) + 10/15/20% of target's missing Health in physical damage. If the target dies the Banshee lets out a global shriek, which stuns every enemy within 850 units for 2 seconds. INVISIBLE: Deals true damage instead. Cooldown: 180/120/60 seconds *change INVISIBLE for passive's name

  • Her Q is terribly underwhelming. It requieres the opponent to be disabled (hard CC'd or displaced) to be casted, it can't be targeted. It deals a terribly low damage for what seems to be a burst skill, like a Renekton's W that only hit once. Also, it doesn't interact with her passive. If you want to keep it as it is, I'd change it so that you could pick your target and use it on non-CC'd targets, but at only 300 range. Additionally, while invisible or against CC'd targets, it'd gain 450 bonus range (totalling 750 range) and tripled damage. Another option would be to change the skill (I believe this would be best). I'd suggest an attack buff, as she's AA-based. Make it a brief duration buff (3s) extended to a longer duration (8s) if casted while invisible (cooldown starting after buff end). Buff would deal a moderate amount of damage, and would allow to briefly vanish (0.3s, making you invisible and invulnerable) before each attack. Would be able to leap to CC'd targets with basic attack, dealing triple bonus damage.

  • Her passive invisibility at later levels lasts for way too long (it wouldn't be too long for camouflage, but it's too long for invisibility). Should probably be toned down to 1.5 - 3s, gaining half second per ult level. Also, change the entering bit to being inside, so invisibility resets while on bush.

  • Giving anything more than a single point to her W feel underwhelming at the very best, as the only thing it grants is a higher cooldown reduction on her Q upon enemy champion takedown. I would suggest making the cooldown reduced with level, and the affected range increased. Also, its passive feels out of place, as its half a reset of another skill when performing a certain feat unrelated to either skill. It'd be nicer if Vulnerable targets took 10(+2.5 per skill level)% increased damage from Banshee. Or some bonus MS while nearby. Or another noticeable buff.

Alzon9/13/2018, 7:15:53 PM1 votes

This kit is great, but it does not fit into any role. Not support, because of being ridiculously squishy and not even base damage outside of Q. Not jungle, because of not having any clear at all. Not a solo lane, because of not being able to trade or sustain. Not bot lane carry, again because of being ridiculously squishy and unable to trade or sustain. This champion seems to literally be a worse version of Pyke.

That isn’t to say it has no potential. How each of the abilities work in a teamfight is beautiful. But there’s no way Banshee can survive anywhere with this kit. She needs damage on W/E, sustain, and/or tank base stats. Oh, and the interrupt on R needs to go, with its numbers possibly more flattened and the delay possibly reduced.