Midori, the Bee Knight

Stacona··2 votes·1,079 views

Midori [mee - doh - ree] is a man-sized bee with giant needles on her hands and as a tail; think a bit like Beedrill from Pokemon or Blast Hornet from Megaman X3. Midori will be a high-damage support as her primary role, put on a lot of... sting on her opponents in the laning phase to allow her gold reliant partner to farm up safely with all the pressure she applies by herself, then protect her main damage dealer with her ultimate willing to die to keep the queen (or king) alive!


Basic Attack Range: "125 units" but attacks up to 575 units away; will be considered melee however Movement: 350 units per second


Swift Strike (Passive): Ranks: @levels 1/3/5/7/9/11/13/15/17/18; Range: 575 units Midori dives at her target for every basic attack then returns back to her original location which deals 60/75/90/105/120/135/150/160/170/180 plus 5% of the target's current health as magic damage.

Midori ignores all unit collision.

Twin Needles (Q): Cooldown: 1 second; Range: 900 units Midori fires a needle in the target direction to deal 40/55/70/85/100(+15%AP) true damage to every enemy struck, lowering the next Twin Needle's creation time by 4 seconds per enemy champion struck.

Midori creates a needle every 16/15/14/13/12 seconds up to a maximum of 2 held at one time.

Back Sting (W): Cooldown: 13/12.5/12/11.5/11 seconds; Range: 250 units Midori stings her target with her back stinger to slow her target down by 40/50/60/70/80% for 2.5 seconds and apply a debuff for 2.5 seconds that causes ally champion's basic attacks and Twin Needles to deal 5%(+1% per 100AP) of the target's maximum health as bonus magic damage (max 150 against monsters).

Back Sting can be cast during Swift Strike.

Life and Death Stinger (E): Cooldown: 20/17/14/11/8 seconds; Range: 250 units Passive: Whenever Midori deals damage she stores up 25% of the damage dealt as health to heal an ally champion for the amount stored up if she uses Swift Strike against them, maximum heal that can be stored is 80/120/160/200/240(+60%AP). Midori gains 25% of the health she restored as bonus gold.

Active: Midori stings a target enemy leaving the stinger in her target for up to 3 seconds causing the next ally champion's basic attack to activate its venom to deal 60 plus 12%(+1% per 100AP) of the target's missing health as true damage (max 600 against monsters), if the target is executed from this then the kill credit goes to the attacker and Midori stores up the maximum value for her heal.

Life and Death Stinger can be cast during Swift Strike.

To Bee A Knight (R): Cooldown: 100/70/40 seconds; Range: 1000 units Midori flies to a target ally champion to take all damage directed at her target for herself instead. Midori can cling to her target for up to 10 seconds.

While clinging to her target she restores 10/15/20(+5%AP) to 30/45/60(+15%AP) health per second based on her missing health for herself, but her Swift Strike, basic attacks, and ability to move freely are all disabled.

Recast To Bee A Knight to let go of her target early.


Short Lore: Midori is a Hidorian, an ancient member from the tribe of the bees, a Hidorian is a special class from the bee tribe which is one that does not die from time or ages once you reach a certain age. Her age is unknown, but it is assumed that she is over 1000 years old at this point, where as if you are not a Hidorian you have a life expectancy within the hundreds.

Back when Midori was still a young lass, back before she knew she was a Hidorian, she was always a sweet gal that did nothing but want to help others and see them succeed in life. So day in and day out she worked hard to make others happy and ensure her life was as sweet as honey before it had to come to a close for when she gotten old; of course we know something that she does not yet know.

Midori was never a very bright bee, to put it gently, as it took her hundreds of years to realize she was a Hidorian when all of her friends that she grew up with eventually died of old age, all the creatures that she helped in her life all ended up thanking her for all she has done for them as they move on. Then Midori realizing she has not aged in hundreds of years, let alone still alive, it is at this time she decided to train for and become a knight! She decided that if she cannot die from time, then might as well be a mighty hero that fights for the weak and keeps everyone safe!

Since she is given the blessings of eternal life, something very rare even among the bee tribes, instead of using her life for herself she decides just to use it to continue to help others. She knows being a knight is a dangerous job, but since she has already lived longer than the average bee every day longer that she lives helping others rather than herself is every day being a blessing to her.

Midori's love, joy, and pleasure is serving and helping others and to try to ensure others succeed in life; and forever shall she keep her dreams coming true and being a reality!

"I rather spend an eternity helping others, than one day helping myself... and if at least one other's day has been the most spectacular because of me and they can live a glorious life, then I will be glad to trade my already long life for that opportunity!" ~ Midori

16 Comments

yogozin2 votes

Wow. In all honesty I'd love to see this come to life on the fields of justice! It seems really really intresting! Though the ratios seem to be a biiit much.

All in all, very nice!

Stacona1 votes

They are all low ratios, the % ratios are only average - the maximum heal on her E is the only good one-- meaning she can build things like ardent censor or zekes and benefit from the AP (despite not using Mana) and make things slightly better but stacking a lot of AP is inefficient since the ratios are low to average at best

I tried to give her longer cooldowns to off-set being resource-less, no mana or energy so that she can focus on harass early game without worrying about mana, no energy so Q can be a spam spell late game

Nevahwins2 votes

I tried to post on your previous iteration of this concept but it appears that you deleted the post and then reposted it. That's all well and good but I didn't make a copy of my comment >w<

So instead I'll keep this short.

Q looks more reasonable than the previous iteration; still might bee a bit much in team fights if you're lowering the creation time by 4 seconds per champion hit (so if she manages to line up 3 champions that's a full needle back, or if CDR effects the recharge rate then with 40% she'd only need to line up two)

On passive and W, I still think W needs slightly lower debuff times or W and Passive need short lock outs (like Yasuo's dash on the same unit) before you can proc them again because otherwise they benefit way too much from AS and makes Midori the biggest lane bully support ever no matter who your ADC is.

E is once again still my favorite ability on this kit, but I still think it's a little busted late game. The heal with a full AP Midori is over 700 with a full heal, the gold off that is more than 150, and it means that the true damage execute (which is, once again, a littttttle on the busted side when it's full AP Midori because it's up to 20% execute) essentially gives her full kill gold because she gets 150 assist and then somewhere over 150 from healing someone right after. Honestly the way to fix it would either be to lower the base % on the execute or lower the % AP on the heal. Giving full kill gold to two teammates on a kill could severely imbalance the gold lead making Midori, who already seems like she would snowball a lane really well, even more snowbally.

R is still fine, still 100% functional, still has some interesting mechanics in terms of escapes associated with it.

Once again, like the concept, think it has potential, think it needs some fixing here or there. Personally when it comes to champions, I'd rather they come out underpowered than overpowered. The former gives a lot more room to grow the champ into a more balanced champ I think rather than shrink them.

Much love and good luck!

Stacona1 votes

Twin Needles - so basically bees (one real life bee can only sting you once) will plant multiple stingers in a threat and the venom will eventually kill its target, it didn't make sense for the spell to be a bursty spell so I went with a more sustain damage approach and constant harass in lane phase- and if you land needles on 2-3 champions (2 with 40% cdr) you can constantly fire out a needle every second in the late game pumping out a lot of damage in the late game as a support taking down big tanks - and making it even weaker against squishies (another reason she has % damage damage and true damage, because as a support you should help take down the enemy tanks with your back line, and become a sudo third threat as a support creating a very unique role in league of legends supports)

Back Sting - 2.5 seconds is a very small window for a debuff duration making it crucial to get your team to work together immediately when you use Back Sting on someone; its long for a slow, but the slow is her only CC and its single target

Life and Death Stinger - well if she has 700 AP then she is 6 items and gold is irrelevant at that point; gold bonus is good as a support and maximized as a support, a role that gets little to no gold in a game-- you also need to deal 2800 damage to get a 700 heal; the heal value is the cap not how much you heal for (need to hurt the enemy to get it) so it is like 25% spell vamp and life steal but only for your teammate and not for yourself- one time until you have to store it up again (tried to make it feel like a bee gathering nectar for honey)

The active, a 3000 health target (a tank) even if you can get 20% missing health damage the execute damage is only 600 true damage; Orianna's Q on a 3 seconds base cooldown deals 600 magic damage AoE (does reduce as it passes through targets) with the target being at any health value - 600 damage as a spam spell, Orianna is an utility mage and not a support so she builds penetration. Even in an obscure high AP scenario the proc damage is still pretty low; but can execute non-the-less which puts the Death in Death Stinger

Too Bee A Knight - planned to be primarily for protecting an ally even if it means sacrificing yourself, can also double down as an escape if an ally champion is nearby, 95% of the champions in the game need an escape of some kind, whether through dashes, speed buffs, zoning tools, or crowd control, and in some cases just kill the threat--- but its on a low cooldown because I did not want her as a mobile champion, her high base movement is for roaming to get out wards and make potential plays across the map

WooBeeWoo2 votes

Let me start off by saying that conceptually I like it. I don't think I personally would be that interested in the bee knight but its inspired and I like that. The kit feels like it goes with the concept well.

However, the abilities.... are ridiculous. Not the concept of them but you have 5% current health physical damage, true damage, a slow that also does 5%+ AP damage of Max Health, and a 60 + 12%+ true damage Execute, plus a shield that cannot be broken thats healing the shield by a base plus %5 missing hp amount per second. This is insanely overloaded, percent life damage abilities are difficult to balance and cause problems (lee sin, garen, riven, vayne, Elise, Kha Zix) all have an either overbearing presence or are pretty much crap. Basically with this kit you can full tank still do insane damage because your scaling is almost entirely based on the enemies level of health (which btw has no counterplay considering you have max hp damage, missing hp damage, and current hp damage, on top of true damage no way to play around that shit) as a full tank ult vayne and don't let go til they kill you (because 10 sec fight with vayne means she's not shooting) with a spirit visage and basically the game is over, your team wins.

This champ with vayne (or anything really) is like only pure toxicity. If a champ ever gets made with this much percent shit and two true damage abilities and a shield half as good..... fuck man.

Stacona1 votes

The only point is that I should make the passive deal magic damage instead of physical damage; then itemization is easier against Midori- giving her % damages are fine

Back Sting is fine, its strong on a team work aspect which is what I want from the ability, otherwise it is only decent

You also have to see how much the % value will do - 60 + 12% missing health - this means a 3000 health target can take at most 420 damage when they are within execute range and less at higher values; most nukes deal way more damage than this; even if you can get 800 ap it deals 660 damage to the same target in execute range; which is nothing compared to every nuke in the game

The heal is the cap value, not how much it necessarily heals, it can heal 10 health or it can heal 240+60%AP, it depends how much is stored up - obviously the value is consumed afterwards

The ultimate is like an ultimate sacrificial shield; cc is twice as effective since you are affecting two targets instead of one-- maybe I will take away % missing health heal and just add more flat healing

Onimarus1 votes

Definitely getting better at least

Stacona1 votes

EDIT 1:

Twin Needles: Ability Power ratio down to 15% from 20% Creation time increased to 16/15/14/13/12 from 12 seconds [lowers with cooldown reduction remember]

Life and Death Stinger: The active can now be used against any enemy, rather than only to enemy champions, so you can help your marksman last hit minions with this ability or even help secure objectives Stated a monster damage cap at 600 true damage

N0rth Wind1 votes

This was so needed. True damage, % HP damage , multiple instances of healing and a gold source is too much.

It's not only the scalings that are too much, she can do so many things that you either have to nerf them all heavily, or remove some to keep the others strong.

If you don't, you're proposing a champion that has:

  • **current **% HP damage
  • **missing **% HP damage
  • **max **% HP damage
  • quite a lot of true damage with an above average scaling
  • a gigantic 80% slow for a huge duration (2.5)
  • a gold generating passive that will regularly grant her 60 (+15% AP) gold, which in the mid-late game can be as high as 100+ gold per activation
  • a 240 (+60% AP) heal
  • 400 (+100% AP) (+50% missing HP) heal for herself.

That's easily the best caster and the best support that has ever been designed, and by "best" I mean that all other mages in the game are 3 times weaker than this.

Stacona1 votes

Every dedicate mage will out damage Midori - on a support aspect she should out damage all supports except maybe Zyra and Vel'Koz, but she has other attributes that make her get picked over someone else and vice-versa; she can be great with a hyper marksman and even one threat comps - she applies early to mid game pressure with her damage and late game uses her ultimate for superior protection to keep that Twitch, Kog'Maw, etc. alive

The ally heal is the capped value not what it heals; since there is no real cooldown to it, the heal is based on dealing damage to enemies and that grants an artificial long cooldown

maxaroni1181 votes

I think her ratios are a bit much but she'd work with Draven. idk

Stacona1 votes

Why Draven

N0rth Wind1 votes
  1. what if she's built as a tanky mage?
  2. no matter how it plays out, the sheer variety of effects she provides outperforms nearly every other support and many mages. Many %HP scaling damages of all sorts, true damage, heals, bonus gold and a reliable soft CC are things that a single champion can never have.

Except if they're all nerfed to the ground, so she can do all of these things but not really well, becoming a jack-of-all-trades support like Sona, who has good burst (and I think that should be buffed but I digress) but very situational, heals and shields but relatively weak and far-between, MS boosts but not too strong, and CC but unreliable, on a huge cooldown and with low damge.

You must define what Midori is supposed to do and trim the rest.

Stacona1 votes

All supports with slows are reliable - Nami has movement, stun, slows, heals, damage, knock up, more slows- Sona same thing- Soraka basically same thing- and even Taric has it

So the unique thing about Midori is her ultimate and her ability to realistically help her back line kill the enemy tank line; in lane she is meant to constantly harass her opponent so her marksman can safely farm--- when I want to accomplish is very defined at this point

Essentially I did plan for a tanky support build originally; I toned that build back some and encouraged more utility and AP items so at least you are going against a squishy support when she sacrificial lamb shields someone with her ultimate


Sona does not get buffed because she is too easy to get played, so she starts out strong and gets weaker as you climb the ladder - if they want to buff Sona they have to do some kind of changes to make Sona harder to play at a more advanced level

Stacona1 votes

EDIT 2:

Swift Strike: Bonus damage is now magic instead of physical, just to make it easier to itemize against Midori Remember to perform the next Swift Strike basic attack Midori has to return to her original position first, so attack speed does not work with Midori because her attacks have travel time back and forth; this was the first thing I thought about when I made the ability, and Swift Strike can only perform outside her melee range, the bonus damage is not on-hit damage.

Back String: Cooldown increased to 13/12.5/12/11.5/11 from 12/11.5/11/10.5/10 seconds

To Bee A Knight: Midori's self heal changed to 10/15/20(+5%AP) to 30/45/60(+15%AP) health per second based on her missing health from 20/30/40(+10%AP) plus 5% missing health per second

Stacona1 votes

Edit 3:

Swift Strike: No longer deals bonus damage, but instead only deals the indicated magic damage; total damage is roughly the same but now everything is only one damage type.

So base attack damage or any attack damage, on-hit effects, critical strikes, etc do not apply on Swift Strike.

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