Shiri, The Fey Melody(Champion Concept)

Mr Voidling·5/9/2019, 8:24:56 PM·2 votes·1,469 views

I did not create the art, check out the artist yourself. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/599cb07d-6384-49d1-9cc4-c91166f156c4/dd4ciog-53c4895a-e7ae-4bb2-ba5b-aad4e3cb0d91.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzU5OWNiMDdkLTYzODQtNDlkMS05Y2M0LWM5MTE2NmYxNTZjNFwvZGQ0Y2lvZy01M2M0ODk1YS1lN2FlLTRiYjItYmE1Yi1hYWQ0ZTNjYjBkOTEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.s4IKKCihNVWa2LbifwyHM56_OER4pFwr5KVOBxEHGzo https://www.deviantart.com/loksanor/art/Melody-of-Ruin-793362832


Shiri, The Fey Melody Basically a more interactive Sona type champion? There was a post some time ago about reworking her into being more interactive, I didn't read it but I feel like this would be the direction they were heading? Kind of? Gonna be straight with you here, the concept is fun but I don't know if it could work xD Most complex yet simple kit designed? Given you don't HAVE to play it like intended, if you don't care about dealing damage. Any ideas on how to improve the concept are appreciated.


STATS 450+70 | Health 4+0.7 | Health per 5 250+40 | Mana 5+0.3 | Mana per 5 50+2 | Attack Damage 0.6+3.5 | Attack Speed 22+3 | Armor 30+05 | Magic Resist 335 | Movespeed 500 | Range


Passive: Metronome Shiri's abilities are unaffected by cooldown reduction, instead cooldown reduction is converted into bonus Ability Power.

Shiri's abilities grow stronger over time as she keeps recasting them, as well as her attacks. Casting an ability grants Shiri a Metronome stack, additional ability casts within 0.15 seconds of 1.2/1/0.8/0.6 seconds(0.3 second window) add another stack of Metronome, stacking up to 40 times. The time-frame for recasting in-sync is displayed as a charging bar under her Health bar, with a small small portion being discolored indicating when you can successfully recast. Using an ability out of sync will throw off her beat and cause her to lose half of her Metronome Stacks.

Basic Attacks deal 2-8 (+1.5% Ability Power) bonus Magic Damage on-hit for every 4 Metronome stacks, stacking up to 10 times for 20-80 (+15% Ability Power) Magic Damage.


Q: Beat | Cooldown 10 | Cost 55/60/65/70/75 100% Metronome recast time.

Shiri drops a small orb that lasts 6 seconds, exploding if an enemy gets within 125 units, damaging enemies in a 250 unit radius for 60/90/120/150/180 (+50% Ability Power) Magic Damage. If an ally moves over the orb then they absorb it and apply 50% of the damage on their next attack within 6 seconds, damaging enemies in a smaller 100 radius.

Cooldown is reduced by 0.25 seconds every time a Metronome stack is refreshed.


W: Concert | Cooldown 40 | Cost 70/75/80/85/90 | Range 600 | Projectile Width 250 200% Metronome recast time.

Shiri shields herself and all allies in a direction for 45/65/85/105/125 (+20/22.5/25/27.5/30% Ability Power) over 2.5 seconds, allies with shields are linked and heal for 50% of damage dealt to other shielded allies.

Cooldown is reduced by 1 second every time a Metronome stack is refreshed.


E: Chorus | Cooldown 9 | Cost 35 per cast | Range 450-1,350 50% Metronome recast time. Holds up to 3 charges.

Shiri fires out a projectile in a direction which hovers for 1.5 seconds after reaching its destination, passing through all enemies and dealing 50/75/100/125/150 (+40% Ability Power) Magic Damage while stunning enemies for 0.3/0.35/0.4/0.45/0.5 seconds. Expending another charge before the projectile disappears causes it to move another 450 units in a chosen direction, dealing the same damage. Targets take 50% reduced damage from multiple hits. If Shiri doesn't recast then this ability goes on its normal cooldown before being able to be cast again.

Cooldown is reduced by 0.5 seconds every time a Metronome stack is refreshed.


R: Rhythm | Cooldown 0.7/0.55/0.4/0.25 | Cost 1 100% Metronome recast time.

Shiri gains 0.2/0.3/0.4/0.5% bonus Movement Speed and 0.4/0.6/0.8/1% Bonus Attack Speed for each stack of Metronome she has. All abilities and items deal 0.5/0.75/1/1.25% (+0.5% Cooldown Reduction) more damage per stack of Metronome.

(Rank 2/3/4)Passive - Audience: Shiri gains a 7.5/8.75/10 (+0.5% Ability Power) unit radius for each stack of Metronome, granting allies 50% of the increased Movement Speed and Attack Speed while within the radius and granting them 1/2/3 Health per second for every 8 stacks of Metronome.



Recasting abilities late or early causes a rather ungrateful sound to occur. The Metronome recast time is tied to her level, so at level 1 100% is 1.35-1.05 seconds. Meaning a 200% recast time is 2.55-2.25 seconds, and a 50% recast time is 0.75-0.45. The 0.15 second is a flat number, so nothing will change how long you have of a correct casting time-frame. At level 16 you will have 0.75-0.45 second recast time, 200% of 1.35-1.05 and 50% of 0.45-0.15. E travels faster at levels 6/11/16, making it look smooth if you cast E x3.

As you level up, your skills get faster cooldown resets, this effectively makes it smooth as your beat/rhythm gets faster, and is why she can't get CDR from items or runes.

R heal is only a max of 5/10/15 health per second at each rank, so it'd take over 10 seconds to get any good healing from it.

General idea is that you are constantly pressing buttons to keep in sync with the beat you're making. E and W can change it up a bit so it won't get boring. Play the champ with a Guitar Hero guitar for extra difficulty! Think Patapon or Necrodancer I guess. I would personally suck at this champion, but I'm sure some people would rock it.

Yes, her abilities make violin sounds, so you can essentially play music.

With 20% CDR runes and item 3504 item 3003 item 3115 item 3158 item 3098 item 3089: Shiri will get 100 bonus AP from CDR for a total of 700 Ability Power. Add in her fully stacked Metronome and she gets 168% damage from abilities and items. Giving her Q 445-890 damage and her E a potential 1,444 damage if she hits a target 3 times. Her basic attacks would deal 286 bonus on-hit damage. A lichbane proc at that damage would deal 84% Ability Power, or 651 total damage.

Keep in mind that any hard CC will make her lose Metronome stacks and decrease her damage significantly.


Her dance taunt would pay homage to Lindsey Stirling.


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GEpIMFz9-all-my-champion-concepts-page-3

2 Comments

MooooooooreDakka5/10/2019, 1:32:09 PM1 votes

This is a pretty neat concept, here are a few possible issues with the metronome system I can think of:

First, a .2 second window in order to keep her rhythm up seems very demanding. That's a narrow window to hit without taking ping or fps into account and would make her lose her stacks to pretty much any hard cc. Also, having the scaling delay on metronome means that you'd need to get used to four different tempos. Maybe change the scaling tempo, give a slightly larger window, and/or make missed beats only partially reset stacks but I can't think of a perfect way to fix this without changing the mechanic altogether.

Also, what if she could gain stacks at a faster rate by hitting enemy champions with abilities to make losing her rhythm a bit less punishing and encourage interaction?

Second, metronome stacks give attack speed and her passive gives her scaling on hit damage but attacking out of rhythm resets her stacks so you can't use attack speed effectively or at all if she's also casting abilities. My suggestion would be to make her basic attacks not generate metronome stacks or reset them if used out of time since if she doesn't want to use abilities to keep metronome up she can already use her ult to do it.

Third, why can't she gain cdr exactly? I assumed it was because she had some other mechanic to reduce her cooldowns since her cooldowns are pretty long but she doesn't have one. My personal suggestion would be to move the information about metronome stacks to her passive for the sake of clarity and have her ult passively boost the effects of metronome stacks.with each rank in it. Then you could make her ult reduce all her cooldowns by a bit (would be boosted by metronome stacks) when used so it actually feels like it does something.

On a side note, I like that you made her ult cost one mana for tear of the goddess but her other abilities have lengthy cooldowns and pretty modest mana costs so she doesn't really need tear of the goddess to cast those and she can already use her ult to keep passive stacks up out of combat without expending her mana.

Q: I like this ability mechanically but it would probably be better if it did something in addition to damage since she's intended to be a support afaik.

W: This is a pretty interesting support ability and a very solid counter to aoe burst that encourages good positioning from her. Two issues though:

One, this is a bit awkward to position for since she wants to be in the middle of the team for Audience but this requires her targets to all be within a cone. Still, the ranges are pretty close to each other so it's probably fine as is.

Two, this is her only supportive ability and it's on a fixed 40 second cooldown and needs to be used reactively. Not sure if the better solution would be to change this ability to be more versatile or change another ability to help her support. My suggestion for the latter would be to make q heal based on damage dealt with that healing reduced against minions, maybe throw a slow in there also to make it work better as a mine.

E: I really like the mechanics here though the potential 2.7 second stun might be a bit much, especially if you just throw it in someone's face three times. I'd suggest ditching the charge system, giving it a slightly longer cooldown, always giving her up to two recasts, and make the recasts still increase the stun but only by something like half the base duration each.

Crazier take on that: let it pierce through targets so that after you hit someone you can keep redirecting it to hit other targets but each target can only be hit (or maybe only be stunned) once per cast (initial cast or one of the recasts).