[Champion Concept] Vaith, the Third Warden

showcase25·1/1/2016, 8:25:30 PM·4 votes·1,822 views

#Vaith, the Third Warden


######January 2016 Community Concept Open Stage Entry

######January 2016 Community Concept Open Stage Results


##Splash Art

http://pre04.deviantart.net/b22c/th/pre/i/2014/261/2/2/railla__cursed_warrior___character_concept_art_by_skavenzverov-d7zmaw3.jpg

######Photo Credits: skavenzverov.deviantart.com



##Theme Music https://youtu.be/W68Z6knfC9g

#Overview

##Pronunciation Va • aith

##Roles Primary: Assassin Secondary: Mage

##Resource Manaless (Resource Bar shows current stock of Field Expansion Charges)

##Generic Playstyle Mid-Range Area of Control Assassin

##Profile |      | | |- | Attack Power  | ■■■■□□□□□□ | | Defense Power  | ■■■□□□□□□□ | | Ability Power  | ■■■■■■■□□□ | | Difficulty  | ■■■■■■■□□□ | |  | |

##Statistics |   |Base  | Growth Per level | |- | Health  | 564 | +84 | | Health Regeneration  |7.85 | +0.79 | | Attack Damage  | 54.50 | +3 | | Attack Speed  | 0.625 | +3.25% | | Armor  | 22.8 | +3.3 | | Magic Resist  | 32.1 | +1.25 | | Movement Speed  | 340 | | | Range  | 150 | |

#Basic Information

Gender Female

Race Celestial Being

Attack Form Melee

Weapons War Scepter with Jagged Crossguard

Armor Paramagnetic Plate Steel Armor Set, Bicep and Wrist Mounted Small Steel Shield

Birthplace Unknown (Ancient Times)

Allegiances None

Occupation Warden of the Fundamental Forces (Magnetism)

Residence Unknown

#Lore

Vaith, one out of four Wardens of the Fundamental Forces, was not birthed nor created, but existed as a construct of the universe as it was beginning to form. Each of the Wardens are crested with a physical manifestation of their governing force, with Vaith’s being the War Scepter she wields governing the force of magnetism.

As one of the more forceful Warden, Vaith has always loved to demonstrate her prowess to the other wardens by means of force, but to no avail. Even Grindesh, a more timid Warden, still wields power that equals Vaith. The overall balance of power among them has lead Vaith to redirect herself to those she can conquer… those on Runeterra. Doing so will grant a home base for the methodical conquering of cities, countries, planets, all across the galaxy… until the other Wardens are forced to take notice. But then it will be too late. Her power will be greater than the other Wardens combined.

Her efforts will create an imbalance within the universe, and a force that Bard, the Wandering Caretaker, will need to stop in order to protect this balance. If Vaith follows through with her plans, she will enslave the many citizens of Runeteera… as just a start to showcase her power.

#Abilities

##PASSIVE: Field Expansion

On Cast Ability Modifier via Charge | Cooldown Modifier via Charge

Whenever Vaith kills an enemy champion or epic jungle monster, she gains up to three charges of Field Expansion, while assist grant up to two charges. Every third minion kills grant a charge. Vaith can store up to a maximum of 3 charges.

When Vaith holds at least one charge of Field Expansion her next ability cast will gain 25% increased range and radius area and consume one charge. Additionally, Whenever Vaith gains a charge of Field Expansion, the cooldown of her all her abilities are reduced by 1.0 second.

  • Vaith can only gain charges for slots she has available.
  • For example: Vaith has 4 slots to store charges and currently has 2 in stock. She kills an enemy champion and gains 2 charges out of the possible 3 charges to gain, reducing the cooldowns for all of her abilities by 2.0 seconds.


##Q: Dual Regularity

Static and Dynamic Range Dual Conic Areas of Effect Range: 200 / 200 – 600 (375 / 375 – 750 with a Field Expansion Charge) Area Width: 200 (250 with a Field Expansion Charge) Conic Degrees: 50° (62.5° with a Field Expansion Charge) Cooldowns: 8 / 7.5 / 7 / 6.5 / 6 seconds Cost: 1 Field Expansion Charge When Available Casting Time: .75 second Interrupts Movement: No

Vaith swings her War Scepter damaging all enemy units in a cone in front of her for 25 / 45 / 70 / 100 / 130 (+30% AP) magic damage. The swing also creates a magnetic regularity, dealing the same amount of damage at a dynamic range. These ranges – and subsequent total damage – may overlap at its closest distance; while at its greatest it will deal its damage in two distinct areas. The damage in both areas will occur simultaneously.

⌈ Maximum Total Damage: 50 / 90 / 140 / 200 / 260 (+60% AP) ⌋

  • Dual Regularity resets the auto attack timer.

  • The dynamic range will have the ending range of its zone selected by the position of the cursor.



##W: Polarize

First Cast Linear Pass Through Area of Effect Mark Range: 500 (625 with a Field Expansion Charge) Projectile Width: 200 (250 with a Field Expansion Charge) Projectile Speed: 1800 Cooldowns: 11 / 10.5 / 10 / 9.5 / 8 Cost: 1 Field Expansion Charge When Available Casting Time: .5 seconds Interrupts Movement: Yes

Vaith discharges a magnetic flux from her War Scepter in line, dealing 30 / 45 / 70 / 95 / 125 (+25% AP) in magic damage. Damaged enemy units will receive a mark of Fluctuation for 3.0 seconds.

Vaith may recast Polarize within the next 3.0 seconds for additional effects.

Second Cast Marked Unit Targeted Blink Radius: 600 (750 with a Field Expansion Charge) Interrupts Movement: No Casting Time: .5 Seconds Cost: 1 Mandatory Field Expansion Charge

Arriving with an implosion of force, Vaith will blink to an enemy unit marked with Fluctuation in a medium range, dealing 50 / 80 / 110 / 135 / 160 (+50% AP) in magic damage and removing all marks of Polarized on enemy units in the area.

⌈ Maximum Total Damage: 80 / 125 / 180 / 230 / 285 (+75% AP) ⌋

  • The 1 Field Expansion Charge cost for the second cast is separate from the cost that will be used for the first cast of this ability.

  • If Vaith does not have any Field Expansion Charges, she may not cast the second cast of this ability.

  • However, the 3 second window is open for Vaith to gain a charge. If she does gain a charge in that small window, she may use it for the second cast.



##E: Imposed Induction

Barrage | Unit Targeted Debuff Radius: 400 / 100 – 400 (500 / 125 – 500 with a Field Expansion Charge) Barrage Stock: 2 Static Cooldown Between Cast: .75 Seconds Cooldowns: 13 / 12.5 / 12 / 11.5 / 11 Cost: 1 Field Expansion Charge When Available Casting Time: .25 second Interrupts Movement: No

Vaith places a small but growing magnetic field around target. The field will expand to its full size in 3.0 seconds and hold the maximum size for another 1.0 second, dealing 45 / 55 / 70 / 120 / 180 (+40% AP) in magic damage over the total 4.0 second duration.

If two enemy units have overlapping magnetic field radii, they are both instantly rooted for .5 / .75 / 1.0 / 1.25 / 1.5 seconds and their magnetic field areas dissipate. If an enemy unit has an magnetic field already around them and has Imposed Induction cast on them again, they are stunned for the same duration as the root effect would take place, also dissipating their magnetic field.

  • Each cast of Imposed Induction counts as a separate spell cast.

  • The growing magnetic field around a targeted unit will persist through stasis effect. If a unit in stasis has an overlapping radius with a non-stasis enemy unit, the damage or crowd control is not applied, but it will effect the enemy unit that is not in stasis as normal.



##R: Universal Force

Passive Vaith can now hold up to a maximum of 4 / 5 / 6 Field Expansion Charges.

Active Ground Targeted Area of Effect | On Spell Self Targeted Buff Range: 500 (625 with a Field Expansion Charge) Radius: 300 (375 with a Field Expansion Charge) / 1800 Cooldowns: 110 / 100 / 90 Cost: 1 Field Expansion Charge When Available Casting Time: 1.25 seconds / .25 seconds (Additional Cast) Interrupts Movement: Yes

Vaith calls down the raw power of magnetism at a target location, dealing 180 / 270 / 385 (+75% AP) in damage, and creates a circular ring of unpassble Meta Magnetism in a large radius around the target area, lasting 5.0 / 5.5 / 6.0 seconds.

Enemy units who are near the edge of the are knocked back towards the center of the radius once. Enemy units on the outside of the circle are knocked back away from the center once. Vaith may recast this ability while it is active at the cost of one Field Expansion Charge to reduce the radius of the Meta Magnetism circle by 300 units, and will reset the one time knock back effect.

If Vaith is in the targeted area of effect, all spell cast within the area of Meta Magnetism are granted the range bonus from the Field Expansion passive without the cost of using the any Field Expansion Charges.

#Design Notes

##Champion Design Inspirations

Katarina Xerath Diana Syndra



##Intentions

  • I tried to really put a new spin on well understood traits of abilities with Vaith’s skill set. Her Dual Regularity uses a ‘floating’ dynamic range conic area with the static conic. Also, I wanted to emphasize the use of an area of effect ability, namely Imposed Induction with a interaction for another enemy champion within that radius.

  • I included the slaying of both minions and jungle monsters to reduce to the cooldown to Vaith’s ability to give the capability to jungle. I understand that she may not be top tier in this role, but the availability is still there.

Upon Champion Selection “There will be no stronger force than me.”

#Trivia

  • Vaith assembled her scepter using multiple metal pieces, using magnetism of course.

#Personal Notes

  • I'm always happy to hear any form of constructive feedback and criticism. I make changes on agreeable suggestions and give credit where credit is due too. Comment freely.

  • You liked this concept? You can check out the full collection of my other concepts on my Champion Concept Mega Thread

#Patch Notes

##Version 1.1 - 05/19/2018

Overview

  • Generic Playstyle

    Mid-Range DOT Area of Control Assassin

    Now more accurate describes her strongest possible playstyle with the updated kit.

Abilities

  • Q: Dual Regularity

    Casting Time: .25 .75 second

    Increased cast time to avoid the skill being at range and undodgeable whatsoever with the short cast time.

  • R: Universal Force Ground Targeted Area of Effect | On Cast Spell Self Targeted Buff Range: 500 (625 with a Field Expansion Charge) Radius: 500 (625 300 (375 with a Field Expansion Charge) / 1800 Casting Time: .75 1.25 Seconds

    Passive Additionally, all spell cast are granted the range bonus from Vaith’s Field Expansion passive without the cost of using the any Field Expansion Charges while Universal Force is active.

    Active Vaith calls down the raw power of magnetism at a target location, dealing 180 / 270 / 385 (+75% AP) in damage and creates a circular ring of unpassble Meta Magnetism in a large radius around the target area, lasting 5.0 / 5.5 / 6.0 seconds.

    Enemy units who are near the edge of the are knocked back towards the center of the radius once. Enemy units on the outside of the circle are knocked back away from the center once. Vaith may recast this ability while it is active at the cost of one Field Expansion Charge to reduce the radius of the Meta Magnetism circle by 300 units, and will reset the one time knock back effect.

    If Vaith is in the targeted area of effect, all spell cast within the area of Meta Magnetism are granted the range bonus from the Field Expansion passive without the cost of using the any Field Expansion Charges.

8 Comments

Raptamei1/27/2016, 3:26:56 AM3 votes

CCOS review

I came for the name and stayed for the picture. :P First thought: Mary Sue character, but that isn't a bad thing - so is Syndra...

Passive This is good until you get the ult upgrade: you will never hit 6 charges without expending them during actual combat, but now you feel compelled to farm 18 creeps or clear an entire side of the jungle between every engagement. This is just fine with 3 charges. Speaking of which, there should be a way to replenish more charges in the jungle or else you can't gank.

Q This should not take 14 bullet points to explain. It should be (and really is) as simple as "It is a cone. A segment of the cone at a distance of [cursor distance +- 100 units] takes damage, and the first 200 units of the cone also takes damage. This may overlap".

That said, 200 units is really really short - Win Nao has an attack range of 175. I'm pretty sure Nasus has an attack range of 200 during RQ. Damage is junk unless you hit both areas, but that is easy to accomplish because the cast time is very short, making it unlikely to be dodged unless you straight up miss. In short, the concept is interesting, but it really needs a bigger delay and a decent range.

W "(...) dealing 50 / 80 / 110 / 135 / 160 (+50% AP) in magic damage and all marks of Polarized on all enemy units." That's not a sentence. Anyway, this is an AoE Lee Q, but despite that, I actually like it. Unlike Lee Sin, you get to pick a target, allowing for tons of play and counterplay (mostly play though because it is virtually impossible to dodge) and it has a relatively short range.

I would frontload more of the damage into the first activation because the ability is virtually useless if you can't reactivate it.

E This is really neat. I would move the damage into the short circuit effect while increasing it a bit though, because this is an inescapable point and click ability so it should not do effortless damage. (You do recognise this and make the damage really low, but that isn't fun either.) Also, the stun is better than the root, so there is no point in using the overlapping areas at all - just make the ability deal damage if cast twice on the same target but no stun. Also, the root could stand to be a tiny bit longer.

R This is extremely generic. It may be balanced, but seriously, you can (and should) come up with something more interesting than just AoE damage.

Overall: the concept is mostly fine, but needs numbers tweaks and a new R. :)

showcase255/20/2018, 2:14:32 AM1 votes

##Patch Notes ##Version 1.1 - 05/19/2018

Overview

  • Generic Playstyle

    Mid-Range DOT Area of Control Assassin

    Now more accurate describes her strongest possible playstyle with the updated kit.

Abilities

  • Dual Regularity

    Casting Time: .25 .75 second

    Increased cast time to avoid the skill being at range and undodgeable whatsoever with the short cast time.

  • R: Universal Force Ground Targeted Area of Effect | On Cast Spell Self Targeted Buff Range: 500 (625 with a Field Expansion Charge) Radius: 500 (625 300 (375 with a Field Expansion Charge) / 1800 Casting Time: .75 1.25 Seconds

    Passive Additionally, all spell cast are granted the range bonus from Vaith’s Field Expansion passive without the cost of using the any Field Expansion Charges while Universal Force is active.

    Active Vaith calls down the raw power of magnetism at a target location, dealing 180 / 270 / 385 (+75% AP) in damage and creates a circular ring of unpassble Meta Magnetism in a large radius around the target area, lasting 5.0 / 5.5 / 6.0 seconds.

    Enemy units who are near the edge of the are knocked back towards the center of the radius once. Enemy units on the outside of the circle are knocked back away from the center once. Vaith may recast this ability while it is active at the cost of one Field Expansion Charge to reduce the radius of the Meta Magnetism circle by 300 units, and will reset the one time knock back effect.

    If Vaith is in the targeted area of effect, all spell cast within the area of Meta Magnetism are granted the range bonus from the Field Expansion passive without the cost of using the any Field Expansion Charges.