[Champion Concept] Whittacker, Soldier of the Blizzard

Queen Jacquelyn·8/8/2019, 9:03:27 PM·1 votes·1,270 views

I changed he whole thing, so now it's Whinnoa, The Frost Dancer

Whinnoa is an assassin from Freljord. Very few know about her, because she is the woman behind the witch behind the scenes. Whinnoa is Lissandra's personal assassin, whom she uses in circumstances that would create turmoil amongst her supporters. Whinnoa is a very quiet girl, raised by Lissandra herself. She was taught to be obedient and respectful of her authority. Over the years, she trained preparing to help Lissandra overthrow the other tribes of the Freljord, and she has finally reached her prime.

Whinnoa is meant to be played as a Jungler, or possibly a mid-laner(?).
Damage: 2/3 Utility: 1/3 Mobility: 3/3 Crowd Control: 3/3 Toughness: 1/3

Abilities:

Passive- "Frosty Path" Whinnoa gains bonus movement speed for 4 seconds and leaves behind a "Trail of Ice" when using an ability. "Trail of Ice" grants vision of the path and lasts for 8 seconds. "Trail of Ice" grants allies 20% bonus movement speed and decays over 1 second once they leave the path. Enemies who walk on the path are slowed by 10% for 3 seconds.

Q- "Skate Smash": (Cooldown: 7.5 seconds) (Cost: 65 Mana) (Range: 250 for Leap & 200 for Ice) Whinnoa leaps toward a target location, shooting shards of ice upward, dealing Magic Damage and rooting enemies for 1 second. (If she gets that River bush gank for Top or Bot lane, that's it if your laner is ready)

W- "Cold Confinement ": (Cooldown: 24/20/18/15/12.5 seconds) (Cost: 60/70/75/80 Mana) Whinnoa traps an enemy between 2 parallel walls of ice for 3 seconds, reducing their Magic Resist by 20/35/45/50/55% for 3 seconds.

E- "Hail of Daggers": (Cooldown: 18/16/14/12/10 seconds) (Cost: 70 Mana) Whinnoa shoots out a line of daggers away from her, dealing Magic Damage. If a dagger lands on part of a "Frosty Path", a shard of ice will stab upwards where the dagger landed and send enemies hit airborne. Deals Magic Damage and slows by 40% for 2 seconds to any enemies that run into them.

R- "Winter's Revenge": (Cooldown: 110/100/90 seconds) (Cost: 125 Mana) If Whinnoa is on a "Frosty Path", shards of ice shoot up along the whole path, dealing Magic Damage. She can then recast "Winter's Revenge" to send daggers flying along the path (1/2/3 daggers per enemy) that affect each enemy on the "Frosty Path", dealing Magic Damage based on the number of daggers. If Whinnoa is not on a "Frosty Path", she gains 90% Movement Speed and a shield that blocks 200 damage momentarily and can also create a path that Stuns champions she runs into for 0.75 seconds.

2 Comments

Prospector Pete8/8/2019, 10:49:00 PM1 votes

Here's my feedback on the champion:

Passive- I would suggest allowing it to be activated in combat with a decent cooldown and massively reducing the duration (maybe like 4 seconds). I would also remove most of the random effects the ability has and just make it a speed buff for himself and allies on the trail. That way, it's less of an insane zoning cheese tool and more interactive in combat. Side note, I feel like this passive would work better on an engage tank, but I suppose it's not impossible for it to be on an assassin.

Q- Decreasing attack speed feels bad so probably wouldn't work. Also, the recasts don't really fit with the initial cast in my opinion. I think it would work if the initial cast was a dash, and you could recast it to dash again. After each dash, your next basic attack could do bonus damage and potentially slow.

W- I just don't think this ability works well with his kit. It seems like a slightly modified old Kayle E. I would probably just rework this ability entirely to fit in better with the rest of his kit. Also it's kind of just uninteresting.

E- Interesting idea if the numbers were toned down. 3.5 second snare is a bit much. I think this ability would work better with my suggested passive changes, as you'd be able to better utilize it in combat. Also, duration would have to be reduced so it wouldn't be another insane zoning tool.

R- I like how it interacts with his path, but the active version when you're not on the path is too overloaded. He doesn't need invincibility, and from the looks of it, the active when he's not on the path is stronger than when he's on the path, which shouldn't be the case. He should be rewarded for using it on the path.

Overall, it's an interesting concept, but his passive is a bit overloaded and could be toned down a bit. Most notably, I would allow it in combat and reduce the duration. That way, it becomes less of an odd zoning tool and more fun overall. Allowing his passive in combat would also drastically help his other abilities that need to interact with his path. Besides his W, which I believe could be reworked, his abilities seem pretty decent with some minor changes and tuning adjustments.