Orsa, The Spirit Caller [Champion Concept]
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Lore
Once there was a people known as the Spirit Born. They were part of a great village that was settled not only in the mortal realm but within the spirit realm as well. Humans born here were born as close as possible to the spirit world as as such they were all born with the ability to see, hear, and speak with spirits. They lived in harmony with each other and knew the taste of true peace for many generations. However, not all was meat to last a a great strife rose up and divided the spirit born into three fractions. Spirit Walkers, Spirit Callers, and Spirit Watchers. The Spirit walkers declared their independence from the others first and moved to the northern lands of the Freljord. They did so because the Spirit Callers and Spirit Watchers were on the verge of civil war and sure enough war broke out between them. Defeated the few Watchers that survived dispersed across Runeterra while the Spirit callers remained in their homeland as the last faction.
Fearful of the return of the Spirit Watchers and their wrathful nature the hid their village from the rest of the world.
This hidden village was Orsa's home. She was taught the ways of the Spirit Callers. The village would instantly find she was gifted with the teachings and would be able to call on many spirits to help her. That was the teachings of her masters, to call on the spirits and ask them for help, her charming demeanor and carefree aura . A prankster at heart but a caring individual that loved her village and all those within. She was so adored that there seemed no spirit immune to her charm and any that she called on seemed to want to help her as best they could. This was a boon for her as the hidden village would suddenly be attacked one day.
The attack was sudden and vicious, obviously planned and calculated to capture and enslave the Spirit Callers. Old grudges had finally come to bare on the Spirit Callers and their old enemy came to claim their power and enslave them for their ability to talk to spirits which they have lost due to being away from their homeland for so long. Orsa was smuggled out by her parents and would have be captured again except that her spirit friends defeated her would be pursuers. As the last free Spirit Caller she had a big role to fill, and that was to rescue her family and friends from the Spirit Watchers. She remembers the old tales of when the three tribes were one people and wondered if maybe she could find the Spirit Walkers and bring them back to their ancestral homeland and free her people. With the help of her spirit allies she just might be able to do it and if she can't find them perhaps she can find someone strong enough to help her. She has heard about a certain location where many strong warriors gather and perhaps they can help her.
Passive: Spirit Orb - Orsa starts with a special item called the Spirit Orb, it can be upgraded through quests.
Spirit Orb +5% Heal and Shield Power Unique Active - Warding: Consume a charge to place a Stealth Ward that reveals the surrounding area. Stores a charge every 120 seconds. 1 charge.
- QUEST - Spirit Healer: Heal 5000 Health on your allies.
Glowing Spirit Orb +20 AP +50% Mana Regeneration +10% Heal and Shield Power Unique Active - Warding: Consume a charge to place a Stealth Ward that reveals the surrounding area. Stores a charge every 100 seconds. 3 charges.
- QUEST - Spirit Healer: Heal 10000 (15000 total) Health on your allies.
Luminous Spirit Orb +50 AP +100% Mana Regeneration +10% Heal and Shield Power Unique Active - Warding: Consume a charge to place a Stealth Ward that reveals the surrounding area. Stores a charge every 80 seconds. 3 charges.
- QUEST - Spirit Healer: Heal 15000 (30000 total) Health on your allies.
Spirit Orb of Light +100 AP +100% Mana regeneration +10% Heal and Shield Power Unique Passive - Spiritual Affinity: Orsa's Spirits last 50% longer. Unique Active - Warding: Consume a charge to place a Stealth Ward that reveals the surrounding area. Stores a charge every 60 seconds. 3 charges.
Q: Serpent Spirits - Active: Orsa summons a serpent spirit that dashes 800 range in front of her. The first enemy hit by the spirit is rooted for 1/1.25/1.5/1.75/2 seconds and becomes cursed by it as 60/120/180/240/300 +70% AP of their health bar becomes cursed and turns black for 10 seconds.
Passive: Orsa and Allies attacking a champion with black health deal an additional 20/25/30/35/40% true damage up to the value of the black heath. Orsa and nearby allies heal for 10/20/30/40/50% of the true damage they dealt with black health. 10/9.5/9/8.5/8 second CD.
W: Ox Spirit - Orsa summons an Ox Spirit that charges forward 600 range in a line dealing 20/40/60/80/100 +50% AP magic damage to enemies hit cursing their health bar black for 20/40/60/80/100 +50% AP health for 10 seconds and knocking them back a short distance. Every 7 seconds this can be cast again causing the Ox Spirit to charge again in a different direction knocking enemies hit in the direction it charged and dealing an additional 20/40/60/80/100 +50% AP magic damage and cursing 20/40/60/80/100 +50% AP for their health for 10 seconds. Ox Spirit Grants vision and lasts 10/15/20/25/30 seconds but will dismiss if more then 2000 range away from Orsa. 20 second CD after dismissed.
E: Otter Spirit - Orsa summons an Otter Spirit to rush to an ally within 800 range to heal them for 50/100/150/200/250 +50% AP. The Otter spirit sticks around the spot it dashed to storing energy for 10/15/20/25/30 seconds storing 10/15/20/25/30 +10% AP energy per second up to a maximum of 100/150/200/250/300 +60% AP. Spirit Otter can be recast on an ally every 5 seconds to move the Spirit Otter 800 range to them. When recast or when dismissed the Spirit Otter heals any allies within 100 range of it by expending it's energy and healing allies for that amount before moving and heals the targeted ally for the same amount. Spirit Otter grants vision and is dismissed if more then 2000 range away from Orsa. 20 second CD after dismissed.
R: Spiritual Convergence - Orsa has one of her Spirits share her body granting her their powers for 10/20/30 seconds and sealing that spirits ability until the duration ends.
Serpent Spirit - Orsa gains cursed touch causing her auto attacks to no longer deal damage but to curse enemies health bars black for 120/240/360 +30% AP health for 10 seconds.
Ox Spirit - Osra gains 20/40/60 armor and magic resistance and her maximum health increases by 30/40/50%.
Otter Spirit - Orsa gains an Aura around her that heals allies for 30/60/90 +20% AP health per second.
120/100/80 second CD.
Orsa is a support type champion that uses various spirits to curse enemies, heal her allies and keep an eye on the battle field. She is a ranged Enchanter type support that doesn't need to buy a sightstone due to her Spirit orb. She has a large focus on cursing her enemies turning their health bars black and allowing her allies to deal true damage equal to the amount of their health that is cursed. It works like a reverse shield and it can stack up the more she hits enemies with the spirits curses. She works best as a peeler and as an anti-tank support due to her ability to stack so much black health. Her ultimate has a lot of variety in it but be careful when you chosen which spirit as it will remove them from the field and merge with her disabling the ability they were tied to. So if you picked Serpent Spirit you lose her Q ability for 10/20/30 seconds.
and
combination feeling here but other than that 10/10.[slayer-jinx-wink]
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And I agree with DrugsForRobots, maybe try and think of a new way to give vision with this champion?