Orsa, The Spirit Caller [Champion Concept]

StoryDuck··18 votes·908 views

http://orig15.deviantart.net/c3f9/f/2016/288/2/a/harmony_by_verazowa-dal2p2v.jpg Amazing art by Verazowa, check them out at http://verazowa.deviantart.com/

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.

32 Comments

The Dreamwalker4 votes

This would make me play support 0.0

Never thought I would say that! Well done!

(Also, Order rules xD)

StoryDuck1 votes

I'm glad you like her. I've wanted a champion that commands a lot of pets for awhile now and I felt this would be a good fit. My lore story skills suck but I was trying to tie her into Udyr's back ground a bit and build more on the idea of friendly spirits. I didn't want a typical CC heavy support but rather a damage amping support and I thought the black health would be a fun mechanic for people to play with.

(ORDER WILL RULE ALL!)

The Dreamwalker1 votes

{quoted}

I'm glad you like her. I've wanted a champion that commands a lot of pets for awhile now and I felt this would be a good fit. My lore story skills suck but I was trying to tie her into Udyr's back ground a bit and build more on the idea of friendly spirits. I didn't want a typical CC heavy support but rather a damage amping support and I thought the black health would be a fun mechanic for people to play with.

Yea, I like supports who can do damage. Mainly because nothing is more damaging than a damage support and Miss Fortune! Same with me! Bad lore skills, I just like kits. Yea, black health is definitely a new and interesting feature.

(ORDER WILL RULE ALL!)

(YES! BRING ON THE LIGHT!)

P.S. I noticed Chaos is winning :/ :O :0 :P

Korrolast2 votes

Absolutely Amazing

StoryDuck1 votes

Thank you.

ssfxd2 votes

Im getting a Malzahar and Udyr combination feeling here but other than that 10/10.[slayer-jinx-wink]

StoryDuck1 votes

I totally get the Udyr as I wanted her lore to kinda hint at tying into his and abilities to have a similar feel but not be the same but not following the Malzahar. Is it because the spirits are kind of like voidlings? Anyway thank you, I'm glad you like.

ssfxd1 votes

{quoted}

I totally get the Udyr as I wanted her lore to kinda hint at tying into his and abilities to have a similar feel but not be the same but not following the Malzahar. Is it because the spirits are kind of like voidlings? Anyway thank you, I'm glad you like.

Yeah the Spirits seem like voidlings to me

StoryDuck1 votes

I see. If it helps, they are not targetable. They're spirits so they do not have a physical body to attack.

Psyrix2 votes

Haha really cool design could potentially see a good midlaner/jg in this kit too tbh, the only real problem is the damage ratios xD They'd be so high (in regards to the black health passive interaction)

StoryDuck1 votes

I thought about that too but after thinking about it, she doesn't actually deal damage when she uses Q. You could follow up with W but the damage there is low too leaving only AAs to really trigger the black health. Because she pretty much requires an ally to trigger the Black health I felt that justified the higher then normal ratios and base numbers. I really don't think she could midlane as she lacks a lot of wave clear. Perhaps a weird AD Orsa could take shape (as the ult could be pretty nuts) but she would have a really really hard time early without an ally and she doesn't have any good escapes. I'm glad you like her though, thank you.

Terozu2 votes

I love this so much, it's such a unique and original kit, the passive is cool, the abilities seem fun, also OTTERS! My only complaint is thus; she would be SO hard to make skins for. O.o But yeah you did the scaling well from my math, it doesn't seem like she'd be broken, and she allows for both aggressive and passive play styles, I would love to play as this character. Wait did the math on the Q on paper, that's potentially 841 true damage...

StoryDuck1 votes

I'm so glad you like her, thank you. She's been an idea in my head for awhile now and I finally decided to put something down and see what others think. It would be a lot of animation for those spirits but oh so worth it for such a unique champion. Yeah she can dish out the true damage but only as long as she has an ally to help because her abilities all combined only do 20/40/60/80/100 +50% AP magic damage :) It's when you throw in an ally to help trigger that Black health that her damage sky rockets and lets face it....every other role has true damage why not supports? :P

Terozu2 votes

Supports already have Redemption doing 10% of health as true damage, 841 is really high(some champs never naturally reach 1600 health), also out of curiosity, you didn't write this from what i can see, but is she melee? It would make WAY more sense.

StoryDuck1 votes

In my mind she's a super squishy ranged enchanter with 0 escapes. I'm not sure how much true damage can be justified for her as she pretty much requires an ally to deal that damage but I figured it would be on the high end. Should I lower the cursed health amount? I fear that would make the mechanic a tad weak. Perhaps if I fiddled with the black health to damage ratio?

Terozu1 votes

Well, no if she's ranged, then all she has to do is build this; item 3100 item 3115 item 3124 item 3085 item 3006 (her starting item) And suddenly she becomes unstooppable, admittedly with this build she'd only deal 465 true damage with her Q, but then there's her ult, if she were to Q, then ult, she'd do 400 damage on the first auto, then 293 bonus damage every auto for 10 seconds at say 2 autos per second is 20 attacks, so 20 * 293 on top of the Q true damage, 6711 true damage to the main target, and 6246 true damage to 2 additional targets since runaans applies on hit effects and she'd be able to W twice in that time. If she has peel, she'd be broken as all get up. And she does have an escape in her Q since it roots for 2 seconds, and she can knock back enemies with her bull, she'd be really safe, and have a ton of damage. The inherent problem here is that people like me play off meta stuff, so she wouldn't just buy support items.

StoryDuck1 votes

Good point. I've changed her somewhat now. I've had a lot of good feedback and your helped too. Her ult now changes her auto attack and makes it no longer deal damage as an AA but it curses a larger portion of health. In addition there is a lot of good feed back about her dealing too much damage so I greatly reduced the bonus damage from 50/60/70/80/90% to 20/25/30/35/40%. This would, in effect, make it less straight up true damage but still allow her to function as an anti-tank support.

Terozu1 votes

Tiny I would lower the damage further, but make it so she could proc the true dmg multiple times, as long as they have black health.

StoryDuck1 votes

I donno about tiny as it effectively makes Black health 1/2 as effective. They have 10 seconds to proc the full value of true damage it's just now it may take more then 1 or 2 attacks to do so. There is a serious draw back to this mechanic in that the enemy can get away before the damage is done. Imagine landing an ability but it deals no damage and as long as the enemy can flash away they take no damage. Sure, Q is a Root but there are many abilities that prevent/remove CC allowing for quick escapes. In a way this is similar to Ahri Q in that you can dodge the return true damage. You may be right and it is still a bit high but the damage should be fairly consistent if she is to be an Anti-tank enchanter, perhaps a 30% cap? That should still hit the mark. There is still plenty of time and ability to out play her and her Black Health and probably a bit more so then other champions.

Terozu1 votes

Tiny was supposed to be tbh i was on my phone and it auto corrected, and I meant expand the window for procs, and let it proc say 5% of the black health on every auto, and she can of course increase the amount of black health over time, tanks are supposed to be killed with sustained damage(High sustain items like Blood Thirster, Botrk, and Deaths dance comboed with high attack speed items are probably the best anti tank items in the game imo), letting them be bursted isn't healthy for tanks, I like what you're trying to do, but it just wouldn't be healthy.

The Dreamwalker1 votes

{quoted}

I love this so much, it's such a unique and original kit, the passive is cool, the abilities seem fun, also OTTERS! My only complaint is thus; she would be SO hard to make skins for. O.o But yeah you did the scaling well from my math, it doesn't seem like she'd be broken, and she allows for both aggressive and passive play styles, I would love to play as this character. Wait did the math on the Q on paper, that's potentially 841 true damage...

From what I understand, you cannot do true damage past the black health value?

Terozu1 votes

U can't but you could get the.black health to be over 900 for one Q and it originally did up to 90% of the black health as damage.

DrugsForRobots2 votes

I like that she's got some cool spirit animals. The otter and ox make her pretty unique, the snake less so...

But my biggest gripe with this kit is that she gets a Sight Stone for free. True, it does cost an item slot, but it's a Sight Stone... for FREE. The problem with SS is that the way it grants vision (invisible circular AoEs of sight) is so powerful that it eats up the design space for cool vision abilities - they have to be super creative and powerful to even compete. And SS causes a lot of problems for League that I'm not going to get into...

Basically, I think giving a champion a built in SS is really, really lazy design. I challenge you to come up with a unique vision ability, if you're trying to give her vision utility.

StoryDuck1 votes

I think in this case i'm trying to hit support players fantasy of not needing to buy a SS. It's often a frustrating thing that our first item almost always has to be Sightstone. I wanted a champion that circumvented that need to make an ideal support champion. One that isn't a fit all but has a clearly defined purpose.

On another note, one reason Sightstone has very little besides health is that it was intended for support players to purchase early. This severely limits the cost on the item. Sightstone could cost 3000 and be some super crazy item with tons of stats but they had to limit it to an early buy for supports so 800 gold cost limits it's design space outside of granting vision wards. If you look at the fact it gives 150 health then the vision is grants is 650? 450? What's the gold value on health these days? Working on that premise I made a different version of Viktors unique item but thought it would be interesting to abuse the quest system to upgrade it instead of just buying it. Make no mistake, getting the final version of this item would require a very long game. most games would probably be decided before it reached its 3rd version let alone getting the 4th. I worry the quest is set too high to be honest.

DrugsForRobots1 votes

I don't think that's a valid fantasy, or even the right use of the term.

Fizz's fantasy isn't to buy a item 3100, but to be a slippery little f***er.

Janna's fantasy is to be a god-like protector and displacer, saving her allies and empowering them, not get a fully stacked item 3041.

It looks like Orsa's fantasy is having pets and being a sort of shaman / druid minion-mancer (as Riot calls them.)


I think you're missing the point I'm trying to make. It doesn't matter what stats or special passives you put on this SS item (or any SS item) the functionality of the wards from SS are the problem. They're circular AoEs of sight that are invisible to opponents. Your opponents can't outplay the wards, they have to rely on a system of very specific hard-counters: a handful of anti-ward items.

Look at Kalista's Sentinels (her W). It's a powerful vision and zoning tool, and it grants sight in a unique way. It has a visible cone of sight that enemies can outmaneuver because they can see it. They have much more counterplay than SS. But the wards from SS overshadows them because of the way they function - being invisible, it's nearly impossible to play with purpose. How are you going to outmaneuver or outplay something that you can't see? Where you have to guess at its most likely position? It's not a good design.

And oddly enough, but not surprisingly, Riot seems very reluctant to move away from the 'circular AoE model'. There are more cool ways, more unique expressions of getting vision beyond just placing a static object (a ward) that turns invisible and grants sight. Be creative!

For example, my own champion concept Imoen, an Honest Thief, wields a giant magic key that can open doors and locks from a distance. Her W (Peek) functionally nearsights her, but grants her a very long line-of-sight in a target direction, bound within a cone of 50 degrees. (Think kind of like how Jhin's R (Curtain Call) aims.)

It's a powerful vision ability in its own right, but Peek leaves behind a visible Keyhole (that enemies can see) that she can right-click to look through. This is much more interactive than wards, which, as mentioned earlier, can't be interacted with outside of very specific anti-ward items.

You're so caught up in the stats and 'quest' attributes of your SS that you're neglecting to make it have a unique or interesting expression or form of getting vision or information.

BTW, wards have a vision radius of 1000 units, champions have a vision radius of 1200~1250 units. 2 of the 4 wards are invisible by default, and the other 2 can become invisible by being placed in brush.

https://vignette1.wikia.nocookie.net/leagueoflegends/images/a/a1/LivesByProxy_Imoen_KeyholeConceptArt.png/revision/latest/scale-to-width-down/480?cb=20160906001024

StoryDuck1 votes

Can we call it Fan service? Lol, I get what you're saying I really do. Even if I gave Orsa a vision ability players would still require her to buy a sightstone. This was proven in times before sightstone and ward limits when supports had to buy 100 wards and it was their job to ward the entire map. Giving her an ability that works like a ward/vision wouldn't stop sightstone from being a required purchase it would just make the player more responsible for vision in total. She has a bit more vision then other champions because the spirit orb and the wards are representations of her using spirits to watch for her (think of wards as spirits not items). This is why her W and E grant vision and why I gave her a fancy sightstone because if I didn't force a sightstone on her and gave her a different vision ability people would expect her to use her vision ability AND buy a sightstone. This was a mentality I wanted to avoid so I pictured wards as spirits and made the Spirit Orb item passive to match that fantasy of spirits watching for her.

DrugsForRobots1 votes

You make a good point about people expecting her to get SS even if she had / has powerful vision abilities built-in. I think that's a problem with SS though, the whole 'eats up the design space for cool vision abilities'.

Still, maybe you can do something besides stats to differentiate it from the standard SS available to everyone. Also, why not make her Serpent remain in its area like a trap and grant vision around it? Make it consistent with her other two spirit animals?

StoryDuck1 votes

You are very right that there is a design problem with SS taking an item slot. That said I'm playing around with some ideas about more curse health instead of AP but really it all boils down to more dps and I didn't want to leave her healing completely behind in total favor of Black health. I'll keep mulling the problem over for other ideas but I'm pretty certain that it needs to replace SS.

The problem I ran into for Q not being another spirit that hangs around like W and E was that all her abilities would have huge CDs and not leave her much to do once their duration ran out. I felt she needed at least one ability that she could frequently use and Q fit the bill. She has a pretty weak early game due to the high CDs on her W and E and this really makes it required to max Q first which is intended as cursing should be a major focus for her (Although E could work too but you'd have to play passive). She needs to be really careful before calling on Ox or Otter because once they dismiss there is a large window for opponents to punish her. Q with the bind and Black health needed the low CD to give her the ability to peel a bit and fall back once W and E were on CD as well as give her something she can contribute besides throwing AAs out.

Friendly Ram2 votes

making their health bar disappear was something they tried to implement with leblanc but it didn't turn out well. but otherwise i really enjoy the synergies.

Q: i like how you try to give damage and sustain but would much prefer magic damage. also the black health is the max amount of true damage that can be dealt?

W: weird but could definitely work.

A fun support concept but seems really overbearing with the amount of vision and lane control it provides. i can see this becoming another karma and moving top.

StoryDuck1 votes

It's more changing the color of the health bar instead of removing it. Similar to how a shield appears on your health bar.

Yes that is the maximum amount of true damage.

I suppose it would be a bit awkward having an Ox spirit to control as well as Orsa

If someone could solo lane with her I would be very surprised as she doesn't really deal damage at all by herself and lacks wave clearing ability.

Rowan Prime1 votes

Definitely enjoyed this cool and unique concept! Here's my critique though.

The lore provided kinda sounds a lot like the Frejlord nation's lore, but with a different skin, where you have 3 different factions battling for ultimate control, and 1 character is trying to unite them all, Orsa in this case. Perhaps provide a couple rewrites to the lore to make it feel more unique? Like maybe one faction instead grows power hungry and attempts to take control of the other 2. Or maybe even that Spirit Callers were never a thing, but when Orsa was born, they found she possessed a different gift than anyone else, so she effectively begun her own Spirit Class.

And I agree with the Q ability being a "tad" overpowered. You can definitely get at least 841 true damage on a target easy even without a supporting champ to back you up. Perhaps you could try this version of the Q instead?

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: Whenever Orsa or an allied champion deals damage to a champion's black health, they heal for 10/15/20/25/30% of the damage they dealt. 10/9.5/9/8.5/8 second CD.

This version, though it removes the true damage, makes the cursed health mechanic easier to manage and increases Orsa and her ally's sustain in fights. It also makes it easier for Orsa's passive quests to be achieved, especially since it's hard as Soraka even to get 5000 HP healed in a game.

I think she does get way too much vision way too easy though, seeing as all her abilities give vision and her passive gives her a free item 2049. And I agree with DrugsForRobots, maybe try and think of a new way to give vision with this champion?

That's about all I have to say for the most part, hope you found this helpful, and if not I'm sorry ;-;. But thanks for reading! [slayer-jinx-catface]

StoryDuck1 votes

The true damage is to meet a unique support niche of being an anti-tank enchanter support. I've drastically reduce the black health to damage ratio making it harder to trigger the true damage by herself.

I do worry a lot about the requirements to meet the quest but I didn't want it to be easy after the first quest as she is getting a lot of free stats and a free sightstone with this passive. I'll give it some thought about what would fit her well for a passive but I don't want to tag something on just because.

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