Illya, the White Arrow

Stacona··3 votes·2,775 views

Illya is a vastayan girl from far north Freljord that is a mix of an arctic fox and a lamb, stands on two legs of course, but does not resemble a human unlike some other vastayans. She is also cute and adorable like a button!

Illya is fierce with her little short bow, though not very strong, she makes it up with her speed of drawing the bow and letting the arrows fly! In accompany with her ability to use powerful white magic allows her to take down any champion of the world with her persistence.

However, Illya much prefers helping others out, whether it be through healing their wounds to keep on fighting the good fight or just simply showing kindness for kindness sake. She only slays another as a last resort and prefers to not get blood on her paws if she can avoid it.


Illya is a healer that plays like a marksman, she can also play as the team's dedicated marksman with healing as her special utility.

Illya has low damaging attacks, but she can store up attacks, up to 3 arrows at a time, and fire all stored up attacks at once - one after each other in quick succession. There is no damage difference between waiting or mindlessly auto attacking, efficiency of the burst is the only difference. The only difference is that Illya remains stationary slightly longer the more arrows she has to fire with the attack command, this time reduces with more attack speed she has of course - following the same attack animation rules as other champions.


Attack Range: 525 units Movement: 340 units per second Attack Speed: 0.950 +1% per level Attack Damage: High to Average


Flurry of Arrows (Passive):

Illya has a high base attack speed and while not attacking she stores her attacks which are arrows, up to a maximum of 3 arrows. Your attacks only deals 60% damage for all damage. Non-champions are dealt full damage.

Illya's next basic attack fires all of the stored arrows in that instance, one after another, but her attack animation is longer.

Illya's attack speed limit is increased to 4.000 attacks per second.

White Arrow (Q):

Cooldown: N/A; Cost: 3 Arrows; Range: 1150 units

Illya consumes three of her stored arrows and combines them together for one large arrow fired in the target direction, the arrow stops at and damages the first enemy in its path for 20/25/30/35/40 (+180/190/200/210/220%AD) physical damage and apply on hit effects 3 times in full. This can critically strike.

Passive: Illya gains 6/7/8/9/10% bonus attack speed for 6 seconds for every allied champion she heals. This can infinitely stack and reset the duration every time a new blessing is applied.

White Wash (W):

Cooldown: 100 seconds; Range: 800 / 600 units

Illya unleashes a collapse of rejuvenating snow at the target location that travels outward, healing those between 40/50/60/70/80(+25%AP) to 100/120/140/160/180(+125%AP) health based on how central allies are.

Passive: Illya's attacks on hit reduce White Wash's cooldown by 7/8/9/10/11%. Maximum 0.3/0.6/0.9/1.2/1.5 second reduction against minions and non-epic monsters.

Snowdrift (E):

Cooldown: 24/21/18/15/12 seconds; Range: 1000 units; Radius: 300 units

Illya unleashes a great pile of snow at the target location for 4 seconds, revealing the area and applying True Sight against champions for 4 seconds. This also interacts with White Arrow and White Wash in unique ways...

White Arrow will consume the snow as it travels through it, consuming at least 500/450/400/350/300 snow will suppress its target for 1.25 seconds.

White Wash will remain in play for 4 seconds and fulfill the same purpose as Snowdrift if it made contact with the snow. In addition, this snow offers allies 18/21/24/27/30%(+5% per 100AP) increased healing while inside.

Snowstorm (R):

Cooldown: 90/60/30 seconds; Radius: 700 units

Illya creates a snowstorm around her for 4 seconds, grounding and slowing those inside by 55/65/75%.

Passive: Illya fires out 2/3/4 miniature arrows to nearby enemies around her target, but all effects and damage are only 25% as effective. These attacks cannot critically strike.


UPDATE NOTES:

White Wash: Cooldown increased to 100 from 60 seconds Base heal increased to 40/50/60/70/80 and 100/120/140/160/180 from 16-80 and 60-180 Ratio increased to +25% and +125%AP from +20% and +100%AP Passive refund changed to 7/8/9/10/11% from 4/5/6/7/8 flat seconds to negatively scale with cooldown reduction Minion and non-epic monster on hit refund increased and is now a maximum value to 0.3/0.6/0.9/1.2/1.5 flat seconds from 0.2/0.4/0.6/0.8/1 flat seconds


StaconaConcept

21 Comments

Arcade Lulu3 votes

I smell a Mary Sue

Stacona2 votes

UPDATE NOTES (1):

Notes: I am stupid! This champion was intended to be immobile and then I brain farted and gave her a decently strong movement speed boost as a self-cast to her Q. So I am reworking the active as well as changing the E ability to be more engaging and have abilities on the kit work together better.

I do like the original premise I had of making enchantments more engaging with offering some kind of downside to them.

With the changes being made here, adjustments to other things will be made.


Other: Bonus attack speed per level decreased to +1% from +3.5%

Tundra Blessing: Reworked entirely. Passive is still the same. Cooldown is removed and is now non-applicable Cost is added where it can only be cast when 3 arrows are stored and consumes them upon cast (Mindless auto attacks means you can never cast this ability.) Is now a line skill shot from a single target ability Range increased to 1350 from 1000 units

Is an area skill shot for allies, offering them bonus attack speed equal to 35% of Illya's current bonus attack speed at the time (the percentage value). So if Illya had 30% bonus attack speed at the time of casting, the spell would give 10% bonus attack speed to allies for 3 seconds. Also grants struck allies up to 10/15/20/25/30% +5% per 100AP increased healing for 3 seconds based on the distance the arrow struck the target at, everything past 900 range is maximum value.

Both a blessing and a draw back is that the arrow is a single target "nuke", positioning correctly will allow for buffing your entire team and damaging the enemy, but the enemy can also get in the way to prevent you from buffing your team up. Damage is set at 20/25/30/35/40 physical plus 180/190/200/210/220% damage, including on hit effects for both their damage and effectiveness, and can critically strike. Reminder, 3 arrows deal 180% damage.

Snowdrift: Is now a narrow cone skill shot from a right or left static arc to simplify and streamline on how to use the ability No longer applies increased healing to allies inside, moved to Tundra Blessing Maximum slow decreased to 55/60/65/70/75% from 55/65/75/85/95% Still grounds enemies inside Stop only occurs as the snow is traveling out from always stopping enemies on contact

Has a new function that interacts with the arrow of Tundra Blessing. This feature causes the arrow to consume the snow as it travels, consuming so much makes the arrow suppress its target for 1.5 seconds (to lower the duration and keep it true against tenacity builders; tanks and divers) and bonus true damage for all excess snow consumed by the arrow on the arrow, but at 20% +2% per 100AP of the extra snow consumed value (longest distance is 1000 units, so the arrow can only consume a maximum of 1000 units of snow)

Snowstorm: Temporary base attack speed increase has been lowered to 1.0 / 1.15 / 1.3 from 1.0 / 1.175 / 1.35


ChaosReyn2 votes

With these changes, I'd consider making this a main support of mine.

I play Ana in HotS, so it's sorta biased...but I play both roles in bot lane, and I'd be down with this without feeling like I should be wielding a gatling gun instead of a bow. :P

Stacona1 votes

Fast paws!

SKT T1 DRACOS1 votes

Is this guy a adc or a support or what?

ChaosReyn1 votes

It's sort of an ongoing thing at the moment: people are trying their hand at support marksman concepts, and support jungler concepts, because both of those are areas with little to no ground covered, and plenty of room for exploration of new mechanics and designs.

Stacona1 votes

Both. You can be more damage orientated with weaker healing going AD/on-hit or less damage for bigger heals with AP/AS. Same play style, but completely different purposes for the team.

ChaosReyn1 votes

I'll analyze this in a second, but for just a moment, I thought you swiped the name of my battle dancer from a few months ago. :P

Not that I would've minded anyway, but I found it funny. xD

Stacona1 votes

Subconsciously, probably from multiple games and animation since it is a pretty common name used, but nothing specific, I just like the name.

ChaosReyn1 votes

I think there's too many AS steroids in the kit overall. Particularly with knowing about the AS cap. Either you build no AS (and don't use your Q on allies much) because you don't need to and build all the same items as an AD assassin to pretty much 3 shot people, or you hit 4.0AS and use Tempo or HoB to get off almost 8 attacks per second...and since most AS items give crit chance, that's probably 6-8 CRITS per second...which is a bit strong.

I like the healing actually. Honestly, the healing aspect is arguably balanced. It's on the strong side with the heal amp from your E, especially in combination with Ardent Censor and Redemption (if taking the support route instead of the straight marksman route) but you're sacrificing multiple abilities and possibly item slots to optimize it, so it fits.

I think this'll fit better once you rein in the offensive capabilities to a point where you aren't a better AS champ than Ashe, while also a healer on par with Nami or Taric.

Stacona1 votes

Considering your only damage is from basic attacks and is reduced by 40% for all damage, you literally can never burst someone out ever. Your three attacks deal 180% damage, normal attacks deal 300% damage.

Critical strikes double the damage you deal, they do not add +100% damage. Infinity Edge right now makes the multiplier 2.25 times instead of 2.0 times (you add +1 for the increased value when multiplying otherwise you get the same value or something barely higher respectively).

You are forgetting the damage is reduced by 40%. Right now she deals significantly less damage than Ashe, with less range and being immobile and barely any crowd control with no hard CC. Objective taking might be slightly strong at full damage, but she is immobile and shorter range, plus she is the type of class that should be strong objective takers. Even if she is very strong at objectives, it will be something players will learn and adapt to like Heimerdinger, Ziggs, or Tristana.

Your increased damage is with ranks into your ultimate with the extra area damage, but your single target damage is never increasing, outside of a boost to your base attack speed to make your bonus attack speed even more efficient (and reach the higher cap).

Overcapping your higher attack speed cap is weaker on Illya than any other champion in the game since the efficiency goes way down and your attacks also have their reduced damage so you need significantly more limit breaking than any other champion.


How the increased healing on E works also will telegraph to the enemy of where your allies would want to be. Telegraphed abilities and actions is another form of fair play.

E also I did not do a very good job with it feeling fluid, fun, engaging, or really synergizing with the rest of kit at all. It fell under the trap of being there as a support ability for the champion and for the sake of being unique, more than likely will get changed and then I can tune other abilities with it. ~ Something I do want however is infinite attack speed for playing as a healer (does not work for healing self) to reward the player from doing what they are supposed to be doing and doing it well rewards the player even more and I really like this gameplay loop. The sacrifice enchantment makes the enchanting have gameplay to it and has the player decide when to use it with an ideal time since the more you stack, the bigger the boost it offers to an ally, which is stronger on someone else since their attacks have more punch than your own.


A cool aspect to this champion (aside from Nashor's Tooth, which is not a great deal of damage on its own) is the decision between super healer or high sustain damage, but not both since you need to decide between that attack damage / on-hit build commitment or high ability power and attack speed. The two builds have no real overlap to them, but you play like a marksman no matter what.


Your support build would be something like Ardent Censer, Athene's Unholy Grail, and Nashor's Tooth. Even crazier reduction on W with Runaan's Hurricane, though your ultimate gives a weaker form of that on top of not critting.

PrimalOppression1 votes

Overall concept is interesting. But I cannot see her, viability. As you said, you can either go full heal of marksman. But then there is little that would synergy in kit.

Passive: Good, nice for on-hit builds, but has to be itemized for. Q: While I love part with "fuses 3 arrows" nuke, the buff makes little sense. Why would arrow increase your teams attack speed? W: Heal, if you go ap with one or two supp heal items, is insane. And its aoe. I cant see it taking any skill to use, not more then soraka heal. E: Good, Love grounded and Q combo. R: Does not make much sense. Yeah your attacks are fast, but, why? Its like Ashe Q, but bad. Enemy will see you use it, and without any hard CC or dash, they will just walk away from you. Just like from Illaoi R, but she has small dash and slow and area denial. Passive on R again, its just kind of rurrans. Maybe nice to wear down enemy in team fights, but since you have little defense besides heal and ground, once you go carry you are done for.

If you would, I would propose a few, adjustments.

Passive: Mostly same, but does not increase max AS. Instead, it uses set attack speed based on level. Starts at, lets say 2 aps, ends on 6 aps. Vastly increase cooldown on arrow recovery. Increased AS affects only arrow recovery, up to limit of 1 arrow per 0.75 sec at 2.5aps. Damage reduction down to 50%. Can only focus one enemy in burst. Stationary/focus effect ends after 3 shots. -(This would be used early to proc out Spellthieves. Read further for synergy)

Q: Still uses 3 to form one heavy skillshot. However its buff is moved to W. Takes 1 sec to aim. Enemy hit gets heavy slow, and grievous wounds debuff. Increase damage, in reaction to E reduction, would be about 30-40% increase. Suppress from E combo is applied after slow (delayed shock). -(This allows you to setup ganks for your jungler, gives chasing potential. However its not so good for escapes or saves, when enemy has control over flow of battle, has time to dodge it. Unless they tower-dive you, and you will take them with you. Delayed suppress gives enemy some time to react)

W: Little lower heal (bout 10/15%), allies hit receive buff you had on Q. However it becomes delayed. Once cast, it creates on bright point to signal team you used it. Reduce cooldown and remove its passive, set cost to 25% of max mana. After 1.5 sec, its effect spreads outwards during 2 seconds. -(This adds skill-level in 3 aspects. You have to predict movement of battle, team has to be aware, and enemy could predict movement of your wounded carries, using it as lure for postponed skills. Attack speed buff would also make it so you can surprise enemy (this has huge importance) and turn around flow of fight)

E: True dmg from Q synergy is removed. New passive: makes your attacks reduce enemy armor and magic resist by 1-2-3-4-5 per attack. Cannot reduce it bellow 10. This lasts for 4 seconds, and new applications refresh debuff. Stacked enemies have visual indicator for whole team to see, showing progress of reduction. Once max stacked, duration is set to 8 seconds and cant be refreshed. -(This will be very tactical skill for your team. You can use it to make enemy carries scared to go in, getting bursted with nigh-true dmg, and force them to buy at least one defensive item (that they should anyway), or steadily reduce enemy tank to ashes. However, it puts lot of pressure on you and team, in means of coordinating attacks. You have to decide that either you will respond and they will strike, or you join their attacks, but then they could already use all skills they had)

R: "Keen eyes, so often tried by burning white of snow planes, let you see, and aim, far further then others, with some focus." Enter "focus" stance, draining mana per second, with bottom limit at 25% of max mana. If deactivated or if it reaches bottom limit it deactivates. While active, gain 650 bonus attack range, and increase range of your Q by 300. You attacks are now skill shots, tho very fast, and can be blocked by allies too (optional). Hitting enemy 3 times slows them by 40% for half a second. Passive: Increase max arrows carried by 2, 4, 6. -(This give you chase and teamfight potential. Kogmaw has similar ability sure, however his playstyle is far different from yours, enemies will have to react to your positioning, or let you dictate fight. Your limited attacks per second, by arrows, and % reduced dmg also wont let you to get overpowered, and while enemy might not be able to reach you, you should never be able to solo kill in later game, unless they are idiots)

Conclusion, and gameplay:

As support, first level lets you harass them for some damage, get easy gold from spell thief, and keep your adc somewhat safe. Once you all skills, with upgraded spell thief, you will be very valuable initiator for ganks. However, high mana cost of W caused by imbalance of mana regen vs manapool makes you less viable as sustained healer. This can be fixed by going athenes or redemption. Or you can opt for damage builds, focusing on Nashors and Rageblade. Then you can also go for utility, taking black cleaver/wits end, frozen maul and Bork. This wont let you deal as much dmg, or heal as often, but makes you giant thorn in enemy back, and front side, removing their defenses much faster then before. Focusing on pure mana items, like Manamune, Ludens. Mejais, or even Lichbane/Iceborn gauntler for farshot Q-R.

Lategame, you are relatively safe, unless you stray from team. In fights, you can always just R from backline, however it can be hard to hit target. Attacking from inside of jungle can give you edge and sow chaos to enemy team. You E/Q also gives you bit time in case you would be targeted. Safe fights also means she would stack Mejaijs easy.

In lane, you can be countered by champions like Vayne, Cait or Xayah, that use your immobility to lock you down. For supps Tahm, Brand or Pyke will counter you. You however would counter like of Kog, who early relays on his huge range and support to protect him. Then there is Ashe, Draven, or even Tris if you can deny her dash. Also Kaisa, as long as she isnt level 6 while you are not.

Sorry for long comment. I hope you dont take this personally, I really just enjoy creating concepts and working on them with people. Those are my ideas, and some of them might be bad, feel free to point them out. Thank you for reading. Love character idea.

Stacona1 votes

On hit damage is reduced as well. The attack speed and attack efficiency is for your heal spam.

Magical enchanting arrow gives attack speed is where you draw the line, eh? Nothing else in the game is absurd or unrealistic at all... not the playable mountain, form changing yordle, also yordles being in the game, or how Ezreal can instantly teleport, or how Lux shoots a massive laser beam...

The heal is a skill shot, but the skill is not the ability itself since what is the point in making a heal require skill to use? The skill to the heal is the positioning and short range of your attacks in order to spam it and make it worth while. There is risk to it by forcing you to be squishy to be effective and on top of being immobile. So intended to be powerful, but equally has fair counter play against her and places the healer in a position what the enemy can actually counter attack and do something about it.


Passive - she has an increased attack speed cap to control her burst levels, otherwise she would have to have 100% damage per attack at normal attack speed. The high base attack speed and attack speed cap allows for less damage and help support the marksman play style all of the time and fulfill what I want. Again, it also is a balance thing to not have the stacking mechanic mean burst damage as well.

Passive - I also do not want wonky mechanics, the stacking is just meant for a damage efficiency thing, but not be more damage (just right-clicking will be more), so everything is to work with a normal attack speed mechanic, and change the base and cap from there.


Illya is a resourceless champion, her resource is either through certain actions or just a raw cooldown.


The reason the ultimate is lackluster is because I used up her power budget on the rest of the kit. Could be fixed and give her a better feeling ultimate for sure.


With my concepts, I remove rather than add on. Make things more simple and easier to pick up on and trim down on tooltip size and most importantly try to avoid any weird or wonky mechanics.

I can definitely take away fluff here (but not her own personal fluff) and make her arrows feel more like a resource, which makes her being a marksman more skillful as she is not one where she does not always want to just right-click to win. Sometimes it may be best to hold off to do another action, this will innately balance out her heal as well, in either reducing the frequency of the spam by a lot with the extra decision making needed to be made or create a greater trade-off for using the heal spam since you cannot use your other abilities upon doing so.

Overall, more simple abilities and the abilities will work even better with each other.

With changes, I will be able to offer a more interesting ult as well.


Stacona1 votes

UPDATE NOTES (2):

Flurry of Arrows: Attempted at cleaning up the tooltip and try to make things more clear as well. Reduced the size of the tooltip slightly. Stated the multiple attacks has a longer attack animation from saying Illya is stationary for longer, no actual change, but a clarity thing to better convey that more attack speed reduces animation time like how the system works for other champions.

White Arrow: Renamed from Tundra Blessing Range reduced to 1150 from 1350 Removed the enchanting effects for allied champions, is now just a single target nuke Attack damage is now stated as a ratio, no actual change took place On hit damage and effectiveness increased to 300% from 180/190/200/210/220% (On hit effects now deal more damage on White Arrow than your basic attacks.)

White Wash: Range decreased to 800 from 900 units Radius increased to 600 from 450 units Minimum heal increased to 16/32/48/64/80 +20%AP from 4/8/12/16/20 +5%AP No longer offers maximum heal to struck allies below 20% health regardless of proximity The skill now travels outward from the centre instead of falling down instantly for the entire area Is now snow instead of a veil of white magic

Snowdrift: Is now a target skill shot from a cone skill shot Cooldown increased to 24/21/18/15/12 from 16/15/14/13/12 seconds Has a 300 radius Now grants a pile of snow for 4 seconds that reveals the area and applies True Sight to champions White Arrow going through and consuming the snow suppression time reduced to 1.25 from 1.5 seconds Excess snow consumed no longer deals bonus true damage Now interacts with White Wash as well where its new found snow will remain in play for 4 seconds if it made contact with Snowdrift's snow which refunds the snow area (based on where White Wash was placed) for more suppression arrows, but this snow also increases ally and self healing by 18/21/24/27/30% +5% per 100AP while inside of the snow.

Snowstorm: Active reworked to be more interesting Cooldown increased to 90/60/30 from 30 seconds Has a 700 radius Now creates a snowstorm around Illya for 4 seconds that grounds and slows by 55/65/75% to nearby enemies inside Passive is unchanged


Stacona1 votes

UPDATE NOTES (3):

White Wash: Cooldown increased to 100 from 60 seconds Base heal increased to 40/50/60/70/80 and 100/120/140/160/180 from 16-80 and 60-180 Ratio increased to +25% and +125%AP from +20% and +100%AP Passive refund changed to 7/8/9/10/11% from 4/5/6/7/8 flat seconds to negatively scale with cooldown reduction Minion and non-epic monster on hit refund increased and is now a maximum value to 0.3/0.6/0.9/1.2/1.5 flat seconds from 0.2/0.4/0.6/0.8/1 flat seconds


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