Howling Banshee Champion Concept

ExpStealer·8/14/2018, 12:40:05 PM·2 votes·2,314 views

APPEARANCE:

https://i.imgur.com/WYjxEEJ.jpg (Screenshot from Dawn of War III's trailer)

What is the Howling Banshee?

In Warhammer 40000 (usually abbreviated to W40k) the Howling Banshees are the Eldar race's main melee unit. They are all-female, fast and precise Aspect Warriors who excel at locking down opponents in melee combat and killing them. They wear only Light Armor and are armed with Power Swords capable of cutting through the heaviest of infantry armor, as well as Shuriken Pistols. In addition they wear special masks, which amplify their signature shrieks to the point where they paralyze their enemies in fear.


The Howling Banshee in League of Legends

As a champion, the Banshee would very likely be either a Shadow Isles champion or an Ionian one. The basic characteristics of a banshee would fit very well with the dark, undead and bloodthirsty realm of the former, especially knowing that the original design drew a lot of inspiration from the old irish myth about "fairy women" (which is the rough translation of "banshee") who signal the death of a person by wailing and can predict it.

On the other hand the characteristics of the Eldar's Howling Banshees fit right in with Ionia - it is the "land of magic" and many of its champions use that magic in some form; we have the Vastaya (even though they're present elsewhere on Runeterra too) who are basically half-human, half-animal; Ionians worship a spirit-god and since the war against Noxus who's to tell how many warriors have gone rogue? In comparison, the Howling Banshees use a psychosonic shriek to terrify their opponents and signal their deaths, which can be interpreted as some magical ability, aren't human even though they're very similar in appearance, and worship the Eldar god of war - Khaine.


Base stats

Health: 520 (+ 71) = 1727 Attack Damage: 54 (+ 3) = 105 Attack Speed: 0.72 (+ 3%) = 1.08 Basic Attack Range: 125 Armor: 25 (+ 2) = 59 Magic Resistance: 30 (+ 0) = 30 Movement Speed: 345 Resource: None


Abilities

PASSIVE: Entering a brush while out of combat makes the Banshee invisible for 3/6/9 seconds and can only be revealed by True Sight and suffering enemy damage. Killing an enemy champion within 2.5 seconds of leaving stealth allows the Banshee to re-enter stealth immediately (even in combat).

Q: Exploiting Strike The Banshee dashes to the nearest airbourne/dashing/otherwise impaired enemy champion within 450 units and slams them into the ground, dealing (50% AD) bonus physical damage. If the enemy is dashing and not airborne she simply interupts the dash and does the same damage. Never interrupts abilities which make champions "unstoppable".

Cooldown: 16/14/12/10/8 seconds

W: Deathly Howl The Banshee lets out a psychosonic shriek, terrifying all enemy champions within 450 units for 0.5 seconds. If used while invisible its duration is tripled.

Cooldown: 15 seconds

E: Initiative The Banshee charges in the target direction, knocking up all enemies she passes through for 0.5/0.75/1/1.25/1.5 seconds. Casting it while invisible without affecting enemies and monsters does not reveal her. Hitting at least one enemy champion allows her to recast the ability, once, within 3 seconds at halved range.

Cooldown: 16/15/14/13/12 seconds Dash range: 500/525/550/575/600 units

R: Finishing Touch After a 0.5 second delay the Banshee attempts to execute her target, dealing (60% AD) + 16/24/32% of target's missing Health in physical damage (casting it while invisible converts the damage to True instead). If the target dies the Banshee lets out a global shriek, which stuns every enemy within 850 units for 2 seconds. Suffering any ability/basic attack interrupting CC or if the target leaves basic attack range results in interruption of the ability and puts it on full cooldown.

Cooldown: 180/120/60 seconds

5 Comments

Warlord Rhinark8/14/2018, 12:45:20 PM4 votes

Oh okay.

So this is just a True Stealthed Yasuo that can fear, stun, and deal percentage missing health true damage.

Please no.

Kamiroo Wolf8/14/2018, 8:08:33 PM2 votes

I don't know, I think her kit is well-designed as far as cohesion is concerned, but I can absolutely see why the comparison to Yasuo is being made. I also have a few questions in regards to some of her abilities.

Her passive is fine and I kind of like how each ability is different when cast from stealth.

For her Q, is there a limit in regards to what kind of dashes/leaps/CC she can interrupt? Are there ultimates or abilities she cannot impact or is every dash/leap/CC ultimate used by an opening them up for impact? How does she work in relation to Yasuo? Does she interrupt her allies' ultimate? Does she just completely shut down her enemies ultimate? Either way it sounds pretty oppressive and a tad annoying. Further, does her acting on a champion affected by CC impact that CC in any way? For instance, is she slamming into a someone afflicted by a Morgana Q and leaving them stunned or is her hit clearing that CC?

Her W, on its own, is not a bad ability.

Her E raises the most questions. Is her dash infinitely recastable so long as she hits someone? If so, is the range constantly halved per dash or is it constant at some point? Do consecutive dashes cost more/less/any mana? Is there a limit in regards to how many times a single person can be knocked up (because, in theory, you could just keep dashing under the same person and keep them knocked up which is beyond annoying)?

Her ultimate kind of bothers me, though it's not necessarily overpowered. Say someone with around 2800 health is down to around 1500 health, at max rank this ability is doing 416 Physical/True Damage on top of 60% AD. Admittedly, she probably wont be melting enemies with that damage, but it just seems like it has the potential to be alarming with certain builds. Like I said, not too overpowered since this ability will not being doing much at early ranks, but potentially worrisome once it reaches full potential.

I don't know if making the ability fragile to cc was good way to counter the execution either, since we have no idea what the ability looks like ("attempts to execute her target" is way to vague of a description). Is she leaping onto their shoulders and slicing their throats, is she modifying her next basic attack, is she simply dashing and striking her enemy, or is there some kind of channel/preparation that gives us a window to respond to the ability? Is it standard suppression like Warwick/Malzahar ultimates? Idk, we just need some kind of visual to understand what she is doing and how much time we have to react to the ability.

As a final note, I've noticed that none of her abilities have base damage values. Was this intentional? Right now it's just confusing me. Typically abilities have base damage values that rise as the ability is ranked up, additionally scaling that damage based off of a desired stat scaling. For instance, Wukong's Q does 30/60/90/120/150 base physical damage, but deals an additional amount of damage equal to +110% of his Maximum Attack Damage. The Howling Banshee has no base values, meaning her damage is solely dependent(except for the ultimate) on your build. Futher, since we don't have any base stats for the champion, we have no idea how much damage any of her abilities will deal at rank one. If she had a base AD of 50, for example, her Q would deal 25 physical damage at rank one with no items.

Overall, it's an ok design that understandably reminds someone of Yasuo , but does have its own functionality as a fighter and perhaps even a sort of pseudo-support, like Pyke. I hope that nothing I said has discouraged you from wanting to improve and further develop concepts, but I do think that we should all be willing to make changes where necessary.

Kamiroo Wolf8/15/2018, 11:48:49 PM1 votes

That's a lot of clarification, and it really does help the case of the character.

Glad to hear that her Q isn't stepping on any toes and that her E isn't an infinite loop of knock-ups(except for perhaps in URF, but we won't even worry about that). 0.5 seconds should be good enough of a time, though perhaps anywhere from half a second to a full second could be reasonable considering the lockdown the Banshee has.

I'm not too good at calculating damage even though I tried in my last post, but I do still think her ult could be troublesome in terms of damage and the lethality foolishness we see everywhere. Maybe reduce the % health damage slightly? It's up to you, though- like I said I can't tell if it's too strong or not.