Angelica, the Forest Guardian

Stacona··2 votes·425 views

Angelica dwells in the oldest, largest, and most thriving forest in all of Runeterra. She moves swiftly through-out, but her sense of hearing is so acute that if she hears anything wrong she is there in very little time to take out the intruders whose intent is to cause harm to either the forest or the animals living within.

Angelica is a four legged small creature with a long and fluffy tail, her fur is snow-white, and she constantly glows as bright as a spotlight in your face. She has a companion floating orb of bright blue light, her name is Glow, and Glow is what smites those that Angelica deems as a threat to the forest.


Angelica is an ability power marksman where she cannot basic attack because her attacks are fully an automatic thing done by her companion, Glow, attacking the closest enemy. This means that Angelica can freely move and attack at the same time! A power of this caliber for a marksman is a very powerful thing to have, which means drawbacks occur like having short range for that mobility.

Angelica is recommended to those that have a more supportive mindset, so the opposite of Vayne and Draven players.


Basic Attack Range: NONE / 450 units Base Attack Speed: 0.705 +1% per level Base Movement: 340 units per second Base Attack Damage: NONE


Glow (Passive): Range from Glow: 450 units Angelica cannot basic attack, instead Glow attacks the closest enemy to Angelica automatically, allowing Angelica to freely move.

Glow's attack fires off bolts of light that deal 5 magic damage each (true damage vs minions), firing 12[+1 per level](+15 per 100AP) bolts of light.

Swiftness (Q): Cooldown: 9 seconds; Cost: 50 mana Angelica moves swiftly for 3 seconds, gaining 25%(+6% per 100AP) bonus movement speed and 5/15/25/35/45%(+5% per 100AP) bonus attack speed. Glow follows 0.5 second behind Angelica while moving around during Swiftness.

Life Bringer (W): Static Cooldown: 130 seconds; Range: 600 units Passive: Angelica heals herself for 100/105/110/115/120(+90%AP) health. Nearby allies are healed for up to 50/60/70/80/90(+140%AP) health based on how close they are to Angelica (min 5/6/7/8/9(+14%AP) healing).

Passive: Life Bringer's cooldown is reduced by 0.2/0.3/0.4/0.5/0.6 seconds per bolt of light, 33% effectiveness if the target is a minion or non-epic monster, maximum 20/25/30/35/40 seconds reduction per attack.

Charge Attack (E): Cooldown: 19/17/15/13/11 seconds; Cost: 85 mana; Range: 800 / 500 units Angelica charges up for at least 1.5 seconds. At full charge, your next right-click causes you to quickly dash to the target enemy, placing Angelica at 450 range from the target.

Upon arrival, Glow will release a blast of powerful energy around Glow, dealing 100/130/160/190/220(+90%AP) magic damage and slowing down by 25%(+5% per 100AP) for 3 seconds.

A Guardian's Duty (R): Cooldown: 130/100/70 seconds; Cost: None; Range: 2000 / 450 units Passive: Gain 15/30/45% bonus attack speed and attack speed cap is permanently increased to 2.750/2.875/3.000 attacks per second. If an ally champion takes champion damage then A Guardian's Duty can be cast within 450 range of that ally champion for the next 5 seconds.

Active: Angelica instantaneously dashes to the target location near an applicable allied champion, creating a barrier upon arrival for 1.5 seconds that causes all allies and herself while inside to be immune to damage.

This can be self cast, only creating the barrier upon doing so.



UPDATE NOTES:

Glow: Glow's attack range increased to 450 from 425 units Bolts of light can no longer critically strike. Removed 2 magic damage per bolt of light on Hurricane Bolts being mentioned, but the hurricane bolts still would deal 2 magic damage per bolt.

Swiftness: Is now an active for 3 seconds from a toggle that uses mana per second and increases in cost the longer it is active for Cost is now 50 mana Attack speed ratio lowered to +5% per 100AP from +6.5% per 100AP

Charge Attack: Placed at 450 range from the target from 425 Damage and slow radius increased to 500 from 450

A Guardian's Duty: Cooldown lowered to 130/100/70 from 170/130/90 seconds Cost lowered to 0 from 100 mana Range reduced to 2000 from global Target location to dash to around applicable allied champions increased to 450 from 425 units Now passively grants 15/30/45% bonus attack speed Can now be self cast, casting the barrier around Angelica without dashing Barrier duration changed to 1.5 from 1.25/1.5/1.75 seconds No longer doubles attack speed while inside the barrier, to keep the ultimate purely defensive only and the passive is the offensive tool


7 Comments

ExpStealer2 votes

To keep it short your lore suggests a guardian, not a marksman. You also have gone for a marksman/support hybrid, but execution is bad. If I'm not misunderstanding anything at 1000 AP she's gonna have 940 basic attack Magic Damage with far over 3.0 Attack Speed, refreshing her whole W cooldown every basic attack, healing five people for a net total of 5000+ Health and at the same time shooting and moving freely with over 500 Movement Speed.

I'd suggest balancing the numbers and replacing at least her ultimate with something fitter for a marksman. The lore is also too basic and... boring.

If you want more details I can give them, but I'm tired right now.

Stacona1 votes

First off, you went unrealistic extreme cases for everything. Second off, to even get 1,000 AP you need to get super lucky with fire dragons and your team has to be ahead. Third off, your ultimate is the only time you can go over your attack speed cap.

A guardian that protects and kills threats, hence a guardian, this absolutely fits being a marksman. Also she is meant to teach players the importance of team play and positioning.

Her ally healing is based on proximity to her, it is not just an area heal around her, there is actual skill and thought process needed here. As far as healing goes, it is meant to be a very powerful late game heal and not be that great in the early game to balance things out. Also meant to reward aggression and since her range is so short there is actual risk to the healing, and the ally heal involves allies being close to Angelica which she has to be close to the enemy, otherwise the healing is very weak.

For better control for healing balance it would involve capping the reduction per attack which forces an attack speed and ability power build, which is what is required here, and including a static cooldown.


For her ultimate I want a global to allies that have been recently attacked by an enemy champion, but something that could be better and helps Angelica live as well (also more interesting) is creating a barrier upon arrival for a very short time that causes all allies and herself inside immunity to damage (still affected by crowd control normally, i.e. can be displaced outside of the dome).

Passively instead range, her attack speed cap is permanently increased slightly rather than an active that doubles it, emphasizing her as a positional heavy, very short range, and massive damage unique marksman.


P.S. A marksman is a ranged, sustain damage champion from basic attacks.

ExpStealer1 votes

They aren't that unrealistic. Surely, one rarely gets to 1000 AP or more, but with any Deathcap build one can easily reach 800 AP in the late game even without Infernal Dragons. As for the Attack Speed cap - don't forget Lethal Tempo. It completely removes it and gives up to 80% Attack Speed for 6 seconds.

As for her healing, if it scales down very quickly based on distance the scaling might be acceptable, but the self-healing is still bonkers. Even at 500 AP she'll heal for 570 Health every 1.3 seconds, not counting Hextech Gunblade (15% of all damage dealt) and Ravenous Hunter (up to 15% of her Ability Damage).

The new iteration of her ult is... Well, even more useless with only 425 range. Nobody with any sense wants to dash into an enemy champion, risking to be deleted from existance. The mobile ADCs right now dash toward wherever they want and use that mobility to keep the distance from enemies, not jump into them. That also makes the blast from Glow pointless as she'd be out of range unless she jumps in among an entire group of enemies. Which is suicide.

Her ultimate is kind of a mix between Taric and Shen ults, but it's better fit with her theme, I've nothing against it.

I'd still advise to increase her Attack Range to at least 450 units, else even Thresh can outrange her and that's very bad.

Stacona1 votes

The healing is about the same as 20% life steal on a normal crit build, it is just bursty healing since it is not every basic attack. Also no attack damage scaling at all, so hybrid items are less of a worry and if you have a self heal on your kit then you do not need to get a healing item. Again, the healing is so strong because of the risk she places herself in just to do her job of dealing damage, since she is the riskiest hyper marksman she should get the biggest rewards for that risk otherwise she be trash and no one would want to play her.

You have to remember if you are super fed then everyone else is just as fed, unless you are way ahead, but any champion should dominate when ahead.

Her ultimate dashes to an allied champion, what dope are you smoking with dashing into an enemy champion? Her E places you at your maximum range from the enemy, the explosion is slightly larger than your attack range, the only time it does not work like this is if Swiftness is currently on which allows for tricks of dashing to an enemy behind you or dashing away from the target enemy because you go to your max range and Glow remains at the old location for 0.5 second and be used as a strong kiting tool and with your passive.

Remember she can freely move as she is attacking, so it is not like every champion where you freeze in place which allows for more efficient attacks. I am also using the short range to make her stronger, we see all of the hyper marksmen have super long range (excluding Teemo), so having the shortest range marksman also be a hyper marksman is very unique in of itself - even shorter range than Teemo.


For healing, I am factoring in grievous wounds as a balance point also and the fact that she is a very squishy champion within a very short range. So it is not going to be like Soraka where she sits super far back and spam healing, she is right there, in front of your face in order to get off that spam healing.

Stacona1 votes

Previous Balance Update:

Other: Bonus attack speed per level decreased to 1% from 2%

Swiftness: Attack speed ability power ratio increased to +6.5% per 100AP from +4% per 100AP

Life Bringer: Static Cooldown to 130 seconds from normal cooldown 100 seconds Self base healing to 100/105/110/115/120 from 50/60/70/80/90 Ally maximum healing to 50/60/70/80/90 from 40/45/50/55/60

Cooldown reducing cap introduce per attack at 20/25/30/35/40 seconds Reduced cooldown reducing effectiveness increased to 33% from 25% against non-significant targets

Charge Attack: Slow changed from 20/30/40/50/60% to 25%+5% per 100AP

A Guardian's Duty: Barrier duration increased to 1.25/1.5/1.75 from 1/1.25/1.5 seconds

Stacona1 votes

UPDATE NOTES:

Glow: Glow's attack range increased to 450 from 425 units Bolts of light can no longer critically strike. Removed 2 magic damage per bolt of light on Hurricane Bolts being mentioned, but the hurricane bolts still would deal 2 magic damage per bolt.

Swiftness: Is now an active for 3 seconds from a toggle that uses mana per second and increases in cost the longer it is active for Cost is now 50 mana Attack speed ratio lowered to +5% per 100AP from +6.5% per 100AP

Charge Attack: Placed at 450 range from the target from 425 Damage and slow radius increased to 500 from 450

A Guardian's Duty: Cooldown lowered to 130/100/70 from 170/130/90 seconds Cost lowered to 0 from 100 mana Range reduced to 2000 from global Target location to dash to around applicable allied champions increased to 450 from 425 units Now passively grants 15/30/45% bonus attack speed Can now be self cast, casting the barrier around Angelica without dashing Barrier duration changed to 1.5 from 1.25/1.5/1.75 seconds No longer doubles attack speed while inside the barrier, to keep the ultimate purely defensive only and the passive is the offensive tool

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