[CUSTOM Concept] Amira, the Speed of the Sands (Treasure Hunting Support)
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Lore suggestions I like the idea of her being a chariot racer and a former slave who lead a revolt, the sellsword treasuring hunting aspect however is boring and an overdone aspect of current Shurima, we kno a lot of peeps do it and Sivir already covers that fantasy/theme even if only in lore and not in gameplay. I'd suggest looking for a new niche, even tomb runner: as in a person who runs ahead and sets off all the traps for treasure hunters/grave robbers to follow behind might be more interesting. But what might be ur best bet is turning the whole theme on its head. She could have started out as a treasure hunter, but come across a relic (maybe a Brackern crystal that sings to her its history, a gift from the Brackern to be passed down) that actually used to belong to her ancestors, she realizes the folly in that she's been selling her legacy away as a shuriman when it should be protected, and she becomes a hunter and Protector of the treasures rather than a plunderer. She finds the treasures and then makes sure they stay safe, like in National Treasure. I know that Sivir is also at a turning point where she may turn from her Treasure hunting pass, but she hasn't reached this point yet where she has made the decision, and its unlikely that she would do a COMPLETE 180 like im suggesting for your character.
But most of all i find the connection between this champion and Sivir as really shallow, and unlikely, especially when Sivir barely trusts anyone and is reluctant to side with anyone, even her own ancestor Azir, the emperor of Shurima who saved her life... Sometimes it better to not connect concepts to real champions unless you're really friggen good at story writing.
You also have to pay attention to the lore BC its not possible for Sivir to be "members of a powerful clan of female mercenaries renowned for their treasure-hunting abilities." Sivir led her OWN band of sellswords, b4 they all died when she was betrayed by Cass. Sivir's last whereabouts was in Vekaura after she survived a battle against Xerath with Nasus, and Taliyahs help. Starting or joining a clan of mercenaries isn't fitting into Sivir's current timeline.
Passive Suggestions don't do item shards thats wayyy to powerful, champs need to earn those, same goes for Gangplanks SIlver Serpents, thats like giving Nasus free Q stacks. Other than that i'd suggest setting her passive up like Bard's chimes.
Q When u say snare do u mean its a root, or a tether that can be broken if the target walks far away enough correct? If it is a tether that can br broken pls say so, if its a root say that instead of snare (no one has used snare in ages iirc). Additionally the fact that the "drag" can used at any time during the 2 second root/tether is kind of concerning, especially if its a root. If it IS a root and not a tether then the range for the Drag should decrease over time like Kled's Q. I say this BC ranged pulls that have a 2nd cast after a delay normally have some sort of 2nd requirement: Kled Q and Zac Q. also it should be a set distance pull.
W a permanent lost in MS seems a bit harsh, yes mobility creep is a thing but i don't think this is the way to solve it, how about a lengthy slow once Punctured is applied? Also the MS reduction is SO small for all the work u do, and then u gotta wait so long to do it again, its too much work for 2 little pay off at a time. Sure it adds up, but it doesn't feel that gud ad the effects will be almost invisible and will largely unappreciated. Instead how about making the Spiked debuff, Ground and knockdown targets she/the chariot rolls over.
Personally the idea of a champion permanently in a chariot is simultaneously interesting and clunky. Im not sure if its JUST her riding the chariot or if it would also feature horses, but that would make turning her model weird and she'd take up a lot of space for not being a tank. She'd be like Urgot except with a much smaller model for herself and then she'd be behind the horses in the chariot...
what if instead of permanently riding in a chariot she walked around with spiked boots. In her W she calls forth a chariot and horses from behind her (think Azir ult), if she makes contact with the chariot (not the horses) she dashes forward along with the chariot on the path and keeps the chariot for a duration b4 it despawns. If she sidesteps the chariot and lets it forward along the CD is reduced.
E "blesses the target champion with the ancient power of the sands" has nothing to do with her theme at all. As far as you have informed us shes a normal human being with exceptional skills at finding treasure and using a whip. Also minion buffing is something Riot doesn't condone anymore, just don't do it, it also has nothing to do with her gameplay, and is unnecessary clutter that distracts from the other cool things u have going on in the kit. You could also combine the enemy and ally parts of the ability into one simple cast:
Sand Flurry: Amira unleashes a flurry of whip strikes on the ground around her whipping up a dust cloud blocking all enemy basic attacks in the area for x seconds, slowing and dealing DoT to nearby enemies.
R except for the nearsight stack mechanic, R is really boring you can do way better than a utility version of Kat or Wukong's ults.
focus on what gameplay niche you are trying to push here, go beyond the simple theme of a whip user or a treasure hunter, what does she bring to the support class that makes her unique fun and fresh to play in terms of gameplay, maybe start with what her subclass is supposed to be and go from there.
Passive: Can she see what type of treasure is there at any point? It would feel bad to find a health potion at the cost of dying in enemy jungle afterwards. Item shards look like RNG that can win the game by itself. 75% bonus ms while moving in the same direction is op.
Q: Numbers are probably too much, for the ability that is Morgana's Q and Pyke's Q combined.
W: Permanent stat loss should not exist at all. The active is nice by itself. The "can't be stopped but can be slowed" is somewhat unique. It makes the enemy backline safer but not 100% safe from getting knocked up
E: I failed to see the point of buffing minions, other than to fuck up enemy lasthitting cannon minions. There is no duration on the shield mentioned
R: Why exactly her initial damage scales DOWN with level? The ability itself is cool. A weaker Nunu ult but with much stronger punishment for ignoring it and staying in range
Overall, her Q and E are fitting for an enchanter support, her speed passive, W and R-for engage tank support, her treasure passive forces her to abandon her adc/team without any efficient ways to help from a distance(Bard has his W that he can prepare before leaving, and his R with huge range) but with possibility of great rewards
Her fighting looks somewhat nice. Engage with W, 1 shield on self, catch and pull someone close, R. Obvious synergy of enemy E->Q someone else in the trail, but the damage of this combo is too weak so its almost always better to just E the priority target, then Q it while it is slowed.
Eyo, it's me. So, truth be told, I'm a Bard main. (gasp) A big, fat, wandering caretaker fan. So, I kinda always had and liked the idea of roaming the Rift, finding hidden stuff and being rewarded for doing so, and I think this post does it really well, but I can't help but think some parts of this kit feel... too good. So, as is my self-assigned appointment, I'm now going to propose some theoretical nerfs and adjustments to her kit.
Feet of Thunder: Nothing really to say here, except that the numbers may be a lil too high - if the movement speed was done to scale per level, like gaining 15 - 51/57/63/69/75% It would be much better.
Treasure Hunter: Now this is the part that got me excited. A support that can share Chimes Treasures with their teammates? Yes please. But, it did get me wondering about a few things.
First of all, can Treasures be sold? If so, they probably shouldn't be, except Item shards and Health potions.
Item shards because no one wants to be stuck with a full inventory slot (In the case that your ADC won't build said item), And Pots because, well, Pots.
About the rest, you can justify their non-sellable-ness by adding Old to their names.
Also, the minimum gold is better off being higher, like 100, cause no one wants to loot a hidden buried treasure and get a Health potion's worth of gold.
Also, if this was up to me, i'd have:
Lasso Strike: You know what I'm gonna say. Too strong. To remedy that, maybe targets should be only slowed by 99%, allowing them to use movement abilities. Or they could still be immobile but Amira could only pull them towards herself, manoeuvring around them as she calculates the correct time & place to do so.
Chariot Charge: Actually I have no objections to this. As long as there is a maximum MS decrease per foe, It's quite ok.
Aspect of the Sands: Ally champion cast: No complaints - Maybe should scale a little bit less. Ally minion cast: So, uhh, BoC. Aside from that, this seems too weak at what it's supposed to do (Pushing/Sieging) and too strong in other areas (Annoying the opposing ADC from while they're trying to get farm). To "fix" that, I say the bonus resistances come over time, & are lessened if cast on a Cannon/Super minion, to de-incentivize Amira from Promoting them every time (As they share part of their stats with other minions), and maybe some miscellaneous stuff: Melee minions getting attack speed- Caster minions getting less resistances but deal 5% magic damage and have normal Gusto instead of their usual Fiendish gusto- Cannon minions not hitting harder but getting the ability have breif, weaker sand trails following their shots- And Super minions striking in a short, wide cone behind their target. Enemy champion cast: Also no visible problems here.
Finally, Desert Storm: Nothing lol But in all seriousness, it's cool, like an alternate Fiddlesticks ulti. Helps knit the kit together.
Phew, 'Ts been quite a long one.