Wylie, the Deceptive Commander

Stacona··3 votes·392 views

Wylie is a pure-bred black fox, none of those traitorous nine-tailed half-fox and half-human type deals. Wylie is someone that was born and raised among the back alleys of Noxus and her genius and expertise to lead armies to victory rose her to great power among the nation! So being a fox and being born and raised from Noxus one would assume she has some menacing master mind plan up her sleeves. Well her deceptive ways is what leads great Noxian armies to victory, but Wylie herself is very pure and just wants to help her people and bring her home nation to become ultimately victorious!

Wylie does not actively seek out for blood shed, but if she needs to get the hands dirty of the soldiers and her own hand stained in blood to win the battles then so be it and will not think twice if it means winning the battle! Outside of the battlefield however Wylie will help the poor, help nurture the sick back to health, and stop any crimes and violence that she witnesses. This just goes to show you cannot judge a book by a cover!


Basic Attack Range: 575 units Movement: 335 units per second

Blood Runs Through (Passive): Range: 600 units During combat with champions and monsters, whenever Wylie casts an ability she causes nearby enemies to bleed for 8% of their maximum health as true damage over 4 seconds (max 40 per second against monsters).

While out of combat with champions and monsters, whenever Wylie casts an ability she heals nearby allies for 20-110(+30%AP) health and half this value for herself.

Attack! (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 50/60/70/80/90 Mana; Range: 800 / 400 units Wylie creates an illusion of herself to pounce at the target location dealing 80/120/160/200/240(+70%AP) magic damage and slowing by 90% that decays over 2 seconds.

Tactical Point (W): Cooldown: 16/15/14/13/12 seconds; Cost: 30/35/40/45/50 Mana; Range: 1200 / 600 units Wylie marks the target area with a flag for the next 4 seconds revealing the area around it. Nearby allies gain 30/35/40/45/50% damage reduction while near this flag.

Wylie can pounce to this flag by right-clicking it if she is within 800 units.

Cannon Fire (E): Cooldown: 11/9/7/5/3 seconds [after 2nd cast]; Cost: 40 Mana; Range: 575 / 1000 / 150 units 1st Cast: Wylie creates a cannon at the target location for the next 10 seconds. This acts as impassable terrain for all units.

2nd Cast: Wylie marks where the newly created cannon will constantly fire shots at every second dealing 60/80/100/120/140(+50%AP) magic damage.

Taking The High Ground (R): Cooldown: 120/100/80 seconds; Cost: 100 Mana; Range: 1000 / 250 units 1st Cast: Wylie jumps high into the air and completely out of sight for the next 6 seconds or until the final shot is fired. During this time the entire area directly under Wylie is revealed and grants true sight.

2nd/3rd/4th Cast: Wylie rains down a powerful artillery shot to the target location dealing 150/225/300(+60%AP) magic damage to struck enemies, up to a maximum of 3 shots.


8 Comments

Stacona1 votes

It is like a glorified Elise Rappel, almost exact and then comes into a localized version of Xerath's ultimate, where you don't have Xerath's semi-global range, but unless you have DoTs on you before going up you are essentially immune from taking damage and CC during the duration, can be used as a defensive tool as well.

Counter play for the opponent is dodge shots like they are a Xerath ult or leave the local area. This may seem like a broken ability, but there is very fair gameplay to it and has the equivalent power to every other long cooldown ultimate in the game.

FloRaider422 votes

Elise Rappel lasts 2 seconds, whereas this lasts 10 seconds. The only way you can achieve that level of untargetability is if you chain 5 bard ults together. Sure you have counterplay for the damage, but there is nothing the enemy can do about you being safe from him for 10 seconds, which doesn't seem fair nor fun.

Stacona1 votes

You also cannot drop down to an enemy and can only use the ultimate shots, the enemy will just walk out of the area if you wait too long to fire the shots. I may cut the max duration some however, I was just going off Ahri and Xerath which has 10 seconds to fire their shots from their ultimates. Also need to remember Elise Rappel is a basic ability and this is an ultimate so an ultimate should be more powerful innately.

FloRaider421 votes

I don't think it matters that much that the enemy can walk out of the area, since the main advantage of this ability is is defensive quality, which basically gives allies 10 seconds to come to your rescue and the ability to survive any and all towerdives. Xerath and Jhin are sitting ducks when they Ult and not untargetable, so the comparison seems mute.

Stacona1 votes

Those champions are completely untouchable because of their range, at least she has to get into the middle of the team for optimal positioning. I did touch on the max duration, but you want to use your ultimate for its damage rather than the utility since a lot of your damage is loaded into your ultimate.

As far as setting up your ultimate goes, Q slows, but Q is also a fake dash to try to bait out enemy abilities and then you can actually dash in by W first and then Q before jumping to the flag. Your E cannons control and zone areas, also can offer good sustain damage, the Q slow and E cannon fire work together [E cannon's first shot is the most reliable to land since it is essentially just a placement skill shot, the remaining duration of cannon fire is zoning areas of control as a control mage].

You have a very fluid kit that goes with itself, even your passive with the heal as a siege and poke, and the damage to go with your high-risk, high-reward aggressive in-your-face all-in gameplay. You aren't a poke mage or assassin, but a tactical-control mage that decides going ham in the all-in with your team (or solo if you are super ballsy) or getting chip damage in with your E onslaught of cannon-fire. She fits in death ball comps the best and counters death ball comps pretty hard with her team damage reduction shield, unless she misuses her W in which case she gets run over.

I went off on a journey.

BattleMan691 votes

Am I reading the passive right? That sounds absolutely disgusting for a passive. And what's with that tahm kench level ms, if she's a fox?

Stacona1 votes

340 units per second is the max a ranged champion can be. The passive is linked to cooldowns and mana costs as well.

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