[Champion Concept] Terraqi, the Last Elderwood

SSmotzer·11/2/2016, 12:45:46 AM·6 votes·1,137 views

At the base of the Freljord existed a magical grove, hidden by a dense forest that would seem to bend and warp the paths of those inside. At the heart of the ever shifting trees existed a race of tree spirits.

When the witch of the Black Ice arose to reclaim the Freljord, her ice creeped from the mountain and infested the forest, killing all life that dwelled within. All except for the queen of the Elderwood spirits. She took the heart of the life tree of the magical forest and placed it within herself.

Now, pulling her roots from the frozen earth beneath her, she climbs the mountain, using the warmth of the heart to protect herself and any innocence she may find, who have been touched by the Black Ice's influence. She seeks to end the witch and bring life back to the Freljord, and all around it.

http://cdn.fansided.com/wp-content/blogs.dir/333/files/2016/10/DarkSouls3_AshesAriandel_Enemy_Birchwoman_CMYK.jpg Looking for a better image of a flaming tree woman, but I think this gets the message across.

Melee Control/Tank

Passive - Shifting Roots: Whenever Terraqi casts a spell, she will perform a short channel after words, attempting to move while channeling will cause her to dash in a target direction. The distance is doubled while casting from a bush. Auto attacks can still be performed while channeling.

Q - Entangling Branches: Terraqi amplifies her next basic attack. After casting this ability, her dash distance is doubled, if she casts this ability from a bush, it is instead tripled. Her next attack will root and lift her attack target into the air for a second, and deal bonus magic damage, based on Terraqi's max health.

W - Heart's Warmth - Passive: While under the effects of a root, Terraqi will begin to burn, increasing her tenacity until she is released from the root, and emitting magic damage to all enemies around her for a few seconds. After triggering this passive, this passive is disabled for a minute.

Active: Terraqi shields a target ally, they gain a single instance of immunity to a rooting effect, and will cause them to deal magic damage to all enemies around them for several seconds.

E - Forest's Veil: Terraqi can place a sapling at her roots, extending the duration of her passive's channel. After dashing, she will place another sapling, then the two will become linked.

  • If Terraqi or an allied champion passes through the two sapling, they will become Camouflaged for a brief moment but emits a trail of leaves behind them, after which, the saplings are destroyed.

  • If an enemy champion or large jungle monster walks between the sapling, they are rooted and their vision is reduced too 0 for a second. If Terraqi is in range, this ability will allow Terraqi to blink the rooted enemy to a target location, around the sapling, after which, the saplings are destroyed.

R - Nature's Beating Heart: Terraqi will knock away all enemies around her a short distance, dealing magic damage and slowing them. This ability can be cast two additional times, but must be cast manually, with the beating of the Heart. While casting, Terraqi may not walk, but she may still use her passive to dash. With each successful cast, the size of the area, the damage, and the distance she can dash grows. The cooldown between the extra casts can not be reduced by cooldown reduction.


Allies: Ivern Maokai Enemies: Lissandra

12 Comments

Arakadia11/2/2016, 1:01:40 AM1 votes

Pretty cool! Except her lore is literally Maokais in every way.

Fempto11/2/2016, 1:38:11 AM1 votes

I like the whole mobility thing, sounds quite fun to play. Sort of like a spell-based Kalista.

SSmotzer11/3/2016, 5:19:32 PM1 votes

Tips, questions, and suggestions are always welcome.

CrazyBear198711/4/2016, 9:13:36 AM1 votes

I think your passive needs more clarity on how it works. Sorry just cant imagine it right now.

When Terraqi cast an ability (Q/W/E/R) she channels for (How long??) right clicking/ choosing a direction to go (Like Kalista passive?) she dash (how far?)

she is naturally ranged, but her Q must be in melee, but double her passive dash

so far pretty mobile for a literal tree, or maybe im imagining her wrong XD (that picture maybe)

https://i.warosu.org/data/tg/img/0440/15/1449420547084.jpg

or maybe she has a slow walking animation, relative to her tree like champions, her "dash" is not really a "dash" but like a burrow and then resprout at the target location?'

her w description is confusing:

W - Heart's Warmth - While under the effects of a slow, (hit with any CC?) Passive: Terraqi will begin to burn, releasing an aura that increases her tenacity and the tenacity of allies around her, and also emitting magic damage to all enemies around her. Active: Terraqi can shield a target ally, they gain bonus tenacity, an immunity to slowing effects, and will cause them to deal magic damage to all enemies around them. Passive is disabled while on cooldown after activation.

I think her E is pretty powerful, Maybe rename it Vale of the forest, it hides allies that pass through it and blind and stuns enemies. is it one or the other? either an escape tool or a trap tool cause as soon as it is activated the saplings die off. (Like Zyra's seeds) and how does she chose where the captures enemy goes? how long before the saplings die off on thier own? like Maokai's ?

"this ability can be cast two additional times, but must be cast manually, with the beating of the Heart. " can you clarify what this means? she has two charges to her ult, after casting she can cast it a second time? but there is a cooldown or something? knock back, damage and a slow is abit much, can i ask why are they slowed? like i imagine her roots or branches pushing enemy champions (not minions cause the knock back could cause pathing problem i assume) away from her, maybe if they hit a wall they are stunned, but where does the slow come from?

Phew, hope you can clarify, a lot of questions, i'm all in for a new "Tree/plant" character

[slayer-pantheon-thumbs]

if your interested check out some the stuff i've made, it's easier on the eyes ;)

ModEchoing11/4/2016, 12:10:57 PM1 votes

THE ORDER IS GIV-

oh wait you didn't ask for my help

too bad

You've got an interesting thematic here, but it's more or less wasted with that kit. You've got a discount Kalista passive, a wonky Q that removes range (why), a W passive that not only punishes competent play by reacting to the one source of CC that's omnipresent, but also doesn't even last long enough to matter, the unbalanceable allied stealth on the E, and a ult that knocks people away when everything else wants her close and prevents her from dashing when everything else lets her dash.

I don't know what you're trying to do here. Terraqi cannot jungle since she has remarkably little damage, cannot top due to having bad dueling capabilities, and supports poorly due to being incredibly obvious with her crowd control. Mid is right out. If you were to enter this in the CCOS, it'll beat Lilith by about 10 points - which isn't saying much at all.

It seems like you've got an idea of what you want to do, but you're lacking clear direction here, so it's more or less a haphazardly thrown together kit of mechanics that don't fit the theme or each other. Trees are not generally mobile - both Maokai and Ivern's gap-closers are targeted affairs instead of being general-purpose dashes. They're also generally pretty tough - hence why Maokai and Ivern have a heal and shield, respectively. At least you've got the root part down. You need to focus a little more clearly on what champion class you're aiming for here for best results.

You say control/fighter, so let's go forward with the assumption that you're running a Vanguard. That means your job is to get in the thick of things, smack a couple of punks around, and live throughout the ordeal. That means you like good, consistent damage, speed boosts, and survivability.

That means your passive has to go. It's costing you too much DPS and locks you out of autoattacking. There's a lot of options available here to replace it though. You could get a significant speed boost running toward rooted targets. You could move a little faster in the jungle. You could deal a significant chunk of bonus magic damage when striking rooted targets. You could dash into brush to empower your next autoattack. Those are just the ones I can think up right now.

The Q doesn't work if you're a ranged character. You never, EVER give up autoattack range. Vanguards are melee anyways, so let's say you're melee now. The Q DOES work if it instead boosts your range to about 400. That lets you trap someone and give you enough time to gap-close on their doomed self.

The W passive is trash. Kill it - it's a waste of your power budget. The W is also too strong anyways - Yi's slow immunity from Highlander is the most important part, and you just tossed it on a basic. A shield that deals PBAoE damage is a pretty good thing for a Vanguard to have, though, so let's keep that. No tenacity bonuses though - too much power without being readily appreciable. You've got a couple options here - you could just make it a self-only shield and get away with good values on the shield and damage. You could also put it on a charge system, with each charge granting the same PBAoE damage but a weaker shield, such that you could shield multiple allies and keep a supporting aspect to your champion. Can work either way.

The E is irredeemable. You want something to help close the distance here instead. You could have an interesting variant of Nautilus Q that ONLY targets terrain, pulling you to it and rooting everyone you pass. If you do that, toss on a passive to boost your autoattacking capability if your passive doesn't do that. You could pop a speed boost that starts off alright, but doubles in power, refreshes its duration, and ramps up your autoattacks if you enter brush during the boost. That gives you a pretty clear threat area, adds synergy with Ivern, helps your jungle clearing and dueling...There's other options available, but those two are pretty good.

The ult is also terrible - you don't knock people AWAY from you when you're trying to kill them. We could instead have it work on a charge system as well if you were really sold on the multicast gimmick. Spend a charge to expand a wave out from you that damages and slows enemies, then roots them if they remain in the area of effect, with successive charges increasing the area covered, and charge cooldown being reduced by applying CC to enemies.

Good luck.