[Champion Concept} Cigna, The Fey Nomad

ChaosReyn··2 votes·1,414 views

Lore: Originally from a nomadic tribe in the southern jungles of Runeterra, Cigna found that she had a unique connection with her homeland, even more so than the tribe's shamans. The moment she came of age, she told her tribe's elders that she wished to travel away from the rest of the tribe into areas of the jungle few dared venture, believing there was something calling to her that only she could hear. The elders were reluctant, but the tribe's elder shaman defended her plea, and they eventually agreed. Cigna spent roughly two months away from her tribe, learning more and more about the soul of the forest, and quickly becoming a powerful druid, taught by nature itself. Knowing the general location that they should have migrated to by the time of her return, she traveled to share what she had learned...but when she arrived at the location, they weren't there. Cigna backtracked, looking for signs of her tribe, and eventually, to her horror, she found them. Her tribe was eradicated, seemingly by the work of a much larger, hostile tribe that has taken out many others. Swearing revenge, she turned the whole forest against them, and managed to single-handedly eradicate them. Now alone, she spent several years lost, with only her forest to comfort her, until one day she felt the forest urging her to go. To see more of the world, and to use her powers not for vengeance, but to help heal the land that civilization had caused so much harm to. In her travels, she eventually found a place in Targon's Solari, who worshipped the sun - the light that feeds the life of the forests she calls home.

Role: Support Playstyle: Zone Control

Base Stats:

HP: 518 (+ 64/lvl) HP Regen: 7.6 per 5 seconds (+ 0.7/lvl) Attack Damage: 51 (+ 2.3/lvl) Attack Speed: 0.52 (+ .033/lvl) Mana: 365 (+ 35/lvl) Mana Regen: 5.4 per 5 seconds (+ .7/lvl) Armor: 32 (+ 4/lvl) Magic Resist: 35 (+ 1.4/lvl) Attack Range: 80/140 (melee) see passive Move Speed: 345

Passive: Fortuity - Cigna's staff, Fortuity, is animated, and the position of Fortuity plays a strong role in her playstyle. While wielding Fortuity, Cigna's basic attacks gain range and deal additional magic damage that scales with her level. While not wielding Fortuity, Cigna loses her range and bonus damage on hit, but she and her allies (within a certain range of Fortuity) gain movement speed when moving towards her familiar. Upon reuniting, Cigna (but not her allies) keeps this movement speed bonus as it decays over 3 seconds. {Damage: an additional 10 damage + 3 per level, totaling 54 at lv 18} {Movespeed: 10% at all ranks, decays over 3s on retrieval} NOTE: By activating her passive, she can call Fortuity back to her, placing it on a flat 75/60/45s cooldown (not affected by CDR) in the case of being zoned off too far by enemies, but other than this, she MUST retrieve her staff, as this mechanic is her main opening to counterplay. The return function, especially for early game, is for "emergency" use only. Fortuity will also return to Cigna on her death/respawn, and after the end of her ultimate.

Q: Natural Cure - Cigna targets a nearby champion with a bundle of magical leaves. A target Ally will be healed for a moderate amount over time. An enemy targeted will take moderate damage over time and take a 25% slow over the duration. {CD: 15/14/12/10/9s} {Damage: 55/65/75/85/110 (+45%AP) over 3 seconds} {Heal: 55/70/85/100/125 (+45%AP) over 3 seconds}

W: Whispering Wood - Cigna throws Fortuity to a target location lightly damaging enemies in her path, revealing the area and creating a zone that mitigates a percentage of incoming damage to allied champions (including herself) for 2 seconds. Cigna may leave Fortuity in this location, and future casts of this ability will affect the same zone, but will not deal any damage. If Fortuity is in a bush when the zone is created, it's empowered. {CD: 20/18/16/14/12s} {Damage: 20/30/40/50/60 (+15%AP)} {DmgRedux: 20/25/30/35/40% (an additional 10% for empowerment at all ranks)} NOTE: This ability is technically "global" as Fortuity can be left as a ward, or left in lane, and Cigna can activate this ability from anywhere...but Cigna cannot MOVE the zone until she returns to claim her staff. This zone can be easily played around by simply not picking fights near the zone. Roughly the same size area as Shen's W

E: Fey Sparks - Cigna and Fortuity each shoot a torrent for Fey sparks in a cone towards a target location, damaging enemies hit, and marking them for 4 seconds. Marked enemies take an additional 10% damage from subsequent damage. If Cigna was holding fortuity at the time of the cast, this ability only makes one cone that deals 150% damage. {CD: 16s all ranks} {Damage: 40/45/50/55/60 (+35%AP)}

R: Nature's Wrath - After a brief channel/delay, Fortuity sinks into the ground, summoning a ring of animated Treefolk for 5 seconds, surrounding the summoning area. The Treefolk count as terrain (though they can be dashed through) and attack nearby enemies, prioritizing champions. If Cigna was holding Fortuity during the channel, the Treefolk are empowered, attacking 50% faster and cleaving nearby units. When the effect ends, Cigna regrows Fortuity. {CD: 130/120/110s} {Damage: 15% AP on hit - splash 20% of damage to units within 200 units of target when empowered} Treefolk attack speed is .5 (.75 when empowered) and have an attack range of 80 units. NOTE: This ult is "Global" in the same way as Cigna's W, but keep in mind that you will LOSE Fortuity on its use for 5 seconds, meaning you cannot use both at the same time. For a size reference, the inside of the ring is about the same size as an amumu ult, but the treefolk take up a decent amount of space due to their size and (heheh...) nature, meaning that the OUTER edge of the ring of trees is roughly the width of a full lane in diameter.

Let me know what you think guys. If you have any art concepts to add to this, I'd love that, as I have the artistic prowess of a Pre-K child, but have this concept of a sort of WoW style, HoT druid-like champion that I'd love to see brought to light in LoL. As Riot really doesn't have many HoT effects (The big one coming to mind for me is Janna ult, which half the time doesn't even get channeled as a heal) and I've done my best to introduce a ton of ideas to make Cigna a more interactive champion than your typical "spam Innervate" WoW style druid to have her feel more fun in a MOBA, without ripping TOO much off of Malfurion in HotS, I hope to see this concept at least turn the heads of a couple people as something to at least inspire similar, more streamlined concepts down the road, at the very least. Druids are one of my favorite classes to play in WoW or other RPGS for their versatility and I particularly like playing heal druids in WoW since they play differently from ever other healer in the game by having you plan for your party members to almost take damage ahead of time and starting your HoT effect early instead of waiting for them to take the damage, THEN heal.

4 Comments

Qiyana Hime2 votes

I understand your intention in making it so you have to manually retrieve the staff, but I don't think this is a good idea, as it could lead to extremely punishing gameplay from the enemy team. Imagine placing your staff down while sieging an inhibitor, then the enemy team makes a comeback and aces you, reclaiming that area; you could realistically be unable to use your passive, W, and R for the rest of the game. Instead, you could give it a standard leash range, but make it so the zone the staff affects is rather small, and you need to be within it to get your passive (on-hit damage and movement speed), and give your repositioning tool (W) a longer cooldown (maybe 24/22/20/18/16 seconds). This would also help with balance, since an AoE damage reduction of up to 40% is really strong (twice as strong as the old Maokai R).

I don't think having a skillshot heal is a great idea; it's far too unreliable. If you want to preserve the skill aspect in harassing enemies, you could have it be point-and-click, but make it so the projectile can be intercepted if it's targeting an enemy. If you want, you could have her E be mirrored by her staff if it's placed down (like Zed's shadows or Taric's Bastion partner).

For her R, I think the difference whether or not she's holding the staff is too significant. Personally, I'd make it so she plants her staff in the ground if she's holding it, then begins a channel, during which she can still move and cast spells, but can be interrupted with CC (like with Ryze's R). In any case, I think this ultimate is a bit too close in function to Janna's. I believe you could make it more tactical and more unique if it were just a massive one-instance heal upon completing the channel (though I suppose that would make it function somewhat like a Taric R or Redemption active), or if it were a less substantial heal over time, but shielded all allies upon completing the channel.

You have mentioned it, but I thought I should say it anyways: most of her numbers are massively undertuned at the moment (in terms of scaling with rank and AP), the AoE damage reduction being the main expection.

ChaosReyn1 votes

Honestly, I made this concept on basically a complete lack of sleep, so I'm really glad that someone took the time to rip me a new one here on things I just didn't give any thought to. Let's see here...

-I think what I could do as far as your primary concern of the staff goes is to simply allow Cigna to summon it back by "activating" her passive, and giving that summon a cooldown to preserve the feeling of needing to play smart in its placement. That would at least get rid of that scenario you're mentioning. I could also make it to where the staff is automatically summoned to her if she dies and respawns. There's no point to leaving her staff alone completely, for sure, I just want to preserve a part of the mechanic. I gave a lot of thought into how I wanted the laning phase and teamfights to play out, and bottom line I don't want to make it easy for Cigna to just throw her zones wherever she wants, especially with her kit. The zone for her reduction in my mind isn't supposed to be much larger than Shen's AA block on his dagger, but I also don't want to make it ridiculously easy to use it hyper-aggressively considering its strength, and I DEFINITELY don't want to make it to where she can just spam her relocating tool with no chance for counterplay, or she'd be about as ridiculous as old school Soraka was in terms of just never having to step forward in lane. That in mind, I didn't really give a considerable amount of thought to the scenario you mentioned, and I don't want a bad fight to make Cigna completely useless, but at the same time, I want to preserve the mechanics of being able to use her W from afar, and don't want her to just spam her resumm and play like Orianna either. Either way, I'm glad for the catch on this one, and this warrants further thought.

-As unreliable as a skillshot heal is, I don't want to suggest a point and click DoT cleanse (or else every Malzahar main will forever curse me for the THOUGHT of it) and I think in all honesty, the main focus of the champion concept is more on the zone control and damage reduction than the heal anyway. As you said, up to 40% reduction is insanely strong, even if the zone doesn't last very long, and adding a point and DoT cleanse on top of that would basically be cancer. If I made it a point and click, I'm pretty sure it would just take too much skill AWAY from the champ. As far as this particular iteration of the concept goes, I think I actually somewhat prefer the "feelsbadman" moment of someone botching the save and catching the wrath of their teammate in need, simply for the fact that the rest of the teamfight kit is already so strong in denial anyway. That being said, in this iteration, her kit is already incredibly strong at denying DoT effects even without the effect on her Q, considering that reduction of a DoT occurs on each tick, adaptive helm is an item, and between both of those things and just building defensively, you can essentially drop a DoT to zero anyway. I can admit that my concept just isn't the one to introduce a DoT cleanse to, and if I admit that, my next best concept is essentially a point and click choice of DoT or HoT anyway, and I don't believe that to be particularly lackluster either.

-Giving a nod to her E through her staff definitely won't hurt anything, so I'm just gonna give you that one straight up.

-Her ult in this iteration is supposed to function sort of like Janna's in theory, but without the knockback effect (that most Janna players use it for while cancelling her heal) and more focus on the area heal. I had a few different concepts, one being to make her ult another relocation tool, summoning it back to her and having the channel regardless, and another being basically what you mentioned. Hindsight of creation last week, it definitely seems off where it currently is. As far as the significance of her holding the staff or not, that's a point I have to sort of credit you for and question at the same time. On one hand, it's sort of a dull ult in hindsight either way and I'm not really sure if I'm even too happy with it in either form right now...and on the other, I also have to admit that the change in the overall mechanic of it seems like it's just sort of...off.

-In addition to the other ideas I mentioned, I considered in creation the thought of not making her ult a heal in the first place, but a different type of zone. My first thought was a silence zone...but i figured that was just not fun. I also considered the concept of making it some sort of massive "ring of terrain" ability where she grows a bunch of rooted, animated trees that attack anything near the edges (and possibly dealing light splash damage, since they're living trees) prioritizing champions in their range. Between all the concepts, I feel like that's probably the next best idea for it if not a heal. I ended up going with the heal because of her Q being a skillshot, but with all the ideas bounced around so far, I'm more than ready to reconsider this one. Essentially, no matter its form, the goal behind the ultimate is just to be a huge AoE...something...to make it hard for the enemy team to fight. As far as ring of terrain abilities go, I don't think LoL has one that actually attacks you yet...just Jarvan wall, Veigar field, and Yorick's creepy flesh ring. Considering that the current concept of her ult seems really dull, and that my only honestly relevant concept of making it not-so-dull is to try and make it overly complex at doing the same job without really changing anything in the first place, maybe that's a better iteration to run with.

-I'm intrigued to hear you say they're undertuned, but not really surprised. Like I said, the numbers are basically placeholders for someone with a better idea of how to look at them to come along and replace, because I am not someone with a reputable eye for balance, ESPECIALLY in MOBAs, so I just throw up my disclaimer and let everyone take the numbers with a grain of salt. I'm intrigued because I'm used to "god modding" something instead of making it pathetically weak: I guess it's a sign I'm learning SOMETHING, at least.

Thank you for the feedback...I'll probably go back to the drawing board with this, but I'm going to leave this concept up for a while longer. Firstly, for more feedback, and secondly, to try and reimagine my original concept, as lot of these ideas are pretty significant changes.

ChaosReyn1 votes

After seeing feedback - Shoutout to D3ath3657 for being my awesome first critic!

**Again, my numbers are placeholders. If you have a better eye for balance than me, please feel free to comment what you believe they should be, because according to Death, they're really undertuned right now, but I'm also a bit too lazy to change them today, with the exception of tweaking the damage reduction to help simplify things, cause that was easy. :P **

Passive: Fortuity - Cigna's staff, Fortuity, is animated, and the position of Fortuity plays a strong role in her abilities. While wielding Fortuity, Cigna's basic attacks gain range and deal additional magic damage that scales with her level. While not wielding Fortuity, Cigna loses her range and bonus damage on hit, but she and her allies (within a certain range of Fortuity) gain movement speed when moving towards her familiar. Upon reuniting, Cigna (but not her allies) keeps this movement speed bonus as it decays over 3 seconds. {Damage: an additional 10 damage + 3 per level, totaling 54 at lv 18} {Movespeed: 10% at all ranks, decays over 3s on retrieval} NOTE: Cigna can activate her passive to resummon Fortuity, putting her passive on a flat 75/60/45 second cooldown that is NOT affected by CDR. Fortuity plays a key role in Cigna's playstyle, and having to retrieve your staff during (especially) laning phase and teamfights is the main way of being opened up to counterplay. Additionally, dying will spawn Cigna with her staff, and her ultimate will also summon Fortuity to her at the end of its effect

Q: Natural Cure - Cigna targets a nearby champion with a bundle of magical leaves. A target Ally will be healed for a moderate amount over time. An enemy targeted will take moderate damage over time and take a 25% slow over the duration. {CD: 15/14/12/10/9s} {Damage: 55/65/75/85/110 (+20%AP) over 3 seconds} {Heal: 55/70/85/100/125 (+20%AP) over 3 seconds}

W: Whispering Wood - Cigna throws Fortuity to a target location lightly damaging enemies in her path, revealing the area and creating a zone that mitigates a percentage of incoming damage to allied champions (including herself) for 2 seconds. Cigna may leave Fortuity in this location, and future casts of this ability will affect the same zone, but will not deal any damage. If Fortuity is in a bush when the zone is created, it's empowered. {CD: 20/18/16/14/12s} {Damage: 20/30/40/50/60 (+15%AP)} {DmgRedux: 25% all levels (35% for empowerment)} NOTE: This ability is technically "global" as Fortuity can be left as a ward, or left in lane, and Cigna can activate this ability from anywhere...but Cigna cannot MOVE the zone until she returns to claim her staff. This zone can be easily played around by simply not picking fights near the zone. To give you a point of reference, this zone is roughly the same size as Shen's aa block, so you aren't worried about this just absolutely blockading a lane.

E: Fey Sparks - Cigna shoots a torrent for Fey sparks in a cone in front of her, damaging enemies hit, and marking them for 4 seconds. Marked enemies take an additional 10% damage from subsequent damage. Fortuity mimics this effect toward the target direction. {CD: 16s all ranks} {Damage: 40/45/50/55/60 (+25%AP)} Shoutout to Death for giving Fortuity more love than I did, cause I totally didn't think of giving the poor thing some bling

[NEW] R: Nature's Wrath - After a brief channel/delay, Fortuity sinks into the ground, summoning a ring of animated Treefolk for 5 seconds, surrounding the summoning area. The Treefolk count as terrain and attack nearby enemies, prioritizing champions. If Cigna was holding Fortuity during the channel, the Treefolk are empowered, and their attacks will splash. When the effect ends, Cigna regrows Fortuity. {CD: 130/120/110s} {Damage: 15% AP on hit - splash 20% of on hit damage when empowered} NOTE: This ult is "Global" in the same way as Cigna's W, but keep in mind that you will LOSE Fortuity on its use for 5 seconds, meaning you cannot use both at the same time. I know there are some key factors missing here, namely Treefolk attack speed and the amount of Treefolk summoned...I am absolutely TERRIBLE at numbers, so I have literally no idea how to fill those slots. I will give you a point of reference that I'd like this ring to be roughly the size of an Amumu ult, and that these Treefolk are melee, just to give you some relief that clumping near the center can mean avoiding being pummeled by trees.

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