december MCCC Heidi the wrangler

Vbunnie·12/3/2014, 5:26:42 PM·6 votes·1,990 views
http://forums.na.leagueoflegends.com/board/attachment.php?attachmentid=958953&d=1399240474

original seen here: http://boards.na.leagueoflegends.com/en/c/fancreations/EpxQFwHf-champion-suggestion-heidi-the-wrangler

Lore for MCCC: Heidi awoke abruptly in a wooden home she did not recognise. It looked like the homes the Hunters in the woods outside of town lived in, but she was never on the inside of one. "She is awake!!" proclaimed a woman.

"well isn't that the best and with a bump like that I swear she was a gonner if we didnt find her?" said a man.

"Where am I?" Heidi asked.

"Well you are at our home of course, let me introduce myself; my name is Adam Rightheart. I am leader of the Revenge corps, an anti siege group dedicated to protecting the Justice of others and the land we hold so dear. This is my wife Amy Rightheart, my dedicated right hand woman and companion. She is also pretty good with a bow. Who is it if I may ask that I am pleasured to be meeting?"

"My name is Heidi. I am the sworn protector of my farm and livestock outside of Zaun. Are you a witch? What did you do to me? I ain't too keen on witches or strangers. And you better choose your words wiseley, I warn you I am stronger than i appear and I can take a beating."

"We can see that, no there aren't any witches here," Adam chuckled, "just a lumberjack and his wife who happened to find you in the middle of the woods while we were hunting." He replied. "I have heard about you. Must have been an intense fight you had with fiddlesticks. You gave him one hell of a chase and fight. To think that monster is finally slain. If only times were better. We have been nursing you back to health here in our camp while we plot our counter attack against the new influx of monsters who have entered through the Rift. And I finally think, I have a plan that just might work. We ran into your father several years back, about some lumber he needed to build his barn. How did that project go? how has he been and is he still up for a fight?"

"The barn was the best in the land." Heidi said distantly. "Fiddlesticks killed my father. He took him away from me before I could say goodbye one last time. I had to avenge him. I had to do something about it." Heidi said with mixed emotions mostly of anger sadness fear and determination all at the same time.

"I am sorry to hear that." Replied Adam. "He was a good fighter, but at least he didn't die in vain. At least you finally avenged it. It is good to hear his legacy remained and he raised you well. It is a shame you are now an orphan. But it was only a matter of time I am afraid, with your father refusing to trade with Zaun and all. They were bound to do something with you refusing to give them food and all. What was that all about?"

"Don't talk about my father." Heidi screamed sadly and angrily tearing up.

"We did not mean to offend." Said Amy soothingly.

"I am sorry, I know you mean well most likely. He refused to trade with them when they decided not to increase their regulations on the toxic waste spewing from that city. It has been damaging our crops and me and my father were not going to put up with them not doing anything. So We did." Said Heidi. "What is this about a siege and monsters? I am so confused. I don't remember anything about a siege." cooed in Heidi excitedly.

"Well, it has been many months since we first found you in the woods. We have since been treating your injuries. I was surprised you even woke up after taking such a blow. Are you ok? What exactly do you remember?" asked Adam.

"Well I am fine." Heidi said, the pain in her head still aching, as she tried to remember what happened, but it was so foggy. All she could think of was when she finally delivered that fatal blow to fiddlesticks his last attempt at redemption. The slicing sound of his scythe scraping across a tree and a severe pain in her head. Then the light and no more. She struggled to regain her grounding.

"Thats ok," said the woman. "It has been a long time. When you were asleep the world around you has changed. Time kept going as you slept. It has been almost two years now since we first found you, a hard two years at that, and there is no clue how long you were sleeping before then."

"That cant be right," Heidi interupted, "there is no way. It only feels like a few minutes."

"Maybe," Amy continued, "but I can assure you..." Before Amy could finish her sentence Heidi had already got up and dashed outside.

"you are in no shape too..." but Amy's words fell upon deaf ears as Heidi was already outside looking around for clues as to what happened.

Amy was right, the world around her was not what she remembered. What used to be large forests and beautiful skylines of cities, now shadows of their former selves. Where there were long treelines as far as the eye can see were now scorched timber and stick piles. What were once beautiful landscapes were now scorned with death and destruction. What was once her beautiful farm was now nothing more than a ruined remnant of the past. It appeared that Heidi had slept for a long time.

Heidi when she had her fill, went back into the house, determined as ever. "What Happened? Who did this? Where are they? And how do we get there?" She asked abruptly, as she grabbed her trusty pitchfork, handtorch, and lasso from atop the mantle.

"Aren't you afraid?" asked the woman.

"Not for one second. Haven't they told you? I'm fearless."--Heidi

Stats and stuff: Melee, Support, tank Name: Heidi Gender: Female Race: Human age:20

Physical description: Heidi is a 5 foot 4 young female with medium length red hair, freckles, and fine cut features. She wears a white cowboy hat, a black bandana around her neck, a white tank top with short sleeves and a sleeveless black leather vest, black leather chaps with white short shorts showing underneath the chaps, a white belt on top of the chaps with her black lasso on the right side of her belt and her trusty hand torch on her left side, and white cowboy boots. In her right hand she holds her pitchfork.

Basic Stats: Health: 430(+90 per level) (2050 at max level) Health Regen: 6.5 (+.75 per level) (20 at max level) Mana: 200 (+50 per level) (1100 at max level) Mana Regen: 7.0 (+.50 per level) (16 at max level) Range: 150 (Melee) Attack Damage 56 (+3 per level) (101 at max level) Attack speed: .629(+2.30% per level) (.875) at max level) Armor: 20 (+3.5 per level)(83 at max level)(after global stat changes) Magic Resist: 30(+1.25 per level) (52.5 at max level) Movement speed: 340

Challenges adressed: seigebreaker because oh the possibilities... q the enemy to heidi and bring them to turret. Q to an ally who broke seige. W an ally under turret and toss them to break the seige. Ult the enemy and use that blind/stun as an advantage.

And Heidi has channel times lots and lots of channel times 1 to be exact but I believe her e and w count too but i don't really consider them channel times.

As far as enduring she is a tank and can take a lot of damage. Heidi also meets strange friends (Amy and Adam) she would not have met otherwise.

Abilities: Innate: Rebellion/Rugged Rebellion: Heidi does not perform forced actions, nor can she be knocked up; instead she is snared for the duration of such effects.

This effect can only trigger once every 12 seconds. If this skill is on cooldown Heidi is stunned for the duration of these effects.

(note forced actions are taunts fears and charms because you actually do something; Knockups do not include pulls, flings, or knockback; and polymorphs supressions and entangles work normally. Also note that snare is the same thing as root. I just dont like the word.)

Rugged: Rugged: Heidi receives 150% of her total armor as bonus health, and 200% of her total magic resist as bonus mana.

(note the bonus mana and bonus health act as normal health or mana however if magic resist or armor were to be lost Heidi would lose bonus health or mana proportional to the armor or magic resist lost. The Bonus health or mana gained from these abilities cannot drop below 0. If temporary armor or magic resist were to be gained then for the duration of the temporary armor or magic resist Heidi would gain the bonus health or mana proportional to the temporary armor or magic resist and the health or mana would decay with the temporary armor or magic resist.)

Q: Rope Em: Channeled Collision linear skill shot

Channel: Heidi pulls out her lasso and spins it over her head, beginning the channel. Rope Em can be channeled up to 2 seconds. It can be cast prematurely at any time during the channel. Heidi can move while channeling but she cannot basic attack and her move speed is reduced by 25%. Additionally hand torch may remain active while channeling, but it cannot be turned off nor can any other ability be activated, including torch throw, while channeling. While channeling the max range of the ability is increased constantly until it reaches maximum range in 1.5 seconds. At the end of the two seconds if it has not already been cast or interupted Rope Em is automatically cast. When cast Heidi throws out her lasso and will have a differing effect depending on what she hits.

Enemies: Take magic damage and are pulled toward Heidi. They are also slowed after being pulled by a percentage that increases per half second channeled for a duration two times the time channeled and stops increasing once Rope Em reaches maximum range.

Allies: Heidi will pull herself to the ally and increase their movement speed afterwards by a percentage that increases per half second channeled for a duration equal to double the time spent channeling.

Hay Bale: Heidi will pull the Hay Bale, and any ally or enemy inside it, to her location. No damage or speed increase/decrease is applied to champions inside a pulled Hay Bale. All units within Hay Bale's path while it is being pulled this way are knocked aside.

Cost: 70 / 80 / 90 / 100 / 110 Mana Cooldown: 22 / 20 / 18 / 16 / 14 Seconds Magic Damage: 75 / 115 / 155 /195/ 235 (+ 50% AP)

Range: 700 ~ 1150 Range Increase per 0.5 Seconds: 150 Projectile Speed: 1900

Minimum Slow / Movement Speed Increase: 0 / 0 / 0 / 0 / 0% (+ 0% per AP) Maximum Slow / Movement Speed Increase: 15/ 22.5/ 30 / 37.5 / 45% (+ 0.06% per AP) Slow / Movement Speed Increase per 0.5 Seconds: (5 /7.5 / 10 / 12.6/15% (+ 0.02% per AP)

Minimum Slow / Movement Speed Increase Duration: 0 Seconds Maximum Slow / Movement Speed Increase Duration: 3 Seconds Slow / Movement Speed Duration Increase per 0.5 Seconds: 1 Second

Additional Notes

If an enemy or ally is inside a Hay Bale when Heidi pulls it with Rope Em, the enemy or ally inside the Hay Bale is pulled as well. Rope Em does not interrupt allies, and can be used on all unit types and Hay Bales, with the exception of structures and terrain. If used on an enemy or hay bale it works like Thresh's first pull. If used on an ally it works like Thresh’s second pull.

W: Pitch fork: Melee Targeted ability On Enemy: Heidi stabs her pitchfork into the target, dealing physical damage to them while throwing them 650 feet in the direction she is facing. If the target hits terrain while being thrown, they are stunned. Stabbed enemies cannot be thrown over terrain.

On Ally: Heidi grabs the target with her pitchfork, lifting them into the air. While holding a target, Heidi can move around freely, carrying the target with her. While being carried, the target is completely invulnerable. Any effects or damage the target would otherwise receive will affect Heidi instead. The target is freed if Heidi loses 10% of her current health while carrying them, or if they walk away from Heidi. After a short period of time (unless it was canceled) the target is thrown 650 feet in the direction of the targets cursor. The target can be thrown over terrain, and all enemy units within a small impact point are knocked up.

On Hay Bale: Heidi stabs her pitchfork into the targeted Hay Bale, consuming the active Hay Bale while adding a stack of Hay Bale. If there is one ally or enemy within the Hay Bale when it is picked up, then they are subjected to Pitchfork's usual effect. If there are multiple targets in a single Hay Bale, extra targets will not be picked up, but will lose the cover of the Hay Bale.

Heidi's next Hay Bale activation within 10 seconds deals 100 / 150 / 200 (+ 50% AD) (+ 30% AP) magic damage, to all enemies within 50 range of the Hay Bale's active range. This bonus effect does not stack.

Cost: 60/ 70 / 80 / 90/ 100 Mana Cooldown: 18 / 16 / 14 / 12 / 10 Cooldown Physical Damage: 60 / 105 / 150/ 195/ 240 (+ 50% total AD) Stab Range: 150 Throw Range: 650 Lift / Stun Duration: 1 / 1.25 / 1.5 / 1.75 / 2 Seconds Knock Up Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds Knock-Up AoE Range: 250

Additional Notes

Heidi cannot use basic attacks while an ally is being carried with Pitchfork. If a carried ally activates a movement altering ability, it counts as walking away from Heidi. This includes channeled spells like Recall or Teleport. If Heidi is killed while carrying an ally, the ally is immediately released. Pitchfork allows the user to move an allied target, but does not prevent that target from moving away from Heidi. Pitchfork does not cancel spells being cast, and cannot be used to pick up an ally whom is casting Recall or Teleport. While being carried, allies can basic attack, as well as use abilities. Heidi must stand still while the lifted ally is in the middle of a channel, unless the ability states that movement is allowed and it will not interrupt the channel. Heidi can have Hand Torch active while she is carrying an ally, but she cannot cast any abilities (including Hand Torch) while doing so. 50 units of its active range would equate to a total diameter of 350 units.

E: Hand torch/torch throw: Hand torch: Toggle/aura buff AOE Diameter Around self: 800 (The range of Syndra's Dark Sphere but obviously an aoe) Cool down: 12/11/10/9/8 Cost: 15/20/25/30/35 mana per second Bonus armor/magic resist: 6/12/18/24/30 Ally armor/magic resist: 3/6/9/12/15

Toggle: Heidi lights her hand torch revealing all units within the abilities range. During this time Heidi's armor and magic resist are increased by 6/12/18/24/30. All allies within range gain half of this bonus as long as they remain in range. If Hand torch reveals a champion for at least three seconds Torch Throw then replaces the toggle off option and may be activated for the next three seconds.

(Note this ability functions like Quinn's w fused with amumu's cry. Heidi's torch functions similar to a ward that is carried with her. It creates an aoe around heidi that reveals enemies in bushes and such (except stealthed targets). The aoe also pushes back the fog of war around heidi slightly. (200 units or so). As long as there is a constant mana flow and the ability is not toggled off the vision will remain. As Heidi moves so does the vision.)

Torch throw: Targeted on click ability Range: 800 Diameter of Aoe with Hay Bale: 400 Damage to enemies directly: 60/105/150/195/240 +(40% total AP) magic damage Total Burn damage: 8% of target's current health Burn Rate: 2% of current health per second at time of tick Burn duration: 4 seconds Cost: no cost

On enemy: Heidi throws her torch at the targeted enemy champion, minion, or summoned unit dealing magic damage and burning the target for four seconds. While the burn is active the target and all units within 125 range of the target while it is burning receive damage equal to 2% of the burning target's current health per second at time of tick as long as they remain within the burn's range.

(Note a summoned unit would be Tibbers or Malzahars voidlings... As the target moves so does the aoe... the damage is dealt every second and takes into account health regen and heals of all sources which is why it deals 2% of current health on tick. So if the target had 2000 health the initial 240 damage would be dealt so the target would have 1760 health say they had 20 health regen they would have 1764 health after regen kicks in then the burn would deal damage based on that number the next second they will regen another 4 health and then another set of damage would be dealt based off of that number after health regen. If they had higher health regen, or if they were to suddenly heal for say 200 health, it would deal more damage. This burn doesn’t kill targets only weakens them so the less health they have the less damage it deals. Also note that Handtorch/torchthrow goes on cooldown immediately after torch throw is activated and when this happens Handtorch no longer drains mana.)

On Hay Bale: Heidi throws her torch at the hay Bale dealing magic damage to all enemy units within 75 units of the active range of the Hay Bale. Burning the Hay Bale and enemies within it's active range for four seconds. While the burn is active the burning enemies and all enemies that come within 125 range the burning targets will receive damage equal to 2% of of the primary target's current health per second at time of tick and will be revealed for this duration. After the burn is completed the Hay Bale is consumed in flames destroying the Hay Bale.

(Note 75 units of the active range of the Hay Bale would be a total diameter of 400 units including the hay Bale. The burn would be applied normally except if the burn does not move with the enemy instead it is applied only while enemies stay within the burning Hay Bale's Aoe.)

R: Hay Bale: Stock/ground targeted aoe Range: 650 Inner circle diameter: 250 (about the size of Graves’s w) Outer circle radius: 550 (about the size of Ziggs' outer circle of ult) Snare duration: 1/1.5/2 second Blind duration 1.5/2/2.5 seconds Maximum active at a time 1/2/3 Maximum stacks held: 3 Active Hay Bale Duration: 70 seconds Cool down: 30/25/20 seconds Cost: 80/95/110 mana

Stock/ammo Passive: Heidi Gains 1 Stack of Hay Bale every 30 seconds. While Hay Bale is active it is considered semi- passable terrain and functions like bushes by either team. Hay Bale cannot be attacked or damaged and can only be targeted by Heidi's abilities. (Note: Projectiles, targeted abilities, and similar such abilities function as they would in/into brush.)

Active: Heidi's throws the Hay Bale at target location, costing a hay bale stack. If an enemy champ is hit directly by hay bale at time of cast they are snared for 1/1.5/2 and blinded for 1.5/2/2.5 seconds seconds. All other units within 150 range of the active range of hay bale are just blinded for 1.5/2/2.5 seconds.

Explanation of Hay Bale: the cool down is the amount of time in between casts of hay bale. At any level Heidi still only gains one stack every thirty second. Hay bale is not a bomb like teemo's mushrooms. Hay bale only does the stun when it is thrown and functions like any other aoe, it however persists and act like a 200 diameter round bush that can be used by either team. It is terrain and does not turn invisible it does however blend in with bushes. Hay Bale can be thrown on top of enemies. Further note the Hay Bale has an active range of 250 units meaning it is the size of say Graves’s w and blinding all units within 150 units would mean that, when thrown, it would blind all units in a total area of 550 units except if it hits an enemy champ directly then they are stunned and blinded. Hay Bale is pretty much a bush that blinds and/or stuns when thrown. Hay Bales can be warded by enemy teams and can be utilized by Heidi's other abilities.

Gameplay and such: Heidi the Wrangler is a melee/support tank who excels at single target engagement, health tanking, and countering enemy mages/assassins, while keeping her allies alive and well through the use of guerrilla style warfare and careful timing. Heidi has 3 ranged attacks decent damage and plenty of crowd control. The idea is that she can control the lane with pulls, throws, and burns while also providing her allies with plenty of support and keeping them alive.

Each of her moves can be used separately or together on her allies, enemies, or her ult, which is her hay bale. Her hay bale acts as a moveable, throwable bush with decent active range and the ability to snare and blind enemies on throw. While Hay bale does not turn invisible it does blend into bushes and can serve as extra cover even within bushes and can reveal enemies within it. If the ally is close enough to Heidi she can pull herself to them and enemies out of battle with her q throw her allies into it with her w, or buff allies and damage enemies with her e.

She has four ways to engage and each one is better depending on the circumstances. She can either throw her ult at the enemy stunning and blinding them which is good if there is a gank or large crowd engagement, pull them with her q which is great for pealing, use her e and run in which is great for early game/warding, one on ones, or countering ganks, or she can protect her ally with her w then throw them into battle which is great if the ally is tanky or for surprise/tactical attacks, to prevent trolls her w can be countered by an ally who does not want to be picked up by clicking the ground. Her E is great if the enemies are low on health, or if the ally or enemies can disengage easily.

Heidi also has four ways of retreating, she could throw her ult, blinding enemies, and run away, Q them slowing them so she can run away or keep them slow enough to use her w, use her q to pull her to her allies and run away, use her w on enemies so she can stun them and run away, or use her e and with the added armor and magic resist hope she can run away.

She can also help allies engage or disengage by both roping them and pulling herself to them so she can distract the enemy while her ally has increased movement speed with her q, using her q on enemies and pulling them out of battle so the adc can engage them in a one on one, or using her w on her allies and throwing them into battle or away from it.

Also while her w is active on an ally they are untargetable by most damage types and can attack and use abilities which are great for either engagement or saving their life. It is important to note that while her abilities are powerful she is very risk/reward oriented.

All of her abilities have a weakness. Her Q is a channeled ability and channels can be interrupted. Her w on an ally can be interrupted and lasts a short time. And if her w is used on an enemy it only stuns them if they hit terrain. Her e is awesome and helps make her tanky enough to take damage with ease but does require a constant mana flow and only lasts a short time. Her E also has a wait timer before it can be used to damage enemies which can be prevented by staying out of sight. Her ult may have a short cool down but it takes a while to gain stacks of Hay bale and it has a limited range.

While her damage output and potential are great you have to be good enough to know your weaknesses and be able to prevent them from being abused. Sustain damage/heavy range can mean the death of her so it is important to be aware of your surroundings at all time when either playing as or against Heidi. This means that Heidi can be great but is hard to use. Despite this at any skill level she provides plenty of support for allies. Thus she fits the support role very well with a kit unlike most others that concentrates on keeping the ADC alive while supplying plenty of damage and cc.

Heidi's kit focuses less on straight damage or heals/shields and more on combos/control. You can string together her abilities in all sorts of ways. All of Heidi's moves work together to create a fair and balanced, decent bot or top laner, with good cc decent cs if needed and plenty of versatility. This champ is completely ready, workable, and completely unique of all other champs.

Basic combos: Ready up E. Q enemy pull them away from group and into hands of ADC, R that enemy if they try to get away or pick up the adc with the w and throw them at the enemy. Throw out your E. Ult for additional stun if needed. String in some basic attacks in there and you are home free.

Second Combo: Ready up your E. Use your vision to scout out the enemy. Ult the Enemy. Q to your ally. W them and throw them at the enemy. E them and finish them off.

Third Combo: Let your ADC engage and stay towards back. Ready up your E. Q to your ADC. W them to make them untargetable. Throw them behind enemy team. Ult enemy team as they try to engage ADC. Throw out your E for added damage then ready it again.

More intense combo: This combo works when you already throw out your hay bale. For this to work make sure Hay Bale is 650 feet from River bush in either direction preferably towards your tower. Let your enemies push into position. W your ally and throw them into your bush from river bush. Q your ally to follow them. Ready up your E. Throw out another bush on enemy. Throw out your E.

If this champ ever were created I would ask for nothing in return but a free version of her. Thank you for all of your time and please reply to the post.

Quotes/Jokes/taunts Heidi's voice is sweet with a hint of southern bell...

Selection: Finally

Movement: get up with it. I reckon. I got's a hankerin for revenge.

Attacking: well I'm happier than a dog with two peters. Mangy varmint.

Joke: but I just got all gussied up (scratches inner thigh and blows nose by holding the other hand against her nostril)

Taunt: come give me some sugar (puckers up drooling). Poop or get off the pot already (squats down). Did you get hit with an ugly stick or just a pitchfork (lifts pitchfork)

Dance: the watermelon crawl.... you don’t know what that is look it up....

Recall animation: Trick Roping, doing everything from the buterfly around the world andover the shoulder, to the vertical loop and texas skip and finally finishes with a flat loop over herself that goes up till the recall ends.

Stat priorities: 1. Armor: Health and armor from one stat would give Heidi a good amount of protection against heavy hitting ADCs. 2. Magic resist: This is a great stat that not only protects you from magic damage but it also gives you bonus mana which is essential to keeping Heidi alive. 3. Attack damage: This stat helps Heidi have a decent early game damage output. 4. Ability power: great late game damage potential and increases the damage for her q and e as well as the potential of the movement boost or slow. 5. Mana regen do to her high mana costs and long cool downs mana regen helps out a lot when it comes to getting that mana and maintaining pressure. 6. Cool down reduction, health, and health regen help out a lot but are not essential.

Runes: it is essential to balance runes according to what stats are lacking. Acceptable marks include hybrid penetration, attack speed, and attack damage. Acceptable seals include armor, percent health, scaling health or scaling mana regen. Acceptable glyphs include scaling ability power, magic resist, scaling magic resist, and cool down reduction. Acceptable quintessences include experience, gold, movement speed, hybrid penetration, attack speed, attack damage, armor, percent health, scaling health, scaling mana regen, scaling ability power, magic resist, scaling magic resist, and cool down reduction.

Itemization: item 3026 item 3068 item 3143 item 3075 item 3110 item 3025 all good choices of armor items

item 3222 item 3001 item 3139 item 3065 item 3112 all good magic resist items

item 3078 item 3074 item 3172 item 3072 item 3071 all good attack Damage/hybrid Items

item 3151 item 3027 item 3116 item 3157 item 3092 all good ability power items

item 3800 item 3069 item 3184 item 3023 item 3056 all good movement/hybrid items

item 3004 item 3003 (good mana Items not already listed)

item 3050 item 3190 item 3401 item 3165 item 3158 all good cooldown reduction/utility items

item 3083 item 3084 item 3022 All good Health Items

Any boots choice is good.

Any combination of these Items is great to have on Heidi depending on what exactly you want her to do. Heidi is all about Balance and as a tank you want tankier items. These work the best. As a support you want utility/supportive items, and depending on the circumstances some of these items are better than others but it varies on the situation.

31 Comments

Reaper Review12/14/2014, 3:01:22 AM3 votes

When someone takes the time to offer you advice, acting abrasive towards them is a poor way to repay them. Just saying.

I have no doubts regarding Raptamei's ability to read, and I can see why he'd overlook things. Your ability descriptions are extremely wordy, and the abilities themselves have so many caveats and alternate functions.

I can almost guarantee you that if Riot were to implement Heidi as is, she'd cause more than a few problems. Like, approaching or maybe surpassing Azir levels of bugginess due to how esoteric her abilities are.

I'll give her a more in-depth read and try to offer some more concrete advice once I can fully digest what those skills actually do.

As for Karthus, he has high Mana drain on Defile because it gives him back Mana per kill while it's toggled off.

Raptamei12/14/2014, 12:22:39 AM2 votes

Can you comment without insulting me? Your champion is one massive text wall with information all over the place. I can tell you that any judge is going to miss something and dock you points because of it and you will whine about it. No, you're not important enough for the judge to reread your post 5 times. I had to scroll back up 3-4 times to read the same ability and still missed stuff.

Inner circle diameter: 200 (about the size of Graves’s w) you need to go back and relearn geometry or take the time to read things.

You got your own measurements wrong because Graves W is not 200 diameter but 250 radius. http://leagueoflegends.wikia.com/wiki/Graves GG. Learn geometry.

Also note that having it a toggle ability means you can turn it off but after three seconds of revealing an enemy it automatically turns into the second ability. Which isnt the same thing as a toggle.

OH I SEE so she reveals you, then you stun her until the 3 seconds elapse and now she can't turn it off for 3 seconds and loses 90 mana. That's far better indeed.

BigBenClockTower12/17/2014, 9:02:59 PM2 votes

Whoa! Lots of debate here. But I digress, I'll leave my comments on the kit as a fellow competitor, and because you left comments on Norme.

So, where to start? I'll tackle these in order, as well as format them for easier readability for others who see my comment.

Innate: Rebellion / Rugged Rebellion: Heidi does not perform forced actions, nor can she be knocked up; instead she is snared for the duration of such effects. This effect can only trigger once every 12 seconds. If this skill is on cooldown, Heidi is stunned for the duration of these effects.

I like this so far. It's clean, does its job well, and works great for tankier Champions, who should ideally be able to shrug off some forms of attack through pure bulk, or special ability. A better tie in to her backstory would cement the deal of this being a great passive. I'd lower the cooldown a tad to be more in line with other effects based on timers, (Nautilus' Staggering Blow is a 9 / 8 / 7 / 6 second cooldown, for example, while Jarvan's Martial Cadence is a 10 / 8 / 6), but the way it is now, it's very workable.

Rugged: For every point of bonus armor, Heidi gains one point of bonus health, and for every point of bonus magic resist, Heidi gains two points of bonus mana. The bonus health or mana gained from these abilities cannot drop below 0.

This is a sketchier passive. The effects seem very negligible as they are, and could probably use buffing. I'd suggest something more akin to other "Buff" passive Champions. My recommendation?

"Rugged: Heidi receives 150% of her total armor as bonus health, and 200% of her total magic resist as bonus mana."

While the numbers seem scary, considering that the tankiest I've ever gotten in game (while still being useful) was a 240 armor / 140 magic resist Shen, basic math proves otherwise. With 240 total armor, 150% makes it 360 bonus health, which is a good amount, and comparable to other similar passives. Magic resist being harder to itemize for, you can make that number a bit higher, like 250% (140 becomes 350) bonus mana, since people would need to go out of their way to maximize the value here, and will lose out on health, among other stats.

Even at the absolute maximum, a 400+ total armor Heidi would gain 600 health, which, while strong, is at the expense of everything else, thus balancing it, while 600 mana (at 300 magic resist) isn't game breaking in the slightest. I'd recommend, however, that you scrap one of the two passives, and move the scrapped one to a different Champion. Rebellion (rename it to Rebellious perhaps?) and Rugged need to be made negligible in order to coexist, and that isn't fun for anyone. I like the idea behind both however.

Now onward to her Q! Apologies for reformatting it a bit. I want to make it more readable so I can elaborate on it.

Rope Em: [Q - Point Targeted Linear Colliding Skill Shot] Heidi pulls out her lasso and spins it over her head, channeling for up to 2 seconds. While channeling, she gradually increases the range and effects of Rope Em over 1.5 seconds. Heidi can cast Rope Em at any time during the channel to immediately throw the lasso (with lessened effect).

Heidi can still move while channeling, but she cannot use basic attacks or her other abilities, and her movement speed is reduced by 25%. Hand Torch remains active if it was activated before Heidi begins channeling.

On Enemy: Rope Em deals magic damage to the first enemy Champion or minion hit, and pulls them toward Heidi. If Rope Em was channeled for at least 0.5 seconds, it additionally slows the enemy hit. The slow starts after the pull is completed and does not apply to Hay Bales.

On Ally: Rope Em pulls Heidi to the first ally hit by the lasso. If a Hay Bale is hit, it is pulled to Heidi, and all enemies that are caught in its path are knocked aside. If Rope Em was channeled for at least 0.5 seconds, it additionally grants bonus movement speed to the hit ally. The movement speed bonus does not apply to Hay Bales.

Cost: 70 / 80 / 90 / 100 / 110 Mana Cooldown: 22 / 20 / 18 / 16 / 14 Seconds Magic Damage: 75 / 120 / 165 / 210 / 255 (+ 75% AP)

Range: 700 ~ 1150 Range Increase per 0.5 Seconds: 150 Projectile Speed: 1900

Minimum Slow / Movement Speed Increase: 0 / 0 / 0 / 0 / 0% (+ 0% per AP) Maximum Slow / Movement Speed Increase: 15 / 22.5 / 30 / 37.5 / 45% (+ 0.03% AP) Slow / Movement Speed Increase per 0.5 Seconds: (5 / 7.5 / 10 / 12.5 / 15% (+ 0.01% per AP)

Minimum Slow / Movement Speed Increase Duration: 0 Seconds Maximum Slow / Movement Speed Increase Duration: 3 Seconds Slow / Movement Speed Duration Increase per 0.5 Seconds: 1 Second

Additional Notes

  • If an enemy or ally is inside a Hay Bale when Heidi pulls it with Rope Em, the enemy or ally inside the Hay Bale is pulled as well.
  • Rope Em does not interrupt allies, and can be used on all unit types and Hay Bales, with the exception of structures and terrain.

Whoa, okay, so that was a mouthful! Rope Em seems really cool as an ability, but it seems a bit overloaded as far as what it does. It tries to do way too much, and is actually a tad too strong. The interaction with Hay Bale is neat though, and the mechanics are sound for a linear collision skill shot with displacement. It's mana cost seems a bit steep for a Support / Tank, but is passable for the effects provided.

If anything, I'd hit the damage first. Lower the damage (or remove it entirely) and put the focus on the slow, and this way, you can create a unique "grab" ability that fits more in line with a Support / Tank. Lessening or removing damage also lets you slightly bump up the scaling on the slow and movement speed buff, and potentially lower the cooldown (most of the similar abilities are between 16-20 seconds for rank 1 cooldowns, so an extra 2 seconds is a bit stifling).

In fact, removing the damage would be the quickest way to balance this ability very nicely, and fit in with the Support / Tank niche Heidi fulfills. Now, for the W. Again, I reformatted it, for my own sake, apologies.

Pitchfork: [W - Single-Target] On Enemy: Heidi stabs her pitchfork into the target, dealing physical damage to them while throwing them 650 feet in the direction she is facing. If the target hits terrain while being thrown, they are stunned. Stabbed enemies cannot be thrown over terrain.

On Ally: Heidi grabs the target with her pitchfork, lifting them into the air. While holding a target, Heidi can move around freely, carrying the target with her. While being carried, the target is completely invulnerable. Any effects the target would otherwise receive will affect Heidi instead. The target is freed if Heidi loses 10% of her current health while carrying them, or if they walk away from Heidi. After a short period of time (unless it was canceled) the target is thrown 650 feet in the direction of the targets cursor. The target can be thrown over terrain, and all [enemy?] units within a small impact point are knocked up.

On Hay Bale: Heidi stabs her pitchfork into the targeted Hay Bale, consuming the active Hay Bale while adding a stack of Hay Bale. If there is one ally or enemy within the Hay Bale when it is picked up, then they are subjected to Pitchfork's usual effect. If there are multiple targets in a single Hay Bale, extra targets will not be picked up, but will lose the cover of the Hay Bale.

Heidi's next Hay Bale activation within 10 seconds deals 100 / 150 / 200 (+ 50% AD) (+ 30% AP) [magic damage?], to all enemies within 350 range of the Hay Bale. This bonus effect does not stack.

Cost: 100 / 110 / 120 / 130 / 140 Mana Cooldown: 18 / 16 / 14 / 12 / 10 Cooldown Physical Damage: 60 / 95 / 130 / 165 / 200 (+ 60% AD)

Stab Range: 150 Throw Range: 650

Lift / Stun Duration: 1 / 1.25 / 1.5 / 1.75 / 2 Seconds Knock Up Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds Knock-Up AoE Range: 250

Additional Notes

  • Heidi cannot use basic attacks while an ally is being carried with Pitchfork.
  • If a carried ally activates a movement altering ability, it counts as walking away from Heidi. This includes channeled spells like Recall or Teleport.
  • If Heidi is killed while carrying an ally, the ally is immediately released.
  • Pitchfork allows the user to move an allied target, but does not prevent that target from moving away from Heidi. Pitchfork does not cancel spells being cast, and cannot be used to pick up an ally whom is casting Recall or Teleport.
  • While being carried, allies can basic attack, as well as use abilities.
  • Heidi can have Hand Torch active while she is carrying an ally, but she cannot cast any abilities (including Hand Torch) while doing so.

So wordy. This ability seems like it could have a treasure trove of problems. Namely, interacting with your allies in a troll-ish fashion. Plus, those allies have so many outs to it that it defeats the ability's purpose. I'd recommend you highly focus on the enemy cast component, as a throw with impale is always good fun, and a perfect disengage tool for a Support / Tank to have, while allowing them some damage (especially if you remove the damage on Rope Em). I like the Hay Bale interactions though. Really clever design. I'd need to look more at Hay Bale though before I can make final thoughts there. The mana cost is also steeper than the Trango Towers, and the cooldown makes it a bit too hard to use effectively.

That's all I have for now. I'm still digesting Hand Torch / Torch Throw and Hay Bale. I'll post on those as a reply to this when I'm done analyzing. Thanks for reading!

-BigBenClockTower

RiotRiot Lutzburg1/10/2015, 3:07:37 AM2 votes

Okay Vbunnie, I'm home for the weekend and now have some time to convert my notes into a cohesive and digestible format. As with most of my requested reviews, I am going to cut the fluff and spare no feelings in the interest of being as constructive and helpful as possible!

General- It's obvious that you have an incredibly deep understanding of the game's mechanics, systems and terminology. I like the in-depth lore and back story, and your abilities are equally well thought out (in terms of effort and consideration given). However, there is TOO MUCH to get through in this concept, even for the most interested of readers. You go into too many details and that causes the high level concepts to get lost. I found myself re-re-re-reading every spell just to understand it, not to mention the difficulties of conveying how each spell interacts, since Heidi's kit seems to be heavily based on spell synergy.

All the info is competing with itself and you've put everything on an equal level of importance-either scale back the details or create a high level that goes all the way through, followed by the detailed version. Write for your audience and account for the fact that this is not a technical design document for a developer- it's a showcase of a concept for a broad audience who is interested in your creative ideas. MAKE IT FUN FOR THEM!

As for Heidi herself, I feel that she suffers from an identity crisis. She's listed as a support/tank but a majority of her spells are very... utility-oriented. I'd put her much more in line with Lulu or Nami than I would with Leona or Braum. Really only her passive gives her any sort of tankiness, and that seems very artificially added (stats for the sake of having stats). Finally, I have to admit that I find her theme rather... pedestrian. I hate to use that word but she is literally a farm girl. There isn't a lot of fantasy fulfillment in throwing hay bales or jabbing with a pitchfork, you know? There's nothing that screams fantasy or magic or supernatural in any sense.

Passive(s)- Both seem very strong, which is fine, but the second one just feels like a lot of free stats with no gameplay attached. While this is sometimes unavoidable, I think Heidi can gain some tankiness through more interactive and counterable means.

Q is fun and interesting but I don't think it should auto cast after the channel. Instead it should cancel with reduced cooldown and refunded mana cost like Vi's Q.

W has all sorts of problems- a tank that pushes enemies away? Seems opposite of what she wants; especially as melee. The lack of player choice for Heidi's allies is also an issue, and there are a slew of technical reasons why that ability would be full of edge cases and oddities. I know you have accounted for some of them in your notes section, but this is a TON of special case stuff that would need to be tested and hard coded into the game. The work versus gains and “wow” factor just aren't there. Even thematically, it just seems weird. If Heidi were a giant gorilla or the iron giant and she put an ally on her shoulder to help them escape, that would make more sense).

E is very fun and interesting, and I like it a lot. However, the toggle portion makes it exceptionally powerful and also forces Heidi to build a lot of mana in order to maintain that power. From the player's perspective, if it's possible to leave it on forever, they will try to; sometimes at their detriment. This is a false choice in my opinion, and I would remedy it by giving it a max duration or simply give it a static duration that scales with max mana (or preferably some tanky stats instead).

R Hmm... A snare and a blind that last almost the same duration seems excessive, despite the thematic gains. Placing brush as terrain is a very interesting concept, however. I like the synergy between her Q and her R quite a bit. That's smart.

Everything Else: All the information after the ult is fine and it's nice that you have it included, but again I think it's way too much. I specifically sought out this concept to read and learn as much as I could about it so that I could review it, and I was still struggling to get through the sheer volume of information... especially information I don't really think is necessary for a concept showcase like this. At the very least, I would suggest placing it in an appendix or second post that is separate of the main page.

I hope this was all helpful and that you don't take anything I said too harshly. I think there are a lot of solid ideas here (especially the Q/R synergy and her E in general), but I agree with your concerns that this concept seems all over the place... like it's trying too hard to please everyone that had a hand in shaping it. I think it's time that you "do you" and define with razor sharp focus exactly what you want Heidi to be- a front line tank? A utility support? A simple farmer? A mana-hungry mage? There's a lot going on and it's time to pare her down!

Elphrihaim12/14/2014, 7:42:36 AM1 votes

They honestly arent as complicated as they seem I just simply stated every single intricacy. I did not have to but I have had issues of people understanding her abilities without that much detail which is why I added it.

No, if they have this many intricacies they are very complicated especially due to the fact that you do not take advantage of linebreaks.

Hardly at all, really. Ngghhh.

btw:

(ok here are some champs who have similar double sided abilities and you tell me what you think. Ok Yasuo, Malzahar, Akali, Aatrox, Rumble, Azir, Galio, Cassiopeia, and Rammus)

Malzahar, Rumble, Galio, Cassiopeia, and Rammus all have single-part passives.

Malzahar: Every N spellcasts, Malzahar summons a Voidling for 21 seconds that has X +LvlY HP and deals N+Zlvl+%AD Physical Damage. After 7 seconds it gains X, after 7 more seconds it gains Y. Voidlings like to attack enemies that Malzahar is damaging.

Rumble: Rumble uses Heat as his Resource, and builds 20 Heat per ability cast. If Rumble does not generate heat for N seconds, he begins losing heat each second. After Z seconds, Heat loss is doubled. While Rumble has at least 50 Heat, his abilities are empowered, and when Rumble hits 100 Heat he Overheats for 6 seconds, Silencing himself and gaining On-Hit Magic Damage.

This is only wordy because it has to describe a brand-new resource.

Galio: Galio gains 50% of his Magic Resistance as Ability Power.

Cassiopeia: Cassiopeia gains 1 stack every second an enemy champion is Poisoned*, and 1 stack every 6 seconds. At 75 stacks, Cassiopeia gains 5% increased Ability Power and Twin Fang restores her X(+%AP) Health on-cast. At 200 stacks, Cassiopeia gains 10% additional increased Ability Power (15% total) and 25% Cooldown Reduction. At 400 stacks, Cassiopeia gains 15% additional increased Ability Power (30% total).

Rammus: Rammus gains 50% of his Armor as bonus Attack Damage.

How are these "double sided abilities"?

catraven12/14/2014, 11:41:20 AM1 votes

white leather belt and white shorts are nice touch

Kamiroo Wolf12/7/2014, 6:58:04 AM1 votes

Took me awhile to find you :P anyway, let's with who she is as a person:

I personally like the idea of Heidi, but she seems like your average rough-and-tumble cowgirl with a rather lacking story and personality which is kind of boring to be completely honest. A fearless cowgirl who fights with lasso and pitchfork...k. She has a great foundation for a story that could go a million ways which isn't exactly bad...but not entirely good either.

I don't even know where to begin with the lore. I guess I can't get on you about how Riot “retconned"(in the lack of a better word) the League and its Summoners from the lore since it is YOUR story and I don't think the judges care if your story still mentions the League. Oh and btw...just remember that the name of this month's MCCC is “End Of An Age".

Anyway, let's move on shall we? I think starting the story two years after the fight with Fiddlesticks raised more questions than were answered as the story progressed. For instance: Who is this Revenge Corp? Why were they created? What happened in the last 2 years? Why did these two random strangers who just so happened to be exploring the forest where Heidi had just almost killed(only to be nearly killed herself) Fiddlesticks, rescue her and take her in for TWO YEARS? Speaking of Fiddlesticks, why didn't he kill Heidi when she was incapacitated by the big tree(which was cut down by the little “sickle" he carries)? How we're people able to develop the massive city Heidi observed when she awoke in just(and let me say this again) TWO YEARS!? What exactly is Heidi to be afraid of? There are so many questions I have that hurt me to know may not be answered! Like the judge of last month's lores told me: “It's a bit of a cop out to say everything is a mystery"

Even now...as I keep reading her story over and over, more questions plague my mind. Could it be possible Revenge Corp are the BAD guys btw? Idk, a twist never hurt a good story(unless that twist was stupid and predictable). Sorry if I'm getting off track, the last thing I wanted to say is that I am honestly bad at reviews but I felt like I should post something for Heidi since you gave Vishas such an honest review.

The Red Goat12/15/2014, 5:20:36 PM1 votes

Okay, the review in return now.

For lore it seems fairly compelling, but I would try to put your synopsis into the lore somehow rather than have it set up before your lore itself. I only really advise this from personal experience that sometimes the lore I have made doesn't say anything about the character which technically your lore here does not do that either. Only the synopsis really tells anything about Heidi and that could easily be redone to be an intro paragraph for the character proper.

Okay, skipping over base stats since at best I could nitpick that all base magic resists are 30 not 30.5, Your innate is..weird to me. The having 2 innate powers seems very much akin to Yasuo whom is very well designed in that way that he has much duality to his kit, which in turn reflects the 2 sides of his story. Heidi's story though is more straightforward in being she is now, and pardon my pun, "a rebel without a cause" because her purpose in life before was avenging her father, and then protecting her farm. With her father already avenged though, and her farm long gone, she would seem to have no reason to go forward. Now if you tried to reduce your innate to just one of these passives then that would make it much easier to understand having them.

To look at the stats of the innate, the first one is actually fine on its own if a bit unorthodox in how it works (I'd just as soon say she gets a spell shield and tenacity, that's something nobody else has right now either). For the Rugged effect I'd say that you should flip it around and let health and mana supplement your armor and mr instead, as you could get more meaningful bonuses to them that way. Now if you are wanting to support building armor and mr because they increase other stats, and maybe you want to lea towards getting certain items, then I would change the numbers because 1 for 1 or 1 for 2 is too low to me for health and mana bonuses. One last thing is I would probably just drop one of these passives in favor of the other one so you can increase the power of it to be more effective.

Sooo, that is the only ability I can look at and honestly say I understand with any amount of ease. Your problem here seems to be the opposite of the problem with your reviews that most people have, being that your reviews are seen as too short and over simplified, but here you are way too specific. Now don't get me wrong, I do understand each of the abilities, and they actually look like that work really well when thinking of them altogether. But you need to simplify your explanations of them. Take a look at your q for instance:

Effect on enemy: Heidi throws out her lasso. Rope Em deals magic to the first enemy unit champion or minion hit and pulls them toward Heidi. If Rope Em has been channeled for at least .5 seconds it additionally slows the enemy hit by a percentage per half second channeled for a duration two times the time channeled and stops increasing once Rope Em reaches maximum range. The slow starts immediately after the pull is completed and does not apply to hay Bale.

Effect on ally: Heidi throws out her lasso. If the first unit, champion, or minion hit is an ally, Heidi pulls herself to the ally. If a Hay Bale is hit it is pulled to Heidi and all enemies that are caught in the path of the moving hay bale are knocked aside. Damage is not dealt to allies or hay bale. Additionally if Rope Em has been channeled for at least .5 seconds the ally effected gains bonus movement speed based on the amount of time channeled for a duration equal to two times the amount of time spent channeling and stops increacing once Rope Em reaches maximum range. The movement speed bonus does not apply to Hay Bale and allies/Hay Bales effected by Rope Em do not take damage as a result of Heidi pulling them.That wall of text is just as easily understood when said like this:

Heidi throws out her lasso and will have a differing effect depending on what she hits. Enemies: Take magic damage and are pulled toward Heidi. They are also slowed after being pulled for a time equal to double the time spent channeling. Allies: Heidi will pull herself to the ally and increase their movement speed afterwards for a duration equal to double the time spent channeling.Hay Bale: Heidi will pull the Hay Bale, and any ally or enemy inside it, to her location. No damage or speed increase/decrease is applied to champions inside a pulled Hay Bale (assuming this since you don't say).

I highly doubt any human being is capable of hitting key so fast that your channel time is less than at lest .5 sec, so there is no need to state that as a minimum time. Additionally it can go without saying that you don't interrupt allies by pulling yourself to them or that you don't damage them or your immune to damage Hay Bale. And to cut off a potential counter point, it would also go without saying that pulling someone inside a Hay Bale would obviously interrupt channel times. (oddly enough you don't say what happens with the channel if you don't cast it or if the spell automatically goes off at full duration, something you actually had a problem with on my champion)

All of your abilities are suffering from these overly formal explanations and if you just simplified them a little you can get them across better. I wouldn't really make any changes to the abilities themselves except have your Torch go from a mana per sec, to a limited duration with a secondary cast and have Hay Bale only count as semi-passable terrain like brush is, but still be targetable by your abilities. Vayne Condemn and Poppy Heroic Charge don't actually apply to brush they apply to the walls behind them so you should make the appropriate changes to account for that. One thing I would definitely change about your description for the Hay bale is that there is a difference between the active range of say throwing the hay and then the size of the AoE that the hay covers.

For the stats of the abilities I have very little I can say with my limited experience. I do think your damage overall is very high considering that amount of hard CC and utility you have. You longest stun you can have on someone right now is 4 sec plus the time it takes to pull an enemy to you with your q. I'm pretty sure the closest equivalent is how long Blitzcrank can stop a person from spell casting by pulling, knocking up and then silencing a person, and that last part only applies to spells, not all actions entirely, so you may want to nerf that.

Otherwise though I like your champion and would love to have her as a support, especially when I adc Ashe so that they could have such awesome synergy to make Ashe's quote, "Escape my arrow? I think not.", totally true!

The Red Goat12/15/2014, 5:28:40 PM1 votes

Uhm... little P.S. here, my part where I quoted your q ability is only supposed to have the ability and not the "that wall of text" line. That is supposed to be in between your ability description and my example rework. It originally had that entire section in quotes and the editor hates me is why that spot is now the way it is. Just so you know.

Elphrihaim12/20/2014, 2:57:06 AM1 votes

Another reason why Fate's Call works

The target knows in advance that this may happen, and unlike Heidi's Pitchfork, the target can decide within a 5? second window where to go, but Pitchfork has a 2-second window for choice AND they may not be able to make the choice (if Heidi takes damage).

Vbunnie12/30/2014, 12:04:08 AM1 votes

Revied Big Benclock, Red Goat, Reptamei, and Kamiroo Wolf, Moby the White, and Othello the Cat

RiotRiot Lutzburg1/9/2015, 10:03:50 AM1 votes

I have spent the last hour reading over this and I now have over a page of notes and suggestions... but it's far too late at night to format it nicely and cohesively, so it will have to wait until tomorrow night!

Elphrihaim12/15/2014, 5:36:46 AM1 votes

Cassiopeia's old passive:

Every time Cassiopeia casts a spell, her mana costs are reduced by 10% for the next N seconds, up to -50% costs.

So no. ._."

Galio and Rammus' passives do grant them two stats for building one stat, but EVERYBODY gets one stat when building a stat so the passive is only actually granting them one thing. So no.

Kamiroo Wolf12/7/2014, 7:14:53 AM1 votes

As for Hiedi' s kit, it looks good so far as I read it. Just warning you that I'm bad at kit reviews so if I either point out too much wrong or mention too little, it would be best to listen to little of my critique.

Her Passives are unique and interesting(especially Rebellion, which negates forced actions that are normally a champion's “ace in the hole" and main parts of their rotation). The only thing I want to say is that her ranges are a tad sketchy but other than that, I love how interesting and engaging her kit is. It's definitely better than the lore.

Raptamei12/13/2014, 2:16:27 PM1 votes

First thought:

http://static.tvtropes.org/pmwiki/pub/images/wall_of_text_1664.gif

Indentation! Paragraphs!


Passive 1: At best, this turns Heidi into a specialised counterpick that ruins certain champions but is a dead passive most of the time. At worst, they pick Janna and press R in every teamfight and lol all over your face. Or they pick Vayne/Poppy and now they have a point and click stun. Rammus isn't viable in the new jungle, there is no need for a passive that hoses him and him alone.

Why not make this work on all cc, reducing hard cc to soft cc?

Passive 2: It's balanced, but it's also one of those double dip passives Riot wants to move away from, which is why Vlad sucks and Kayle received a rework. (Don't bring up Azir without considering what his build would look like without it)

Q: I see someone plays Oracle in Dota. This spell may do a little too much, but let's just call it a CertainlyT spell and it's fine. The slow scaling seems almost pointless (it takes 500 AP to add the equivalent of one spell level) and the damage seems to start a tad too low compared to other spells with a 50 damage ramp.

Oh, and there's the ability to pull an ally across 1000 distance towards you without their permission. TROLOLOL.

W: The description says you can use it on allies but the stats mention enemies? Assuming it can do both, it is insanely OP on solitary enemies (2 second impale + long range throw??) and duplicates Kalista's ult on allies. In both cases the 5% clause makes it useless in teamfights because that translates into about 150 damage at most. Preventing your ally from attacking just to spare them from 150 damage is pointless.

Worse, if the incoming cc somehow does NOT break the spell, it actually ccs both of you - you're cc'd and your ally is stuck to you until they launch themselves. That's worse than useless.

Haybale damage bonus is slightly above zero, though not enough to matter.

E: The defensive toggle is fair and the anti-facecheck component is ok. Mana curve is weird: it goes up so slowly that the mana cost could easily become irrelevant later on if you have some mana regen items or blue buff, removing all counterplay.

The point target ability cannot work because pressing the button again turns the toggle back off (derp). Which is a good thing because it's rather special: long ranged point and click with very high level 1 damage (100+) but shit scaling and 0 mana cost. If this ability actually worked, you can bet I'd sit in lane and spamspamspam this over and over until the enemy dies. Even if it required the toggle to be active, you can just activate the toggle 0.1 seconds before you throw the torch, increasing the mana cost from 0 to 22-30. Oh noes.

Also, the burn field spawned when you hit a hay bale has 400 radius but the explosion aoe has a pointlessly small 100 radius. A melee attack is 125 (175 for spear wielders) and a Teemo is 62.5 units across. You physically can't hit more than two enemies with it and only if they're bumping up against each other's hitbox. Not happening.

R: Drop the impassible terrain clause, unless you're cool with Vayne impaling a target to a haybale. Hell, if Poppy charges a target inside the haybale, it doesn't move them at all but immediately stuns them. This actually kind of negates her passive.

You did avoid an infinite stun loop, but you STILL have a fast moving AoE 2 second stun plus a completely unavoidable (500 radius) AoE 2.5 second blind every 12 seconds with enough CDR - the stack recharge rate is slower, but you can give yourself a stack back every 6 seconds so that doesn't matter. Technically it's only on par with Cho's Q, but most other cc tank ults have similar power on a much longer cooldown.

Throwing haybales at your carry to prevent them from getting clicked on is pointless and hiding in a haybale to charge up Q in safety is pointless because the effect when thrown at enemies is so good that it eclipses everything else, which in turn mandates a cooldown, which nerfs the ability for all other purposes. Remove or greatly nerf the CC and then get rid of the cooldown to open up the ability to other uses.

Raptamei12/13/2014, 2:23:01 PM1 votes

(character limit)

Gameplay has some nice aspects (haybales, Q) but she also contains a Kalista combo that works on everyone. There is a reason why Kalista's ult doesn't work on everyone, and that reason is that the oathbound knows he's going to get pulled while everyone else knows they're not getting pulled and don't need to worry about it.

Recommendation: nerf the cc on R and remove the timer, then ditch W altogether for being both OP and useless at the same time and put something less wonky in its place.