[Champion Concept] Makenna - She Who Speaks to Flames

Bobo113·12/8/2016, 11:12:33 PM·5 votes·1,839 views

Lore:

As dusk fell over the sacred forests of Navori, some say that that candles would once follow the travelers in pilgrimage there – hovering beside them on their path to illumination. These woods are home to powerful, ancient magic, thus the nature of these mysterious candle wisps raised questions none bothered seek answers to. They were always an integral part of the journey. It was not until a wise Shojin sage discovered the unexpected and horrifying truth.

“They seek to lead weary feet astray,” he stated grimly – lamenting the hellish voices he heard speak to him in the forest. “They pried and beckoned for my feet to leave my path of righteousness in favor of the road to terror and dismay. They spoke of horrors beyond comprehension, and that in pain is where true salvation arises. Beware these candles, for they are not your friend.”

Word had spread through the land of Ionia, and soon forces mobilized to find the source of this dark sorcery. Upon flanking the forest, they discovered the whereabouts of a very dangerous pyroturge – one whose malevolence was unmatched in all of history, the infamous Makenna Flametongue. She had a keen familiarity with the Kinkou philosophies had only strengthened her unholy craft, and made her all the more cunning and dangerous. Subduing her took extreme caution.

Her lair was found amidst the ruins of a desecrated shrine deep within the forest – guarded by malevolent spells. Though many perished in the raid, the few who survived came face-to-face with the fire speaker himself. After she had lured her attackers into the bellows of her dwelling, they believed she was surrounded. It was at this moment that he engulfed herself within a circle of fire – declaring an epitaph for all of Ionia – words that would forever scar the land:

“I may not kindle the fire here,” She warned, “but when it starts, you too shall be caught in the blaze.” She then extended her hand outward into the blaze to grasp the hand of a dark, shadowy figure amidst the pyre. She and the figure were puled into a whirling vortex of flame and vanished – along with the blazing effigy. The room was left cold and empty, with Makenna nowhere in sight.

I was said she first appeared within the boggy mires of Kaladoun, accompanied by the presence of a demonic shade, known in the tongue of man, as “Khurtz.” In return for saving her life, Makeena made a solemn vow to finish what they had started. Khurtz vanished into the murky air of the marshland within a veil of dark flame – leaving Makenna to the elements. Makenna then travelled the whole of Valoran, until she finally found refuge within the Voodoo Lands. In those woods, here practices were welcomed by a coven of fellow witches, who brought her gratiously into their coven ranks. Though their own practices varied drastically from those Makenna’s, these witches recognized her situation, and sought to help further hone her abilities, and to cope with the hateful things the fire urge her to make real. For much like the travelers along the path of enlightenment, Makenna was once a victim of the flame’s beckoning. However, Makenna, now far from the just person she once was, seeks only to increase her dark, arcane power with the help of her coven’s vast knowledge - in the hopes to appease the mighty Khurtz, and to see that Khurts’ ambitious mission to inflict global immolation may one day be realized with the might of Makenna’s own hands.

“Ash is the most natural state of being, for the perfection of fire has already made its permanent touch.” -Makenna


Appearance:

http://i.imgur.com/v9iukTB.jpg (Front: Makenna Back: Khurtz fusion)

Makenna is a young, Ionian-style witch who uses ritual circles and demonology. She wears a bodysuit that resembles human musculature, and partially shrouded in cloth. She wears several masks strapped unevenly around her body - the mask on her head has small, goat-like horns. Her secondary form has more bestial features - including larger horns, animal hooves, and jagged, plated armor.


Stats:

  • Health: 575 (+92 Per Level)
  • Attack Damage: 48 (+3 per level)
  • Attack Speed: 0.628 (+3* per level)
  • Movement speed: 325
  • Health Regen: 8.24 (+0.8 per level)
  • Armor: 26 (+3.5 per level)
  • Magic Resist; 30 (+0 per level)
  • Range: 525 - Makenna's ranged auto attacks come in the form of hot ashes that she casts from her hands.

Design Philosophy:

Makenna is a DoT jungler/mage whose abilities primarily based around the use of augmented auto attacks, and the placement of ritual circles. In lane, she can use her “rite of the arcane” circle as a engage tool – as it has several ways to initiate fights. In jungle, she can passively sustain by basking in her own flames.


Abilities:


Passive: Embrace of Flames

Whenever Makenna steps into one of her flaming AoE abilities, she catches on fire like her enemies would, but instead of taking DoT, she recovers small amounts of mana per second with each "tick" of damage.

  • Mana recovery: 15% of would-be magic damage as mana.

Q: Rite of Transference Makenna places a ritual circle in a set location. It starts as merely a glowing, magenta symbol inside of a ritual circle, but it can be activated by external means (IE: other abilities).

*circles can only be activated by a single ability before disappearing.

  • Placement range: 800
  • Radius: 450
  • Duration: 6 seconds (if it remains unactivated)
  • Mana cost: 50/50/60/70/70
  • Cooldown: 14/13/12/11/10 (starts after ability duration)

W: Wisps of the Wax Makenna spawns a candle that hovers beside her. Whenever she auto attacks, the candle shoots an ember at that same target after each attack - dealing mild magic damage. Makenna can have as many as 3 candles around her at a given time.

  • Damage: 30/40/65/85/115 (+60% AP)

  • Duration: 6 ember attacks

  • Mana cost: 25/25/30/35/45

  • Cooldown: 10/10/9/8/6

Whenever a candle's attack strikes a target standing inside of a ritual circle (Q), the inside of the circle ignites and becomes a small inferno - burning enemies within its vicinity, and dealing magic damage.

  • Damage: 15/25/40/60/85 (+30% AP)
  • Duration: 3 second(s)

E: Blade of the Matriarch Makenna unsheathes a mystical, runic sword. If she re-activates the ability, she releases a charge of dark flame from this sword as she slashes forward - creating a skillshot in the direction of the mouse, wave of dark fire passing through all units in a straight trajectory, and dealing magic damage.

  • Range: 650, 200 width

  • Damage: 50/80/120/180/260 (+70% AP)

  • Mana cost: 55/55/60/65/70

  • Cooldown: 14/13/12/10/8 (starts after the attack lands) (Base stats on ezreal's w)

*If Makenna has an unused ritual circle in play. The unsheathing of this sword summons a series of demonic hands that reach up from inside the circle - slowing all enemies inside of the circle.

  • Slow: 60%
  • Duration: 3 seconds

R: The Awakening Makenna becomes imbued by the power of a hellion named Khurtz - the Master of Dark Flame. Upon casting this ability, She combines her arcane strength with this demon, and partially morphs into a tall, dark creature with goat-like legs, and a more pronounced set of horns. She remains in this form for a short duration. In this form, her basic attacks are melee ranged in the form of punches. (range of 125). Her abilities are also altered for a short time - giving her access to an additional skillset.

If Makenna has an unused ritual circle available when casting this ability, she warps to the ritual circle the moment the transformation is activated.

  • Cast time: 0.5 second(s)
  • Movement speed: +30
  • Duration: 9 seconds
  • Mana cost: 100/120/150
  • Cooldown: 100/95/85

*Keep in mind, this mode is actually faster than normal Makenna, and has the exact same health. This is not a tank form.

*In this form, she does not have VO.


Q (as Khurtz): Rite of Passage Makenna's braces herself as her feet begin to ignite with fiery sparks. After a short delay, she dashes in a target direction as she grinds across the ground at high speeds. If she hits enemy/neutral units, she deals physical damage as she passes through.

  • Cast time: 0.25 second(s)
  • Distance: 700
  • Speed: 1600
  • Damage: 15/45/95/ (+20% AD)
  • Cost: add 5 seconds to Makenna's next ult cooldown
  • Cooldown: 14/13/12/11/10

W (as Khurtz) (Toggle): Fury Incarnate Once toggled, Makennatacks become powerful fire punches that blaze through the target, and continue on the other side in the form of intense,purple/orange fire plumes that erupt in a straight trajectory. These blasts deal magic damage to any and all units hit.

  • Range: 550 (past the target)
  • Width: 150
  • Additional Damage: 20/60/110 (+20% AP)
  • Cost: add 1 second to Makenna's next ult cooldown for each buffed auto attack

E (as Khurtz): Wall of the Chasm Makenna's fires a salvo of three purple fireballs arcing through the air, which land in an obtuse triangular shape. When they land, they create a wall of three, massive, blazing pillars of dark flame. This wall of fire burns and slows enemies upon contact.

  • Size: 200 units each, 50 units apart
  • Cast range: 700 (static)
  • Slow: 50%
  • Duration: 3 seconds
  • Damage: 20/35/50/70/90 (+20% AP) per second
  • Cost: add 10 seconds to Makennault cooldown
  • Cooldown: 14/12/10

R (as Khurtz): Oblivion *Using this ability ends the duration of Makenna's demonic form.

Makenna generates a massive ball of dark energy between her horns, and after a brief cast time, she slams it onto the ground in front of her - dealing massive damage to enemies caught inside of the resulting cone-shaped AoE. Once the ability concludes, Makenna immediately returns to her normal form.

  • Cast time: 0.75 second(s)
  • Damage: 350/425/600 (+90% AP)
  • AoE: 300 long, 450 wide
  • Cost: Add 30 seconds to Makenna's next ult cooldown

Extra Content:


**Things Makenna might say: **

Upon selection:

  • Flames do not desecrate, they purify.

Joke:

  • Someone called me "hot" once. I them showed them how "cold" I was.

Taunt:

  • If I really wanted to burn you, there would be nothing left.
  • Do you need ice for that burn?

To Annie:

  • You may understand the teachings one day. But that day is far from now.

To Brand:

  • I am trying not to laugh. You call this a blaze?

  • You wouldn't know true fire if it came up and licked you in the face.

To Ivern/Maolai/Zyra/Elderwood skins:

  • This should be easier than I thought.
  • Did they neglect to tell you what I am known for?
  • You have picked the wrong neck of the woods.

Response to enemy joke:

  • Like tinder in every sense; dry, and provokes fire.

Response to enemy taunt:

  • Was that meant to be a burn?

  • Whether you have a mouth or not, you will burn like the rest of them.

While moving:

  • Fire is not controlled, it is bargained with.
  • When the flames are dancing, they celebrate destruction.
  • I have seen the chasm, felt the fire. It is within me.
  • The flames tell me things. Horrible things.
  • I wear their faces - so you can know them too.
  • Flames do not desecrate, they purify.
  • Fire is both the spark of life, and the inferno of death. It begins all to devour all.

While attacking:

  • Wither and burn
  • Would you like to know what the flames are saying? It's about YOU this time.
  • You will be a minor part in a greater pyre.
  • A strong flame can always use tinder - no matter how weak.
  • All shall kneel before the matron of fire.

**Possible skins: **

Void Magus Makenna (with little flying void monsters instead of candles, and Makenna becoming a void creature for ult)


(Some behind the scenes stuff):

http://i.imgur.com/DbA30FP.jpg (A little bit of concept work from the "coven" project)

http://i.imgur.com/pLPNLWM.jpg (The coven - finished)

Makenna took a good long while to balance. Making a jungle mage is not easy, but I figure it was worth it to help this idea see the light of day. I have 5 more concepts in my creative pipeline with full kits already finished, and 2 newer ones with partial concepts fleshed out. I have to do some finishing touches whenever I have sufficient time. I'll hopefully be putting them up soon, but in the meantime, here are the two other witch coven champions:

Methuselah - Keeper of the Caldron

Marion - The Seamstress of Fate

Here are some of my other champions as well:

Felix - The Anthrophage

Yok'Mal - The Mechanized Scourge

Esroph - The Proclaimer

Anaxirum - The Fallen Idol

Bo Zhong - The Blazing Sentinel

*You can also check on the progress of my upcoming projects via my Twitch channel: www.twitch.tv/monolithyk

Any feedback helps! Thanks for reading!

13 Comments

Bobo11312/9/2016, 12:41:50 AM1 votes

So for now, it seems the Coven is finished. We have the following witches:

If there are any other witchery disciplines I haven't touched on yet, and you'd like to see me do a champion around that theme - let me know!

Bobo11312/9/2016, 6:18:07 PM1 votes

Minor fixes:

  • Reworked E into a ranged skillshot on a re-activation trigger
  • Other minor changes to ability range
  • Decreased cooldown for w, increased mana cost
  • Higher sustain ratio and general DPS for jungle clear reasons

I there's something I missed in terms of general balance, lemme know.

AgeOfTheMage12/9/2016, 6:21:57 PM1 votes

I like the coven

Senteth12/10/2016, 12:53:32 AM1 votes

Nice art.

Bobo11312/10/2016, 3:52:57 PM1 votes

So I ran into a little bit of a snag with the champion I was supposed to finish next (from the results of my survey several months ago), so it looks like my next champion will likely be "Izol - Fist of the Magnitar." I will be streaming my art process on my twitch within the next 2 days. Stay tuned!

Cryptekz12/10/2016, 8:53:13 PM1 votes

So, there are several small things that pull me the wrong way with this champion.

The first I have to ask about is: What is her motivation? As it stands, she's a woman who loves to set fire to the world, and sure, some people just want to watch the world burn, but we don't know anything about why she is that way, other than Khurtz is involved. Not only this, but we know Khurtz wasn't what started her Pyromania, only that he is her would-be savior, given that she was starting fires before they met (Assuming I read your lore correctly)

I guess what I'm asking for is some clarification: is Khurtz the corrupting force that first started Makenna down the path of burning things for fun? Or was her Pyromania always a thing, and if so, why?

As for Khurtz, let's talk about him, because frankly, aside from the ult reactivation, he doesn't really do much, and all of his abilities dissuade people from using him for anything but the ult damage. All of the abilities you gain when using Khurtz do very little damage and tack on to the cooldown duration. I assume they work off of separate cooldowns, which is why you gated them so harshly through damage, but at the same time, this character is meant to be an AoE damage mage from what I understand. If you're going to make her Melee form, she's immediately taking big risks to do a significant portion of her damage, and while she does have a lot of tools to move around, her biggest movement tool is highly predictable and only lasts a very short time. Beyond that, I notice there's no actual range limit on how far she can use her ult to travel to a fire circle. Was that intended? Because there are some small abuse cases where this could be used, and I wonder if they were meant to be intentional parts of her kit (taking her top lane, using TP to join a fight then ulting back to a circle in top)

I'm not saying any of this is necessarily bad, but I would like to hear your thoughts on why you designed the ult this way, so I can gain a better grasp of what role you intend this champion to fulfill, and how you intend their combat phase to play out.

fugertech12/12/2016, 7:16:31 PM1 votes

I can come back and leave you a more in-depth review, but I'm in class rn so I don't have the time to be rambling on about the different sections. Just a quick thing though; I'm fairly certain that Xerath's passive is called Rite of the Arcane. Might be worth looking into, just to make sure you aren't taking an ability name that's already there.

LilStacey8712/14/2016, 4:58:57 AM1 votes

Hey, what's up man. I've read a few of your concepts and just thought I'd give you my thoughts and a few ideas that may help. I love where you were going with the (Q) and Passive abilities. Rite of Transference seems like a move that has A LOT of potential so I want to give my 2 cents.

  • 1st, I think upon initial cast (like when the circle 1st comes up) it should create a barrier for the 1st 2 or 3 seconds that enemies can escape by any means. The barrier could be represented by power springing from it like this https://sociorocketnewsen.files.wordpress.com/2016/02/me-3.png?w=580&h=325
  • Afterwards, the barrier fades and Rite of Transference remains on the map, maybe with small flames coming from it (but deals no damage). This should count as the Flaming AOE towards your passive.

This could reward you for landing a (Q) on a target by setting up combo's during the inescapable wall. Then, further set up mana regen by simply walking over you're (Q).

If you're feeling defensive, simple set a (Q) near yourselve and farm safley while regaining mana. For offense, try to land a (Q) on an enemy champion.

  • Lastly, I think that in the later ranks of the ability cool down of the ability and the duration of which it lasts should overlap. Allowing you to cast another (Q) while the 1st one is still on the map. Casting (Q) while it's already available will simple take away the 1st circle and make a new one at a different location, reseting the inescapable wall for 2-3 seconds. So you'd be able to (Q)->(W)->Basic Attack and get the full bonus if pressed swiftly enough.

In my personal opinion, the (E) is a little out of place since I dont really like swords on mages unless they're spell blade type characters. I think you should try to work around your (Q) more, even though my opinion is a little 1-sided.

My suggestion:

Makenna summons a demonic entity (which would look like a shadowy or spectre version of Khurtz) at her (Q)'s location that springs up and searches for a nearby Champion. All targets that are in the (Q) upon the summon, are knocked up and take (x) magic damage. After finding a Champion target, the entity rushes to them and explodes, dealing AOE magic damage and fearing them for (x) seconds. The summon waits in the circle until (Q) is over or another (Q) is cast.

Like I said, this is just an idea to bring Khurtz more into the gameplay, I hope some of my Idea's help.

When you get time, please review my Champion Concept Xander, The Elite. He's a character I created to have moves scale with **attack speed **

Good Luck on the December Contest!

  • Aejis