Celes, the Hand of Justice

darkdill·1/1/2015, 5:11:22 AM·16 votes·8,977 views

#Celes, the Hand of Justice

http://imgur.com/Y1M2U2e
http://imgur.com/2CcZJO7
(I didn't draw these; they are only meant to be used for reference/as a basis, not as an exact depiction of her appearance; credit goes to the original artists, sixingcao and geeto gaadian)

Sources
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47987765
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47010929

General Concept

Celes is a melee AP fighter and duelist meant to designate a single enemy, relentlessly pursue it, and duel it to the death. A member of Demacia's Executors, a sect of knights devoted to keeping the peace in Demacia's cities, Celes wields her blade and holy magic as a force of truth and justice. With the ability to make highly-favorable trade fights against most enemies, and scaling well with both AP and AS, Celes can give even the best fighters a run for their money.

The linchpin of Celes' design is her ultimate: Verdict. When she designates a target with Verdict, she will focus all of her considerable power into annihilating that one foe, chasing it in ways that are often unescapable and force her opponent to either fight or die. Getting into an auto-attack fight with her is generally unfavorable for her enemy, though, as she gains a damage-absorbing shield on every 4th attack that gives her a significant edge against her opponents.

That said, she isn't impossible to deal with - without Verdict on her target, her power against it is significantly reduced, lowering both her damage and lockdown capability against it, and she cannot deal with multiple threats at once. Tanks who can peel her off her target will leave her generally helpless if she is forced to fight a different foe. And while her shield is good in auto-attack trades, it takes time to activate, which an opponent could use to burst her before she finishes. Lastly, being auto-attack reliant, she is weak against AS slows and blinds.

Last Update: April 16, 2015

Statistics (numbers may be changed; S5 values)

HP: 589 – 2119 HPR/5: 7.4 – 21.9 MP: 287 – 967 MPR/5: 7.6 – 16.1 Damage: 53 – 104 Range: 125 Armor: 26.9 – 86.4 Magic Resistance: 32.1 – 53.4 Attack Speed: 0.651 (+0% – 51.0%) Movement Speed: 350

Abilities (EXPECT CHANGES)

Remember, any numbers you see are subject to change, so don't freak out!

P – Code of Honor

Every 4th consecutive autoattack, Celes receives a shield that absorbs up to 30 + (5 X level) (+0.15 AP) damage and lasts up to 1.5 seconds. This does not stack, but refreshes if reapplied.

Code of Honor's counter resets if Celes has not autoattacked in the last 4 seconds. Celes' first autoattack on an enemy Champion affected by Verdict automatically grants her the shield.

Q – Zealous Charge

Celes dashes in target direction (600 range) and deals 60/80/100/120/140 (+0.3 AP) magic damage to enemies she passes through. Celes stops upon striking an enemy Champion.

If she strikes a Champion marked by Verdict with Zealous Charge, she can perform the dash a second time within 4 seconds at no mana cost.

16/14/12/10/8 second cooldown. Costs 60 mana.

W – Fanaticism

Passive: Celes’ basic attacks deal 15/20/25/30/35 (+0.15 AP) bonus magic damage. This damage is doubled against targets marked by Verdict.

Active: For the next 5 seconds, Celes gains 30/40/50/60/70% increased attack speed and gains 20/25/30/35/40% penetration to bonus magic resistance against targets marked by Verdict (this includes magic resistance from items, buffs, runes, and masteries).

12 second cooldown. Costs 55 mana.

E – Divine Punishment

Passive: Consecutive attacks mark Celes' target with a stack of holy energy. These stacks are removed if Celes attacks a different target or doesn't attack within 3 seconds. Max of 4 stacks.

Active: Celes triggers the holy energy on all nearby enemies, consuming the stacks. Affected targets are 20/30/40/50/60 (+0.125 AP) magic damage per stack [maximum 80/120/160/200/240 (+0.5 AP) magic damage]. If the target had 4 stacks, Divine Punishment snares the victim for 1/1.25/1.5/1.75/2 seconds.

Divine Punishment inflicts a stun on targets affected by Verdict instead of a snare (if the target had 4 stacks). Additionally, the cooldown of Divine Punishment is reset if Celes kills an enemy Champion marked by Verdict.

15 second cooldown. 70/75/80/85/90 mana cost. 800 range.

R – Verdict

Celes casts her judgment on target enemy Champion, marking the target and revealing it for 6/8/10 seconds (including stealth). Celes gains 30/35/40% increased movement speed when moving toward a target affected by Verdict.

If Celes kills a target marked by Verdict, she refunds 25/50/100 mana and can cast Verdict again for the next 15 seconds (this can occur multiple times in succession). At level 3, Verdict's cooldown is reset completely. Verdict's effect is removed from the target if Celes dies.

100/90/80 second cooldown. Costs 100 mana. 800 casting range.

Champion Matchups

Champions Celes works well with

Thresh - Thresh's lantern pulls are extremely helpful to you, letting you quickly get into lanes for a gank or pulling you out if you dive too hard. His hook will also hold an enemy still for a good while, letting you hack it apart, while The Box can either prevent an enemy's escape or impede those trying to save your target.

XinZhao - Xin Zhao can chase down single targets just as well as Celes can, and his ultimate can be used to also knock away your target's allies who might otherwise peel you off. Your combined damage and crowd control should let you annihilate even the most stubborn enemies.

Morgana - If there's one thing that can stop Celes cold, it's crowd controls. Morgana's Black Shield will take care of that, and she can use Dark Binding to prevent a Verdicted target's escape if she can land it. Soul Shackles can certainly help by giving your target's teammates something else to worry about.

Champions Celes struggles against

Galio - Celes' rapid attacks and magic-based on-hit strikes are virtually powerless against Galio's Bulwark, especially if she tries to attack Galio himself. Idol of Durand will forcibly peel Celes away from her target and her rapid strikes will only make the inevitable damage hurt more. Galio's burst also works well against Celes' relatively weak shields.

Veigar - You wouldn't think Veigar to be dangerous to Celes, but he can deny her any approaches to him with Event Horizon and then laugh his maniacal little head off as he blows you away with his nukes. You likely won't even get a shield up before he obliterates you, and building AP to go with your kit only makes things worse.

Teemo - Teemo has no respect for Demacian law, and it shows with how easily he can shut down Celes. Blinding Dart utterly destroys her ability to deal damage, while Toxic Shot and Move Quick let him harass and kite her to no end. And if she keeps chasing you, your mushrooms will leave her behind as you laugh and scurry away.

Tips

Playing as Celes

  • Celes' shield, magic damage on each auto-attack, and chase power make her an excellent jungler.
  • Stacking attack speed items on Celes can drastically improve her damage output. Items like Nashor's Tooth and Wit's End are great choices on her.
  • Even with her shield, Celes can be taken down quickly if she doesn't build defense. Building resistances will let you fight for much longer.

Playing against Celes

  • Celes is much more effective against targets marked by Verdict. If you are marked by her, try to bait her into your teammates. If your teammate is marked, peel Celes off them.
  • Celes needs to land four consecutive auto-attacks to get her shield or to trigger Divine Punishment's crowd control on you. Avoid extended fights with her.
  • Banshee's Veil is very effective against Celes; the spell shield prevents her from marking you with Verdict, while also reducing all of her damage.
  • Use Quicksilver Sash or Mercurial Scimitar if Celes marks you with Verdict to remove it.

Background (rough; short form for now; expect changes)

A member of the Demacian Executors, Celes is a law enforcer of peerless devotion and an unwavering adherent to the code of justice. Using both a blade and holy magic, Celes serves Demacia to uphold order and peace, fighting corruption that could otherwise bring the kingdom down low.

Quotes (in-progress; suggestions welcome)

Ideal Voice Actress: Julie Ann Taylor Selection Let justice be served. Movement No mercy for the guilty. I am judge, jury, and executioner. Adhere to the word of law. Mine is a blade of righteousness. Justice, no matter the cost. None shall violate the law on my watch. Attacking Let their sentence be carried out! Let justice be done! Let sinners be punished! Demacia, now and forever! I find you guilty! Your execution is now! Activating Divine Punishment Craven cur! Stand and fight! Die, criminal! Casting Verdict Atone for your sins! Plead your innocence! I pass judgment! Enemy targeted by Verdict attempts to stealth You cannot hide from justice, coward! I can still see you, craven! Casting Verdict on Vayne Let's finish this, Vayne! Taunt Do not expect leniency or mercy! You are long overdue for your punishment! Taunting Fiora It's only just that I punish your arrogance, Fiora! Taunting Jarvan IV Even royalty is subject to the law, my liege. Taunting Vayne Your crimes end here, Shauna Vayne! Vigilante is just another word for criminal, Vayne! Taunting Garen May the best knight win, Garen. Taunting Diana I care not for your reasons; you are still a murderer! Starting a match with Lux on same team May the light guide us to victory, Luxanna. Encountering Caitlyn One inspector to another. May the best win. Killed by Vayne You... criminal... scum... C-Curse you, Vayne...

Trivia

  • Celes is a member of the Demacian Executors, who act like police and investigators. Their job is to maintain law and order, and to unravel crimes and ensure justice is done.
  • Celes comes from the noble House Caliburn, a family that has served in the Executors for generations. Celes is the newest of her line to become an Executor.
  • Celes has had a crush on Jarvan IV ever since she was a little girl, having met him at parties many times. She still holds affections toward him, but is jealous of Shyvana.
  • Celes is good friends with Lux and Garen, but is a rival of Fiora.
  • Celes wishes to arrest Vayne for her vigilante activities and for unlawful killings, but is unable due to Jarvan IV giving Vayne clemency, or due to Vayne escaping the scene of the crime.
  • Celes does not harbor the usual anti-Noxian sentiment of her fellows, though she holds no love of most of Noxus's Champions (who have committed many crimes).
  • Celes does not like Diana, knowing the Rakkorian is a murderer. She is quite amicable of Leona, though.

Design Intents (in case my numbers are off)

  • Celes is designed to be an AP/AS duelist who excels at one-on-one combat, but not at fighting multiple opponents at once.
  • Celes' damage is intended to be strong at DPS, but below-par at burst.
  • Celes' durability is meant to be good against DPS and DoTs when she is constantly attacking, but weak to burst attack.
  • Celes' mobility is meant to be strong, but with straightforward approach options. She is not intended to have any moments where she is untargetable. She is meant to be strong at chasing opponents and have moderate disengage.
  • Celes' utility is not meant to be very strong, and can only be focused effectively on one target at a time. She is meant to have decent lockup on single targets, but is not meant to perma-CC enemies.
  • Celes' intended items are meant to include Nashor's Tooth and/or Wit's End, tanky AP items (i.e. Abyssal Scepter), and CDR defensive items (i.e. Frozen Heart). She is not meant to synergize well with AD items, crit chance items, or lifesteal.

Feel free to leave feedback, but be constructive. And don't forget to upvote the topic if you liked this!

55 Comments

Embertine1/12/2015, 11:30:41 PM2 votes

F-CK YEAH! Saber is awesome!

AtlasHive2/3/2015, 10:05:07 PM2 votes

its funny because those drawings are of king Arthur from the anime Fate Zero

SociopathFriend1/30/2015, 10:43:35 PM2 votes

Well, let's take a look at your concept.

Passive: So you're going to have a perma shield essentially. Getting 4 attacks isn't all that difficult- especially since you have a dash, this sort of kit would really like stuff that gives magic damage and attack speed. Thematically I don't see how a "Code of Honor" gives you a shield but we can move past that.

Q: 600 range, that's one heck of a gapcloser for as low the cooldown is. You could stand to reduce the range or increase the CD I would think.

W: It's a good thing your champion is melee. Nashor's Tooth is pretty core for your concept. That said, pretty sure this skill might be broken, if only a bit. An extra 20 bonus magic damage on every attack? Once you get a Nashor that's 45 points of magic damage for each AA. Substitute a Wits End into this instead and you'll start doing 62 magic damage on hit without a drop of AP. That's per hit.

E: This is mostly a matter of answering a question: Does Celes need to land 4 AA on the same target or just 4 AAs in general? The first one I can see being a good part of your kit to jump to an enemy and stick to them till they die. The latter is just awkward, if it is the latter you should probably just make it a timed thing where after x number of seconds the snare goes off.

R: (Initially reading effects) Good, good, liking this. (Sees this line) "If a target marked by Verdict dies, Celes can cast Verdict again for the next 10 seconds." Uh-uh. I may not be a high elo player with mastered understanding of the game, but that feels way too powerful. Also, from a thematic point, it's not a very powerful verdict if you can just use it on someone else. Look at Garen's ult, he calls upon the might of Demacia to slay his foe, it doesn't sound like something that should be tossed about on a whim. If you'd like a suggestion, maybe killing the marked champ extends the duration of the MS buff on Celes?

On an overall point, it seems you've created the result of Poppy and Yi having a child, with Teemo off to the side watching. Not too shabby. I'd say you need some number work but other than that your concept seems pretty neat.

If you'd like I could write a longer lore for you btw. I think I have a decent talent for it.

darkdill1/9/2015, 10:18:05 PM1 votes

I've updated Celes' E to something that's more synergized with her kit. Now she has an effect that activates and requires you to land 5 autoattacks within a 4 second window. If you succeed, you release a burst around you for magic damage and a 1.1-1.5 second snare (stun on targets affected by Verdict).

That, IMO, is better than the old "Mega Gnar" styled E.

darkdill1/12/2015, 4:17:38 AM1 votes

I've decided to change Celes' artworks so that she doesn't have "angel wings" that might intrude on Kayle's niche.

Besides, an expy of Saber would be kickass in League, don't you agree? XD

darkdill1/12/2015, 7:34:24 AM1 votes

Another update: I've lowered some of Celes' base damage and even a little scaling, but now she deals 20% extra damage to targets affected by Verdict. This way, she depends on Verdict to unlock her strongest damage as well as utility, instead of just to unlock utility.

The numbers are hard to balance, though, so feedback is needed.

Geesustain1/13/2015, 11:39:05 AM1 votes

This is amazing. I'd play her in a heartbeat

The one thing I would change is her ability to add 2 stacks on her Divine Punishment while the enemy is affected by Verdict.

Everyone is pretty much correct, they're going to be spamming AS items on her and with her Fanaticism active, I feel she doesn't need 2 stacks

My input would be rather instead of the 2 stacks, basic attacks on enemies affected by Verdict reduce the Cooldown of Divine Punishment by 1 second.

and then increase the cooldown by 6 seconds for a total of 15 base Cooldown.

*So it would look like this...

Celes starts gathering divine energy around her (not channeling). After 5 seconds, she releases the energy in a burst around her, dealing 60/100/140/180/220 (+0.5 AP) magic damage to nearby enemies (350 range) and snaring them for 1.1/1.2/1.3/1.4/1.5 seconds.

Hitting a target affected by Verdict with Divine Punishment inflicts a stun instead of a snare. Additionally, basic attacks on a target affected by Verdict reduce the cooldown of Divine Punishment by 1 second

15 second cooldown. Costs 60/65/70/75/80 mana.*

(Copied your text, all rights reserved by you)

darkdill1/19/2015, 9:02:32 AM1 votes

Another update. Celes' Q, Zealous Charge, now only gets its reset whenever a target marked by Verdict dies, rather than on all kills or assists. This makes the ability less safe when Celes doesn't have her ultimate ready.

Rogdan1/19/2015, 10:02:57 AM1 votes

I really like that you included a backstory and all of her dialogue! Thumbs up for this!

However, I don't really see her as having a place other than being a 'nifty' champion. Personally I would add 'reveals through stealth' to her ultimate to make her a counter pick for characters that turn invisible.

Also the ability for her e is too restrictive. It is for all intents worthless prior to any attack speed items, and will probably fail in most teams fights due to cc. It also seems a bit awkward for a kit that is focused on single target. Auto proccing her shield, and reducing damage from sources other than her target would make more sense in keeping her as a duelist.

On a related note, her ultimate resetting on kill or assist might be a bit much. Though I could be talking out of my ass on that.

I'm just guessing based on her kit that she is going to require frozen mallet to function. If that is intentional, then no big, but if it wasn't you may want to reanalyze her ability to stick to a target.

darkdill1/30/2015, 9:44:36 PM1 votes

Added on a slight change to Verdict: Its effect now comes off if Celes dies. Why? Because of its anti-stealth reveal, which Celes could just apply to a target, die, and let her teammates clean up. Not really fun for the victim.

Now if you kill Celes, your stealth will work again (barring other effects).

Baron of Bread2/3/2015, 7:24:31 AM1 votes

I really like this champ (despite usually not liking the Demacians). That being said, I feel like she has two things that could use change.

First, I feel like her AoE snare doesn't fit her kit/feel. I think if it was changed to snare only the target and apply a heavy slow (probably stronger than her Q's) in the AoE for a slightly longer duration than the snare. Then when she gets it on a target with Verdict she stuns the target and knocks other enemies to 350 units away (like an opposite Diana Moonfall) and applies the slow. I like the knock away more than the snare because it gets more of a "get out of my way" feel and isolates a target better than a snare.

Secondly, I don't think the "They are innocent until proven guilty," "The power of law keeps us safe" and "Corruption is more deadly than any blade" quotes fit her well. She is a highly aggressive enforcer of the law with the strong belief that she is in the right in her pursuit of the guilty. She probably starts with the belief her target is guilty and would be unlikely to even consider that she might be after an innocent. The latter two quotes make her sound like a protector, but they are the only things about her that have anything to do with defending others. I would eat my shoes before I thought she believed her job was protect then punish, not the other way around. I think she would say things more like "Their guilt is unquestionable," "The law's arm is long" and "The guilty will not go unpunished."

Other than those points I think she looks like a lot of fun with a great overall feel. Oh, and her numbers on W worry me a smidge but that is what play tests are for.

darkdill2/6/2015, 6:16:36 AM1 votes

Update!

Celes' E now only snares/stuns the target she attacks for the 4th blow, instead of snaring everyone around her. To compensate, the snare/stun duration has gone up significantly, maxing out at 2 seconds. Ouch.

Embertine2/17/2015, 3:28:25 AM1 votes

Hope something like this gets into league.

Avorok2/18/2015, 7:54:33 PM1 votes

Allo! Let's start with the passive.

Passive - I like it!

Q - In the description, use charge instead of dash, because dashing is different from charging. It's addition to his ult, the percents are way too up there, combo with his ult could be a tap op due to how much movement they lose.

W - To be honest, if you want all this in the W, it's going to need a big nerf down. This is similars to kayles E which upon activation, only gives her 400 range [ average ranged dps total at 525 ] and only does : 20 / 30 / 40 / 50 / 60 (+ 25% AP) Magic damage. Yours on the other hand, Does 15/20/25/30/35 (+0.15 AP) passively, then 30/40/50/60/70 when doubled, a giant att speed boost, and it takes away their MR? That's too much for one ability.

E - The range on this is longer than Twitches Ult by 100. Which is a bit excessive. Pair this with her W and that attack speed boost? This is too much.

R - This seems alright with as an ult, but pairing it with your combo of E and W, too powerful.

This character has too many Buffs and stacked abilities. I think you need to dilute it where just using this burst doesn't just annihilate someone like you were an ION cannon against a feather..

Anyway, there's my two cents D;

Cool concept!

darkdill4/11/2015, 12:01:20 AM1 votes

Been a bit since I updated Celes. Guess I've had a slow two months.

Celes' Q has been changed to no longer slow targets affected by Verdict, but instead now reduces the Verdicted target's bonus magic resistance. Note that this only includes MR from items, buffs, runes, and masteries, not your base MR. The MR shred from her W has thus been removed as a result.

Speaking of Celes' W, since it doesn't have MR shred, I've changed it so that it now triples the bonus magic damage on targets marked by Verdict. However, the base has gone down by 5 at all ranks.

I've changed the duration of Celes' E crowd controls, but increased the cooldown to 15 seconds. I dunno if this is appropriate, but I'll wait and see for now.

Lastly, Verdict itself doesn't give that 20% bonus damage multiplier anymore, as I realized it could enable crit builds, which I do not want on Celes. Making Fanaticism's bonus magic damage triple should fill in the gap.

OhthePiplup4/11/2015, 6:36:56 PM1 votes

Looks cool +1 and bump!

Dreddeth4/11/2015, 9:52:58 PM1 votes

This is a pretty cool concept. I'm not particularly knowledgable regarding balance, so I can't say what sort of tuning it might need, but I'd give her a few plays if I could.

Rito Jericho4/11/2015, 10:50:43 PM1 votes

I have to say that I find the kit to be pretty interesting. And seeing as the Fate anime series is my favorite by-far, I simply have to give a few points to the fact that you used Saber from Fate/Stay Night and Fate/Zero as your reference.

darkdill4/16/2015, 8:58:35 PM1 votes

More updates!

Celes' Q had the MR reduction removed, as I felt it would make Celes synergize too much with AP mages when she's supposed to be the only one benefiting from having less MR to deal with. In exchange, I've reworked the ability such that when Celes hits a Verdicted target with Zealous Charge, she can use it a second time within a limited duration. This necessitated that I remove the CD reset, though, and reduced its damage to avoid giving her a burst-assassination ability. Its cooldown got better in late-game, though.

Celes' W now only deals doubled passive damage to targets marked by Verdict, as I found triple was impossible to balance in terms of the AP ratio. Some of the base damage has been returned, though. To compensate, though, I added a new benefit to the active: the active now gives you bonus magic penetration against Verdicted targets. Note that this penetration only includes MR from items, buffs, runes, and masteries, so it's only super beneficial if your target bought a Banshee's Veil. (But if they didn't, they probably have no MR to shred anyway, and should already be getting owned by magic damage.)

Lastly, the "reduce cooldown by 1 second per attack" on Divine Punishment has been exchanged for a CD reset on kill. I felt that having it only reduce cooldown on attacks on Verdicted targets was weird functionality, and could potentially lead to permastun scenarios if Celes really goes ham on AS. This version is better for enabling Celes to go from target to target.

Byakuya Kuchiki5/9/2015, 8:41:04 PM1 votes

bump

Keon Kamori1/1/2015, 8:27:51 AM1 votes

First Impressions:

Okay first off I like that you are trying your hand at an AP bruiser since only two exist in LoL ATM. However I would hate to see this champion added to league in its current form. It seems like you looked at all the things that would make an AP bruiser strong and decided to add all of them into this concept. Passive is extremely op since you give Celes an 80% AS steroid and want her to buy Nashor's Tooth for another 50%. So when fighting you pretty much have flat DR which would be extremely annoying to deal with in top lane where she would most likely be played.

The Kit: Passive is pretty much DR as a shield that refreshes on any damage to enemy champ will most likely stay up indefinitely in most fights. I'd recommend extending the shield to trigger on monster hits to allow this champion to jungle effectively and take it out of the top lane for reasons I'll explain on other abilities. Though as a rule of thumb a larger shield that triggers less often both feels better and is easier to balance with.

Q conflicts with stated theme of the champion. The theme you chose is a duelist and in a duel I don't care much for how fast my opponent can run away from me. I care more about how fast they are attacking me or how much damage they are dealing. The damage is fine though as most AP bruisers are going to have around 250-300 AP when runes and masteries are factored in so that's only 125-150 extra damage. This ability, being a line dash is also good for moving through terrain which is a good quality for a jungler as it allows for safety when getting invaded or the ability to invade other junglers or chase through flash.

W is simply too strong and needs to be carefully considered whether or not it even needs to be in the kit at all. in optimal situation you get 80+20% AP Active + 5% AP from arcane blade mastery + 15 + 15% AP from Nashor's tooth for a total of 95+40% AP additional magic damage per basic attack. That comes out to around 207-215 bonus magic damage per basic attack for 6 seconds. The interaction between this and her ult is pretty strong as well with stacking up 30 base MR shred and another 10-15 with AP.

E does not need to be an execute as that would make this champion more of an assassin, which most of the kit points to, outside the passive. Once again you pack a ton of damage onto an ability. 11% missing health with 300 AP is painful on a bruiser as it is something everyone rages about Lee sin having on his Q. Though it does make securing objectives like dragon, baron, or buffs a but easier.

R is a bit lackluster as a bruiser's ult. It's essentially a bundle of free stats that guarantee you the kill on one carry, and the movement speed to close the gap if Q won't cut it. The reset needs to be removed though since you will end of getting the Darius effect where you ult the person who's about to die to snowball its effects into an Ace each time. Only Darius has a window of time he has to use the ult in where Celes gets a flat refresh. The added effects to abilities are strong but for a bruiser it would be much more fitting for an initiation ult, preferably something with damage and CC.

The Build Below is how I would approach building this champion for top lane and jungle. item 3115 item 3111 item 3100 item 3001 item 3027 item 3110

In lane I'd rush Rod of Ages since it takes time to stack and increases sustain in lane through valor passive. Rod of Ages is a common AP tank item and isn't too expensive to rush. After I'd build mercury treads for the MR and Tenacity. The next big Item I'd get is Nashor's Tooth as it increases the amount of damage her W does considerably. It also gives more attack speed and CDR which means more passive shield spam. The next item would be either Abyssal Scepter or Frozen heart depending on whether the enemy team is dealing more magic damage or physical damage. Then I'd squeeze Lichbane in there between the two purchases if I felt I was far enough to carry. If not I'd build Lichbane last. This build gives 290 AP, 100 Armor, 75 MR, 50% AS, 40% CDR, 800 HP, 1300 MP, and 45 Movement speed.

item 3708 item 3111 item 3115 item 3116 item 3102 item 3143

In the jungle I'd build a bit differently, still going for the Nashor's Tooth as it has good synergy with W. I'd opt for stalker's blade with Magus enchant for my jungle item since it gives AP and CDR which would help clear the jungle quickly by keeping spells up more often. Mercury treads for tenacity to make ganking more successful. Crystal Scepter in place of Rod of Ages, since it gives decent HP and AP as well as a powerful passive Celes could utilize well for stick to help her team stick to targets. Then Banshee's and Randuin's for final tanky stats. This build is more balanced towards being a front line initiator. This build gives you 240 AP, 70 Armor, 80 MR, 50% AS, 40% CDR, 1350 HP, and 45 movement speed.

(Sorry for the long post.)

Rito Jericho12/2/2015, 8:53:41 PM1 votes

How did I just now remember that you had 2 versions of Celes posted on the boards??? Great... now I don't know which one I'm more interested in seeing in the League!

Embertine1/1/2015, 9:40:39 PM1 votes

Her playstyle is very good and fits in league well.

Her passive is a good one and is unique to league. Her Q is a decent Q, though 600 range is a bit too much. Her W would be completely over powered with item 3091 and item 3115 and would allow her to deal way too much damage. Her E needs less range as it is an area wide snare/stun and would effect entire teams with her in the rear of her own team. Her R is pretty good, mixing the best of two or more champions into a interesting ability.

Over all its a good champion concept and I would like to see something like it in league.

darkdill1/6/2015, 7:18:49 AM1 votes

I think I might give Celes a new E skill sometime soon, as the current one seems... out of place on her. She's supposed to be a high-power engage fighter, but has a skill that's clunky and slow like Mega Gnar? Kinda weird.

I'll need to think on ideas for what to replace Divine Punishment with...