Adalinda, the Dragon Summoner (updated)

Flashes·10/11/2018, 12:18:14 AM·1 votes·1,090 views

DISCLAIMER: Many of the damage values are probably overtuned, simply because I'm mainly bringing out aspects of her kit that I feel are loads healthier than what's being pumped into the game right now.

This is an edit to my very first discussion on the League Boards, and it's the reason I even came to the League Boards in the first place.

My initial goal was to provide a champion that could hyperscale, contest ADCs, and have a high skill cap.

Since then, I have decided that League has enough high skill cap champions that depend heavily on that skill cap for effectiveness. As a result, my new goal is still a hypercarry APC, but the skill cap won't have absurd impact on how well Adalinda does, and she'll actually have a high skill FLOOR in order to play her effectively.

I believe that this champion can serve as a skeleton for the next champion rather than another dash-happy Max Health 3 hit champion with True Movement Speed and stealth. I will be pointing out the reasons for most of my decisions.

Base Stats

Health: 565-1850 Health. As an APC, a champion shouldn't have so much health that they become oppressive. Since Adalinda is an APC that also functions as an On-Hit champion, low health is a necessity to keep her balanced.

Health Regen: Whatever is typical of ADCs.

Mana: 460-1020 Mana. A good midrange mana cost forces her to play smart, but also allows her to use her abilities.

Attack Range: 500. No need to go wild on Attack Range. 500 serves her just fine as she uses a balance of autoattacks AND spells.

Attack Damage: 60-102. She needs SOME attack damage to ensure she can last hit minions.

Attack Speed: 0.68 - 0.95. Making sure she can't abuse on-hit builds, rather relying on an Orianna-esque playstyle of weaving between Autoattacks and spells.

Movement speed: 335. 335 movement speed is very powerful in conjunction with the 30 / 50 bonus movement speed that Adalinda will receive from her abilities, and is primarily this high because she has no other forms of mobility, relying on natural speed/kiting to stay alive during fights rather than falling back onto an ability to escape unscathed, while leaving her vulnerable when without her Green dragon.

Passive

Flame Initiation

Adalinda has a two-part passive, Rite of the Dragon, and Elemental Invocation. (This isn't Yasuo where the passives have absolutely no relation with each other.)

Rite of the Dragon: Adalinda's basic abilities will grant Adalinda dragons that empower her while they are off cooldown. Adalinda's dragons circle above her head, each one granting her a bonus while they circle her. The red dragon grants Adalinda bonus damage on basic attacks equal to 10 (+10% AP) magic damage. The blue dragon grants Adalinda 10-25% tenacity scaling with level, and the green dragon grants Adalinda 30 bonus movement speed. This forces Adalinda to be smart about when she uses her abilities, by granting her bonuses when she doesn't use them, she effectively loses part of her sustained power for a sudden burst in power.

Elemental Invocation: If none of Adalinda's dragons are above her head, her basic attacks deal an additional 20 (+20% AP) magic damage, she gains 30% tenacity, and gains 50 bonus movement speed. This also forces Adalinda to be smart about when she uses her abilities. In this case, you can get that bonus damage during a teamfight when all your options are exhausted, but forcing yourself out of options in order to gain this slight bonus isn't worth it 90% of the time. (That 10% of the time it is worth it, the good Adalinda players will be able to capitalize on that.)

Basic Abilities

Q - Flame Summoning Cost: 70, 80, 90, 100, 110 Mana

Cooldown: 14, 13, 12, 11, 10 seconds Range: Skillshot Range: 650 units. Cone range: 250 units, with a 60 degree angle coverage. Adalinda shoots the red dragon in target direction that deals 50, 70, 90, 110, 130 (+50, 55, 60, 65, 70% AP) magic damage to all enemies and the first champion hit, and on the first champion hit, deals 10, 30, 50, 70, 90 (+50% AP) in a cone in the direction the dragon was shot. If the dragon reaches the end of its range, it will fire the cone damage in front of it. When unlocked and off cooldown, this ability grants Adalinda the Red dragon.

W - Frost Summoning Cost: 80, 85, 90, 95, 100 Mana Cooldown: 20, 18, 16, 14, 12 seconds Range: 600 units

Adalinda shoots the blue dragon in target direction that upon contact with any enemy, deals 50, 55, 60, 65, 70 (+60% AP) in a splash radius around the contacted enemy, stunning all enemies within the radius of 200 units for 1, 1.1, 1.2, 1.3, 1.4 to 1.6, 1.7, 1.8, 1.9, 2 seconds, DECREASING the further the projectile is fired. If the blue dragon reaches the end of its range without contacting any enemy, it will deal 10, 20, 30, 40, 50 (+40% AP) and slow all enemies within a radius of 400 units for 0.5, 0.75, 1, 1.25, 1.5 seconds. When unlocked and off cooldown, this ability grants Adalinda the Blue dragon.

E - Earth Summoning

Cooldown: 20, 17, 14, 11, 8 seconds

Range: 200 units

Adalinda throws a seed at target location. After 1 second, it becomes armed. When a seed is armed, it increases Adalinda's movement speed towards the seed by 5% for 60 seconds that grants her a 200 unit radius of vision around that seed, as long as she is within 750 units of that seed. If an enemy steps on the seed while it is armed, it sprouts, rooting an enemy for 1.5 seconds, and sapping them for 10, 20, 30, 40, 50 (+20% AP) magic damage during the duration of being rooted, granting vision of the enemy for the root duration, restoring that much health to Adalinda, and vanishes when finished. When unlocked and off cooldown, this ability grants Adalinda the Green dragon.

R - Unleashed Energy

Cooldown: 160 seconds, 140 seconds, 120 seconds

Range: 1200 units. Each projectile is about 400 units wide.

Cost: 140 mana

Adalinda channels for 1 second, then fires 5 massive projectiles in a line over 5 seconds that pierce through all enemies. Enemies hit by one projectile will be damaged for 100, 150, 200 (+ 20% AP) magic damage over 3 seconds. Enemies hit by two projectiles will also be slowed by 30% for 3 seconds. Each enemy champion/Epic monster hit by a third projectile will restore 50/75/100 (+ 15% AP) Health to Adalinda. Each enemy champion hit by a fourth projectile will be silenced for 0.5 seconds, and any enemy champion or epic monster hit by all 5 projectiles will also be stunned for 1 second, and take an additional 50, 100, 150 (+ 40% AP) magic damage over 3 seconds. During the spell cast, Adalinda cannot move, autoattack, or cast other spells.

Non champions and non epic monsters will take an additional 30 / 50/ 70 (+ 15% AP) magic damage for the third, fourth, and fifth projectile hit.

This spell can be canceled early by re-casting the spell. If Adalinda recasts the spell, a laser instantly shoots out, dealing 30 / 50 / 70 (+ 15% AP) magic damage to all enemies in the laser.

First one: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/hezFOYbW-new-champion-concept-adalinda-the-dragon-summoner

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