Champion Concept: Isu'Ria, The Chain Mistress

Tribbles Foxfolk·4/22/2015, 11:06:58 PM·1 votes·1,145 views

Hey everyone! I thought I'd just post this champion concept that I worked a while on. It's based off the lady with the chain-sword from Soul Caliber (No clue what her name is). I don't have any lore worked out for her and her stats are outdated, but I dunno how to work the new stat system. Anyway, I had fun making this and I have another concept I'll post if this is well-received enough!

Isu’Ria The Chain Mistress

Cost: 6300 IP or 975 RP Base Health*: 530 (+110 per level) Base Health Regen*: 8 (+1.2 per level) Base Range*: 125/400 (Melee/Ranged) Base Attack Damage*: 55 (+2.7 per level) Base Attack Speed*: 0.635 (+2.25% per level) Base Armor*: 28 (+3.4 per level) Base Magic Resist*: 35 (+1.35 per level) Base Movement Speed: 310 Units Primary Role: Fighter Secondary Role: Tank

Special Items:

Skrop’s Sword (Begins game with this item) +10 Attack Damage +1% Movement Speed Cannot Be Sold

Unique Passive: Grants access to Isu’Ria’s Ultimate Ability (R). Unique Passive: You deal 5% increased damage to Neutral Monsters.

Skrop’s Stinger (Upgraded from Skrop’s Sword) Recipe: Skrop’s Sword + Brutalizer + 413 Gold (1750 Gold Total) +35 Attack Damage +3% Movement Speed +10 Armor Penetration Cannot Be Sold

Unique Passive: Grants access to Isu’Ria’s Ultimate Ability (R). Unique Passive: You deal 10% increased damage to Neutral Monsters.

Skrop’s Edge (Upgraded from Skrop’s Stinger) Recipe: Skrop’s Edge + Vampiric Scepter + B.F. Sword + 400 Gold (4400 Gold Total) +90 Attack Damage +5% Movement Speed +15 Armor Penetration +10% Lifesteal Cannot Be Sold

Unique Passive: Grants access to Isu’Ria’s Ultimate Ability (R). Unique Passive: You deal 20% increased damage to Neutral Monsters.

Abilities:

Passive: Chained to Destiny Isu’Ria’s chain-linked sword binds foes it strikes to Isu’Ria for 3/3.5/4 seconds, dealing (10% AD) Magic Damage, Slowing by 10%, and adding a stack for every damaging ability that hits, stacking up to 2/3/4 (Lvl 1/6/11 respectively) times. This counts as an on-hit effect.

Q: Ringing Strike (Melee) | Arterial Strike (Ranged) Cost: No Cost Cooldown: 8/7.5/7/6.5/6 Seconds Range: 200 Units / 500 Units Target: One Enemy Champion (Point-and-Click) / One Enemy Champion (Point-and-Click) Isu’Ria strikes her target with an incredible force, stunning the target for 1.5/1.75/2/2.25/2.5 seconds and dealing 20/40/60/80/100 (+90% AD) Physical Damage. This applies on-hit effects. | Isu’Ria hacks at the target’s leg artery, dealing 15/30/45/60/75 (+100% AD) Physical Damage, slowing the target by 40/50/60/70/80% for 1.5/1.75/2/2.25/2.5 seconds, and applying a bleed that deals 5/15/25/35/45 (+25% AD) Physical Damage every .5 seconds for 3 seconds. The initial damage reduces the target’s armor by 10/15/20/25/30% for 5 seconds and also applies on-hit effects.

W: Skrop’s Carapace (Passive Melee) | Shade of Skrop (Passive Ranged) Cost: No Cost Cooldown: No Cooldown Range: Personal Target: Self Isu’Ria’s special shirt is made of an extremely hardy carapace, granting +10/15/20/25/30 Armor and Magic Resist and +50% Base Health Regen (per 5 seconds). | Isu’Ria’s spirit is infused with the power of a predator, granting +5/10/15/20/25% Attack Damage and +10% Movement Speed while not visible to the enemy team. Additionally, if Isu’Ria does damage while not visible, she deals an additional 25/40/55/70/85 (+20% AD) Magic Damage and her passive slow is increased further to 30/35/40/45/50%.

E: Chained Finish (Melee) | Predator’s Strike (Ranged) Cost: No Cost Cooldown: Range: 400 (Straight Line) | 650 (Targeted AoE) Target: All Enemy Units in AoE Isu’Ria flails her chain-blade in a terrifying flourish, dealing 115/130/145/160/175% Attack Damage in a straight line and an additional 5/15/25/35/45 (+10% AD) Magic Damage for every 2% of the target’s missing health. If this kills a Champion, half of the cooldown is reset and you permanently gain 1/1.25/1.5/1.75/2 Attack Damage for every Champion killed. Dying removes 25% of the bonus Attack Damage obtained by this mean. | Isu’Ria harnesses her predator’s power, leaping towards the targeted area, dealing 60/80/110/140/170 (+15% AD) Magic Damage and slowing all targets by 20/35/50/65/80% for 1.5 seconds. If this kills a Champion, the cooldown is reset and you permanently gain 5/6.25/7.5/8.75/10 Movement Speed. Dying removes 25% of the bonus Movement Speed obtained by this mean.

R (Begins game with this ability): Mistress’s Edge Cost: No Cost Cooldown: 6/5.5/5/4.5/4 Seconds Range: Personal Target: Self NOTE: AVAILABLE/UPGRADEABLE AT LEVELS 1, 9, 16 Isu’Ria switches between her sword’s combat stances, allowing her to adapt to the situation at hand, toggling to either Melee Mode or Ranged Mode. While in Melee Mode, she gains +10/12.5/15% Attack Damage, Armor, and Magic Resist. While in Ranged Mode, she gains +10/12.5/15% Attack Speed and Movement Speed as well as increased range. Additionally, while in Melee Mode, her passive does 33% increased damage and while in Ranged Mode, her passive Slow is increased to 25%. Depending on which Mode she’s in, Isu’Ria gains a different set of Core Abilities (Q, W, and E).

Recommended Roles (In priority, highest is 1):

  1. Jungle
  2. Top Lane

Recommended Mastery Page: 21 Offense / 9 Defense / 0 Utility

Recommended Rune Page: 9 Attack Damage Marks 9 Armor Seals 9 Magic Resist Glyphs 3 Attack Damage Quintessences

Recommended Summoner Spells: Flash (Escape/Engage; Versatile) Ignite (Secure Kills; Kill Pressure) Teleport (Return To Lanes; Versatile) Smite (For Jungle Or Top; Ganking/Kill Pressure/Farming) Cleanse (Remove Hard Crowd-Control; Situational) Ghost (Chasing Kills; Aggressive)

Recommended Item Statistics: Damage Lifesteal Armor Penetration Health Armor Magic Resist Movement Speed

Jungle Item Summaries (Only Available With Smite Equipped): Ranger’s Trailblazer (Early Farming; Passive; Swap for either Stalker’s or Skirmisher’s When Enchantment Is Purchasable) Stalker’s Blade (Early-Mid Ganking; Aggressive; Buy Either Stalker’s or Skirmisher’s If Enchant Is Purchasable) Skirmisher’s Blade (Securing Kills/Sustained Fights; Highly Aggressive; Buy Either Stalker’s or Skirmisher’s If Enchant Is Purchasable) Poacher’s Knife (Counter-Jungling & Invading; Extremely Aggressive; Get To Exploit Weak Early-Game Enemy Junglers) Jungle Enchantment Summaries (Only Available With Smite Equipped): Enchantment: Devourer (Farming Throughout Game; Passive; Buy If Additional Carry Is Needed Or If Going For Long Game) Enchantment: Warrior (Ganking Throughout Game; Aggressive; Buy If Ganking Is Priority) Enchantment: Magus (USELESS, NO AP RATIOS, NEVER BUY) Enchantment: Juggernaut (Melee-Focused; Neutral; Buy If Tank Is Needed Or If Behind Early-Game And/Or Mid-Game)

Recommended Jungle Path (Only For Junglers):

  1. Bramblebacks (Red Buff; Smite For Healing)
  2. Murkwolves (Do Not Smite) Or Raptors (Smite If Early Ganks Planned) Or Back (If Invaded Or Damaged During Early Gank)
  3. Sentinels (Blue Buff; Smite If Clear Is Slow Or If Low On Health) Or Back (If Invaded Or Damaged During Early Gank)
  4. Back For Jungle Item (Trailblazer Recommended) Or Sentinels (Blue Buff; Smite If Clear Is Slow Or If Low On Health)
  5. Proceed As See Fit

4 Comments

MrStealYaGirl4/23/2015, 3:52:23 AM1 votes

Love the concept, but too much like tops laners like Jayce and riven. Also, seems just like another squishy top lane/it carry that requires too much team-play for soloQ

Argon Falcon4/23/2015, 4:26:38 PM1 votes

The melee E skillshot could do 175% AD + 45+(10%AD) per 2% health the target is missing? You could theoretically do up to 490% AD on one champ! Holy Shit With 400 AD you're looking at (4001.75)+45+((4004.9)) = 2705 Damage on your E! (before armor of course) at minimum you would get 1185 on one hit. that's not even counting the 15% ad change you would get from the R passive.

Its an instant won team fight with no counter play except reflexes. AOE skill shots like this do not do nearly as much damage as your proposing. transformation champs usually have stronger abilities, but having your e be as powerful as a full AP Ezreal ult, and having it do bonus damage based on %missing HP is somewhat ludicrous.

anyways concept is fine for the most part, all of the scaling is way off