[Champion Concept] Gisa, Jewel of the Oasis

Missing Number·2/9/2015, 9:54:02 PM·2 votes·1,543 views

Appearance

Hair: Brown with red streaks in a ponytail with long bangs to the sides Eyes : Green on the outside, Brown toward the middle Clothing: Wears explorer gear, high boots and a pair of short shorts Additional: Has various tattoos on her neck, her left leg and right breast (hard to describe wish i had art lol)

Lore

Standing tall in the desert a statue was seen far off from the ruins of Shurima, once used as a landmark it has since been buried beneath the dunes of shifting sands.

One day as an expedition of ruin chasers are off the discover the reawakened empire, one of the crew finds herself mesmerized by a figure off seemingly floating off beyond the marked path. Alone she wanders toward the figure, both day and night, seeking to find herself an artifact that none else has yet claimed. As she nears, it becomes aparent this statue has only recently become uncovered, filling her heart with excitement at a new discovery all her own.

Finally at the face of the figure, she makes camp as she tries to discover an entrance to wonders within, an effort that seems to be for naught. Exhausted and weary after spending days and nights trying to breach the impenetrable, she colapses with her head at the mouth and studies her suplies to discover she has not even a day's worth of ration or water, not even enough to make it back to her group. She sighs and laughs at her misfortune and releases her will to the stars above.

At the very moment she relinquishes all, she hears a chime and to her amazement, the lips of the statue part, showing a path to the depths below. Excited and bewildered she realizes that all she needed to do was to stop trying and to that she was rewarded greatly, for at the base of the spiraling staircase was a chamber with the brightest gem atop a pedestal, refracting light cast through the eyes of the colossus, a room of which has not been touched for centuries.

Proud at her accomplishment she stands with self admiration before a priceless treasure, but is cut short on her celebration as she realizes she is without enough supply to return. Filled with dispair she once again lays her head on her pack at the base of the pedestal, and gives in to sleep. She dreams of returning home, to see the faces of her friends and family, much to her surprise the desire to be home and happy was more the focus of her dream than to recieve accolades for her discovery... and with that realization she heard the same familiar chime.

Awakened from her sleep she found she was no longer within the chamber, but with her friends and family safe at home. Though she was elated, it was short lived as monsters from the nearby jungles had broken through the walls and had caused a panic by slaughtering several members of the returning expedition team. Seeing the terror unfolding before her she unconciously drew her hand up to the sky, and with it a sharp spire of obsidian skewered the unsuspecting beast as it was about to take another life. Realizing it was herself who commanded the spire, she drew another and another, til the monsters all rested atop the stone spears.

Exhausted and stunned, she looked around to see the rest of the hidden village standing shocked at her abilities, though celebrated for her victory, she realized it was her newfound gift that drew the monsters, and the following night, she packed her belongings for parts unknown.

Statistics

Health 500 – 2000 Health regen. 8 – 16 Mana 400 – 1200 Mana regen. 6.0 – 20 Melee Range 350 Attack damage 50 – 120 Attack speed 0.7 – 1.3 Armor 30 – 80 Magic res. 35 – 75 Mov. speed 350

Though she is melee she has a long reach with her whip, and carries a combat knife for use when she is using her E, in the future i may make a difference between damage, but for now its the same

Passive - Catch

RANGE: 600 - COOLDOWN : 40 / 37 / 34 / 31 / 28 / 25 / 22 / 19 / 16 (every 2nd champion level) Active : Debuffs cast on Gisa are caught and stored rather than outright effecting her. Debuffs are held for 30 seconds, debuffs that are not expelled (with W) explode dealing 100 per debuff as magic damage to allies and enemies alike.

Every buff/debuff collected creates a stack, every 50 stacks achieved an abilty can be upgraded.*

Passive : Standing still for 5 seconds grants you a buff increase to the effects of your equiped masteries / runes for 20 seconds

  • Rune/Mastery enhance: 25 / 50 / 75 / 100 / 125 / 150% ( per 3 champion levels)

Q - Spire

RANGE: 800 - COST: 50 / 60 / 70 / 80 / 90 mana - COOLDOWN : 40 / 38 / 36 / 34 / 32 Draws a sharp spire of obsidian stone from the ground, causing physical damage, knocking enemies up for 1 seconds and stunning them when they land, same for allies but without the stun. Momentum is not interupted if they are moving away from the spire, potentially knocking them up over obsticals like walls. Skewers enemies that it kills for gory glory (gg).

  • Spire health: 100 / 150 / 200 / 250 / 300 (+ 25% Health)
  • Spire Armor / Magic Resist: 50/ 65 / 80 / 95 / 110
  • Physical Damage: 75/ 100/ 125 / 150 / 200 (+50% Armor + Magic Resist)
  • Attack radius : 50 / 75 / 100 / 125 / 150 (+ 50% champion size)
  • Stun duration : 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds

Upgrade - Spire Shift Highlighting a spire that is already standing alows you to shift it in one direction. Range, cooldown and physical damage is halved, knocks all it connects to aside and stuns for 50% duration.

W - Resonate

RANGE: 200 / 300 / 400 / 500 / 600 - COST: 50 / 60 / 70 / 80 / 90 mana - COOLDOWN : 22 / 21 / 20 / 19 / 18 Causes nearby Spires to resonate for a duration, causing them to send pulses of energy every .5 seconds that deal magic damage to enemies and heal allies. Buffs / Debuffs captured are shared to allies (buffs) and enemies (debuffs) while nearby the resonating spires.

  • Magic Damage per .5 seconds: 20 / 40 / 60 / 80 / 100 (+ 25% Armor + + 25% Magic resist)
  • Heal per .5 seconds: 10 / 20 / 30 / 40 / 50 (+ 15% Armor + + 15% Magic resist)
  • Duration : 10/ 12 / 14 / 16 / 18 Seconds
  • Buff Duration: 2 / 3 / 4 / 5 / 6 Seconds

Upgrade - Radiate If a spire is highlighted when Resonate is cast, you can draw a line between 2 and create a wall of light which deflects projectiles and slows enemies by 25% when breached.

E - Draw

RANGE: 500 - COST: 70 / 80 / 90 / 100 / 110 mana - COOLDOWN: 10 / 9 / 8 / 7 / 6 Leashes target enemy or ally with her whip and syphons a debuff(ally) or buff(enemy), causing magic damage to enemies or healing allies, over 5 seconds, healing herself at the same time, max range 750. Auto attack range is reduced to 200.

  • Magic Damage per .5 seconds: 20 / 40 / 60 / 80 / 100 (+ 25% Armor + + 25% Magic resist)
  • Heal per .5 seconds: 10 / 20 / 30 / 40 / 50 (+ 15% Armor + + 15% Magic resist)
  • Buff/Debuff duration destroyed per .5 seconds: 2 / 4 / 6 / 8 / 10%
  • Heal From Damage Ratio: 30 / 35 / 40 / 45 / 50%

Upgrade - Drawn Together If the button is held while Draw is cast, the target can be pulled toward you over the duration.

R - Spring

RANGE: Infinite - COST: 150 / 200 / 250 mana - COOLDOWN: 180 / 160 / 120 All Spires you control are drawn into the ground replaced by a spring of healing water for 10 seconds. Allies within are healed by 1% over the duration. Springs created from resonating spires also apply the buffs/debuffs for double duration.

  • Radius: 150/ 175 / 200
  • Enemy slowdown: 25/ 30 / 35%
  • Healing ticks: 1/2 / 1/3 / 1/4 seconds

Upgrade - Wellspring Geyser If R is pressed again during the duration of Spring, all the pools erupt in a dangerous geyser causing magic damage and ending the spell. Automatically erupts when duration ends.

  • Magic Damage : 200/ 300 / 400 (+ 75% Armor + Magic resist)

Keep in mind none of this has been balanced so numbers are subject to change lol, the goal of this champion is to be an epic support, scaling off armor and magic resist makes her a tank, and the spires, having no time or limit, are designed to stand the test of time, should an enemy not break em that is.

Heres my feedback on fellow creative mind Nuclear Corvid's Royal Toad Gor-Gama

Edit: added Heart of the Oasis unique item Edit: tweaked Heart of the Oasis's revive effect and Spire's upgrade Edit: removed Heart of the Oasis, tweaked all abilities

6 Comments

TheTyeGuy2/10/2015, 5:24:34 AM1 votes

The thing that revives her instantly on her trinket should be an Active use, only when she is dead. Since it says passive, I assume it automatically works when she dies. It would make more sense for it to be an active, so you can use it at strategic points.

I think riot is entirely opposed to having abilities that damage allies. Because it makes for toxic gameplay.

The heal on her W is gigantic. In fact it is too gigantic. Make it heal for 1/3rd the damage amount.

Seems like a very control based support, and I like the idea of creating structures around the battlefield, but I think it could use a different approach. As far as her passive goes, there are a few points that I don't feel make a lot of thematic sense.

The rune/masteries thing is unfair, since it doesn't effect new players.

Since her goal is to control how the enemy team moves, she should put most of her efforts into protecting her team as well as locking down the enemy. Therefore, having a passive that blocks CC doesn't make a lot of sense, since it removes possible counterplay against her. I also think the thing that revives her doesn't make a lot of sense with what her kit should do for a similar reason, unless she teleports to one of her spires (causing it to disappear) when she uses it, making for some neat-o TP revive karthus shenanigans.

Also, note how long the spires last.

The whole Buff Debuff management seems a bit overcomplicated. What if it was as simple as "enemies near resonating spires are slowed and damaged, and allies heal and gain movement speed."

Make sure when designing champions, that you don't put too much clutter into a champion's kit, otherwise it becomes thematically jumbled and complicated. I think there is a good premise, but very oddly handled execution.

Akenero2/11/2015, 4:19:12 PM1 votes

I love the kit, but it's kinda hard to understand, clarity please? Bold the damage values and heals, that kind of thing.

Auryiel2/12/2015, 4:12:00 AM1 votes
  1. Her passive is pretty overloaded, especially considering how she gets a unique trinket that also has a revive mechanic. The debuff absorb itself can either be really strong or really weak, depending on how it's tuned. Also, note that there is not a single champion in the game that can damage his or her allies. You should remove that friendly fire thing you've got going on. Also I don't understand how her passive works. What is the cooldown for? Is it how long before she can absorb the next CC thrown at her? How does she detonate her passive? Does it just do it on its own after 1 minute?

The bonus to runes and masteries doesn't seem like it's needed at all on her kit and I would suggest completely removing it.

  1. Her Q is... weird? First of all, the spires have an insane amount of armor and magic resistance. Also, how does it actually work? Is it a targeted ability or does it affect an area of effect and has a delay? And it knocks up her allies? Does it deal damage to them? I'm pretty confused. Most confusing of all is the bonus. Do you select a target/area and then a direction? Is that how it works?

  2. Ok, wait... when you say debuffs, do you mean only things like slows, damage amplifications, etc or also hard CC like stuns, knock-ups, fears and charm? Because one sounds ok and the other seems downright overpowered. Her W's zoning potential is also waaaaaaaaaaay too strong. 125 damage per second for 18 seconds? With 600 range around the spire? The heal should also be way lower than the damage done. Imagine doing an objective and having her place a spire and using W. Suddenly the whole team is in an 18 seconds Janna ulti And the bonus also seems way too strong.

  3. Again, the healing component on this is way too strong. At rank 1, that's 250 health for both Gisa and her lane partner at rank 1 (I assume she's a support since she doesn't scale with AP at all).

  4. The mana cost seems way too high past rank 1. Most ultimate have had their mana costs reduced to 100 or less. The cooldown also seems overly long. That being said, the ability seems pretty overpowered, especially at later ranks. The healing component is really, really strong if I'm understanding it correctly. Every half, third or quarter of a second, allies are healed for 1% of their maximum health, right? I mean, sure in a fight it's not that great, but coupled with her W, her team would literally take no damage from Dragon or Baron.

Overall I really like the concept. Every single ability is unique, however they are all extremely strong and overloaded. I would advise you to simply cut down on the number of things each ability does and really try to focus on what you want this champ to do. Also be careful not to have overlapping effects. The W and R healing are pretty unnecessary when coupled together. I would say remove the W's healing component entirely and keep the healing on her R, but shorten its duration considerably and increase it's power. That way it can be a lot more useful in team fights.

Nuclear Corvid2/15/2015, 8:47:28 PM1 votes

I feel like this concept is simply far too complicated for its own good. There's a lot going on, and it makes the intent a bit murky and unclear in places. How do you expel debuffs? Is it through Resonate? That needs to be made clear. Also, 100 stacks is probably too many. Even if you stand still for the full minute, that's 20 stacks. You need to stand perfectly still for five minutes to get one upgrade. ADCs aren't known for providing AoE buffs, so you're likely to be the only source. Pull it back a bit.

It's fine to have a champion's kit based on the usage of a single, placed object (see Azir) but the cooldown on the Spire seems to be ludicrously prohibitive. It's basically an ult on a normal ability, and that's typically... not good. Her down time in lane would be awful, especially in conjunction with Resonate's long cooldown. I guess you can argue that Draw's shorter cooldown makes up for it, but ultimately, I feel like she'll just be bullied all throughout laning, but I'm assuming she's melee, which might not be true, I guess. No matter how strong she ends up late game, a support that gets bullied out in lane is not likely to get much playtime.

I think it's mildly interesting, but ultimately you'd be relying a lot on your opponents to help you stack your passive and highly vulnerable throughout your lane, and severely punished for whiffing one Q in the late game, so I'm going to say this is a miss to me.