Baivy, the Blessing of the Clouds

Stacona··3 votes·1,702 views

Baivy is a very fluffy, female lamb, standing on her hind legs with shaved human-like hands that was created from a cloud and sent down to bless the lands below, which so happened to be Freljord.

Baivy is a very gentle creation, but created to help in times of battle, war, and most importantly a great danger rising up. She uses not of killing power, but utilizes her overwhelming healing power so her companions can keep on fighting.

She is always happy, pure and innocence, like the child that she is, but let that not deceive you of what she can do because she is not just a blessing, but a powerful one at that!


Baivy is a super healer, though makes no sense otherwise, she will have damaging abilities as well for in-game purposes.

This gameplay style is for those willing to not have flashy or intense plays, to be more chill and laid back, helping your team rather than yourself. Key focus to try to have something that feels great for the player, while still being relaxing to play as and not too frustrating to play against, and have something that is very involved and something for the player to do all of the time.


Attack Aura Radius (Attack Range): 600 units Movement: 340 units per second Attack Speed: 0.725 +1.5% per level Attack Damage: Low


Hostile Blessing (Passive):

Range: 600 units

Baivy cannot directly attack enemies, but whenever she heals any target with Hostile Blessing she will attack the closest enemy to her with a smack of wool, prioritizing enemy structures, then enemy champions, then epic monsters. She can directly attack enemy wards however.

Critical damage is halved.

Baivy can bless allies by "basic attacking" them, healing it for (+45%AD)(+25%AP) health, 20% healing when "basic attacking" self. This can only occur while in range of an enemy.

Charged Wool (Q):

Cooldown: None: Cost: 39/43/47/51/55 mana; Range: 600 units

Passive: Baivy charges her wool over time, gaining 10%(+1% per 5% CDR) charge over 1 second. Every time Baivy heals an ally, does not include self-healing, she gains 2/3/4/5/6% charge. At 100% charge, Charged Wool can be cast.

Active: Baivy expends her charge to electrocute nearby enemies for 60/90/120/150/180(+50%AP) magic damage, hitting at least one enemy champion or epic monster grants her 40/50/60/70/80% bonus attack speed for 2.5 seconds.

Fluffy Cloud (W):

Cooldown: 22/19/16/13/10 seconds; Cost: 40/50/60/70/80 mana; Radius: 600 units

Baivy creates a giant cloud at her location for 5 seconds, acting as brush and healing all allies inside for 3/6/9/12/15(+5%AP) health per half-second.

Healing an ally with Hostile Blessing while inside Fluffy Cloud will also heal Baivy for (+45%AD)(+25%AP) health.

Rolling Ball of Wool (E):

Cooldown: 8 seconds; Cost: 50 mana; Range: 600 units

Toggle: Baivy becomes all so cute and fluffy! Just becoming a giant ball of wool and begins to roll, gaining up to 30/35/40/45/50%(+20% per 100AP) total movement speed, the faster she moves the less control she has over her movement. At maximum momentum, Baivy gains crowd control immunity.

Baivy cannot cast her abilities or attack while rolling.

Turning Toggle Off: Baivy puffs out her excess wool around her, knocking enemies back for up to 600/700/800/900/1000 units based on her momentum, minimum 150/175/200/225/250 range knock back.

Rejuvenating Lightning (R):

Cooldown: 30 seconds; Cost: 55/70/85 mana; Range: 700 units

Baivy zaps the target champion with lightning and marks it for 20/14/8 seconds, zapping an unmarked target will refund the cooldown.

Ally Cast: Heals the target for 15/65/115(+100%AP) health. Can cast on self.

Enemy Cast: Deals 90/150/210(+70%AP) magic damage and applies healing immunity for 2 seconds.


UPDATE NOTES:

Hostile Blessing: Attacks can now critically strike, but critical damage is halved.

(I like the idea of Baivy being the dedicated marksman as an off role, but since she always heals allies on every attack it needs to be balanced with less damage. So total damage from critical strikes is 150% instead of 200%. I rather allow the option to do wacky builds rather than force only one build and play style, since they are both squishy builds it should still be fine in the end.)

Charged Wool: Cost lowered to 39/43/47/51/55 from 40/45/50/55/60 mana Attack speed bonus lowered to 40/50/60/70/80% from 40/55/70/85/100%

Rejuvenating Lightning: Heal changed to 15/65/115 +100%AP from 20/80/140 +90%AP


14 Comments

PrisonNightmare1 votes

I really like the idea of this, I'm not too great or familiar with what the average stats look like or what they typically should be on a champion but I really like the uniqueness of the design. Could be a great support champion.

Stacona3 votes

I wanted a healer that is always involved and doing something, feels rewarding, and focused on that task. And your actions does not stop you from healing, but rather make you heal harder and reward the player for doing what they are supposed to be doing.

The frustrations part is making sure the healer is active and is not super far back and safe while making the team healthy. If i can get the healer to play upfront and aggressive, in the face of danger while being squishy, then the healing output is balanced and healthy for the game since there is something realistically that the enemy can do about it.

Also just having a super cute and adorable champion is something I want! [sg-kiko]

Iron Jarvis2 votes

{quoted}

I wanted a healer that is always involved and doing something, feels rewarding, and focused on that task. And your actions does not stop you from healing, but rather make you heal harder and reward the player for doing what they are supposed to be doing.

The frustrations part is making sure the healer is active and is not super far back and safe while making the team healthy. If i can get the healer to play upfront and aggressive, in the face of danger while being squishy, then the healing output is balanced and healthy for the game since there is something realistically that the enemy can do about it.

Also just having a super cute and adorable champion is something I want! [sg-kiko]

[sg-lux]

Stacona1 votes

UPDATE NOTES (1):

Hostile Blessing: Healing increased to 40%AD 25%AP from 40%AD 15%AP

Fluffy Cloud: Cost reduced to 60/65/70/75/80 from 70/80/90/100/110 mana Healing per half-second reduced to 6/8/10/12/14 +5%AP from 10/12/14/16/18 +15%AP

Now heals Baivy for the same amount while inside the cloud and healing allies with Hostile Blessing.

Rolling Ball of Wool: Cost increased to 50 from 40 mana


(To balance out all of the healing, the healing needs to be active healing and away from passive healing as much as possible. Some passive healing is fine as it allows Baivy to come back into the game and be useful when behind, but too much will just make it super frustrating to play against her.)

(So the change here is simply reducing the amount of passive healing going on and put it into her passive's active healing instead, granting Baivy healing when healing an ally from Hostile Blessing since W was her main form of self-healing, which is needed for such a close range kit.)

ChaosReyn1 votes

How does one "basic attack" themselves? That's my biggest design flaw spotted, but its easily fixed by simply meaning that she can't bless herself, which is both fair and aesthetic. I'd also consider nerfing her heal on attack, since it'sfree healing.

Stacona1 votes

Well you are not actually attacking yourself, it is just the same action for simplicity on the player, it is just right clicking yourself or an ally and says this follows the same restrictions to someone else's basic attack.

Really, it just allows you to attack an enemy with no allies nearby. Healing is massively reduced when self-healed in this way.


It is not really free healing since you need to be within your attack range to the enemy. This entire element of being close to the enemy adds fairness and places her in a place to be killed, but being a ranged champion, not so close that it acts as a form of suicide.

And if you heal from enemy minions, then you are auto-pushing the wave at that point, which grants the enemy an easier time to farm their minions when you do that. So even the "safer" form of healing from your passive still has a trade-off for doing it.

ChaosReyn1 votes

Sorry, but it's free, and there's no denying it.

It's free in the sense that it doesn't cost any mana, and you are literally just spam healing your teammates from lv 1-18 without using an ability. Even if it pushes the wave, you're literally saying "100/0 your target, or I'm going to passively, for no mana, heal them from any damage you deal, and there's nothing you can do about it." Poke is completely useless. That in itself is busted. Being able, even at a hugely reduced amount and thus more time, heal yourself to full for free on top of that is even more imbalanced, and there's literally no counterplay to it all. Took a lot of poke damage? Sit back and "AA" yourself til you're comfy. Teammate just got half-shot by a combo? disengage, and heal them to full for free. Who tf cares if the lane pushes? YOU NEVER HAVE TO B...so you lose a bit of gold, maybe, but you're lv 11 and your enemies are lv 8 from just the fact that you and your adc are IMMORTAL and only leave lane to spend your gold, which you'll still have more of even if you miss a lot of cs from the passive lane shoving, because the enemiy team has missed waves having to B while you're immortal. If you manage to get any kills/assists, that deficit is even GREATER. Unless the enemy jungler literally runs it 3v2 bot and ALWAYS ganks you, there's absolutely nothing stopping you from winning the lane without ever even picking a fight. And even if he does, unless he manages to kill you, HE'S LEECHING XP and likely cs from the bot lane and therefore puts them even further behind.

Also, at 600 range, you literally don't even have to step up at all. Your adc can sit and farm from the caster line, and you can stand even further back and still just passively heal them from any punish they take from taking hits while farming. That's also farther range than the majority of marksmen, btw. Only cait, jinx with rocket, kog with W, and tris with a couple levels and her passive have longer range than your passive healing range. and you're still not even going to be anywhere near them, because your adc will obviously punish them for trying to get in range of you, and they'd literally have to get BEHIND your adc to even reach you unless they're one of those 4 champions.

It's your champion concept, I'm not trying to get toxic about it, but in this champion concept's current state, you are literally saying "the only way to beat our bot lane is to play double burst mage and hope you can 1 shot one of us IMMEDIATELY, or you'll just passively lose lane over the next 15 minutes."

The rest of your concept is great. But in its current state, that passive destroys this game.

Stacona1 votes

Passive healing is being able to heal a lot from outside a threat range. Active healing is needing an enemy in some form to heal from.

Poke spells cost mana too, so a heal that costs mana and poke that costs mana eventually just equal each other out. Where as poking out the healer that needs to heal actively will prevent their healing output, or reduce it due to fear of dying, or cause them to back off and go back to base.


You need to be 600 range from the enemy yourself while still being 600 range to an ally.

Iron Jarvis1 votes

{quoted}

Sorry, but it's free, and there's no denying it.

It's free in the sense that it doesn't cost any mana, and you are literally just spam healing your teammates from lv 1-18 without using an ability. Even if it pushes the wave, you're literally saying "100/0 your target, or I'm going to passively, for no mana, heal them from any damage you deal, and there's nothing you can do about it." Poke is completely useless. That in itself is busted. Being able, even at a hugely reduced amount and thus more time, heal yourself to full for free on top of that is even more imbalanced, and there's literally no counterplay to it all. Took a lot of poke damage? Sit back and "AA" yourself til you're comfy. Teammate just got half-shot by a combo? disengage, and heal them to full for free. Who tf cares if the lane pushes? YOU NEVER HAVE TO B...so you lose a bit of gold, maybe, but you're lv 11 and your enemies are lv 8 from just the fact that you and your adc are IMMORTAL and only leave lane to spend your gold, which you'll still have more of even if you miss a lot of cs from the passive lane shoving, because the enemiy team has missed waves having to B while you're immortal. If you manage to get any kills/assists, that deficit is even GREATER. Unless the enemy jungler literally runs it 3v2 bot and ALWAYS ganks you, there's absolutely nothing stopping you from winning the lane without ever even picking a fight. And even if he does, unless he manages to kill you, HE'S LEECHING XP and likely cs from the bot lane and therefore puts them even further behind.

Also, at 600 range, you literally don't even have to step up at all. Your adc can sit and farm from the caster line, and you can stand even further back and still just passively heal them from any punish they take from taking hits while farming. That's also farther range than the majority of marksmen, btw. Only cait, jinx with rocket, kog with W, and tris with a couple levels and her passive have longer range than your passive healing range. and you're still not even going to be anywhere near them, because your adc will obviously punish them for trying to get in range of you, and they'd literally have to get BEHIND your adc to even reach you unless they're one of those 4 champions.

It's your champion concept, I'm not trying to get toxic about it, but in this champion concept's current state, you are literally saying "the only way to beat our bot lane is to play double burst mage and hope you can 1 shot one of us IMMEDIATELY, or you'll just passively lose lane over the next 15 minutes."

The rest of your concept is great. But in its current state, that passive destroys this game.

Hi chaos reyn , will you analyze and give an opinion on my Zhonya champ concept ? i want to know if you actually like playing her if ever she would be in the rift , heheh thanks

Stacona1 votes

UPDATE NOTES (2):

Other: Passive healing reduced to relieve frustrations when playing against Baivy, especially early on, and better focus for the active in-combat healing. This means poke damage is more meaningful in the early game, especially against Baivy.

The entire premise is creating a healer that always has something to do and feels rewarded for doing the thing they are meant to do.

Hostile Blessing: Healing increased to +45%AD +25%AP from +40%AD +25%AP

Charged Wool: Base damage increased to 60/90/120/150/180 from 60/85/110/135/160

Fluffy Cloud: Cooldown increased to 22/19/16/13/10 from 10 seconds Cost lowered to 40/50/60/70/80 from 60/65/70/75/80 mana Duration increased to 5 from 3/3.5/4/4.5/5 seconds Base healing reduced to 3/6/9/12/15 from 6/8/10/12/14 per half-second [Total healing to 30/60/90/120/150 +50%AP from 36/56/80/108/140 +30/35/40/45/50%AP]

Rejuvenating Lightning: Cost lowered to 55/70/85 from 75/80/85 mana Base heal reduced to 20/80/140 from 80/110/140 Base damage lowered to 90/150/210 from 110/160/210


MisticWarrior1 votes

it seems to be based on ampharos O.o

Stacona1 votes

You are thinking of Mareep.

MisticWarrior1 votes

I was actually thinking of ampharos, but I guess the idea is more like mareep than ampharos

Stacona1 votes

UPDATE NOTES (3):

Hostile Blessing: Attacks can now critically strike, but critical damage is halved.

(I like the idea of Baivy being the dedicated marksman as an off role, but since she always heals allies on every attack it needs to be balanced with less damage. So total damage from critical strikes is 150% instead of 200%. I rather allow the option to do wacky builds rather than force only one build and play style, since they are both squishy builds it should still be fine in the end.)

Charged Wool: Cost lowered to 39/43/47/51/55 from 40/45/50/55/60 mana Attack speed bonus lowered to 40/50/60/70/80% from 40/55/70/85/100%

Rejuvenating Lightning: Heal changed to 15/65/115 +100%AP from 20/80/140 +90%AP


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