Concept WIP: Tessa (A Speed-Scaling Champion)
- Base Stats -
Attack Damage: 0 + 0 per Level Movement Speed: 360
Passive: Kickin' It
Tessa's base Attack Damage, rather than having its own value, is equal to a percentage of her own Movement Speed. This percentage scales with her Level.
Base Attack Damage: 15% (+1% per Level) Movement Speed
Additionally, Tessa has innate Slow Resistance. She gains additional Slow Resistance based on her bonus Attack Speed, but with diminishing returns.
Slow Resistance: (20/0.995^Bonus Attack Speed) %
@ Level 1, no boots: ~57.6 Base AD @ Level 6, tier 1 boots: ~80.85 Base AD @ Level 18, normal t2 boots (the 45 MS ones) and Trinity Force: ~139.65 Base AD
@ 50% Bonus Attack Speed: ~25.69% Slow Resist @ 125% Bonus Attack Speed: ~37.42% Slow Resist
Essentially, she's a champion who scales off of speed. Not like Hecarim, who's a bruiser that happens to get a bit of extra AD from his MS. This is full-on speed scaling. The free slow resistance seems fair considering slows reduce her damage as well as her movement.
Q: Beat Drop
Range: 125 (Auto Modifier) Cost: 40 Mana Cooldown: N/A
Passive: Tessa builds kinetic charges as she auto-attacks or moves. Charges granted via movement are doubled if Tessa has dealt or received damage within the last 3 seconds. At 100 charges, Tessa can cast Beat Drop.
Movement Charges: 1 per 30 Range Traveled, 2 while in combat Basic Attack Charges: 10 per Attack
Active: Tessa strikes her target swiftly with a heel drop for her next basic attack, dealing increased Physical Damage. Beat Drop can critically strike, but deals modified critical damage.
Physical Damage: 105 / 110 / 115 / 120 / 125% AD (+10% Movement Speed) Modified Critical Damage: 160 / 165 / 170 / 175 / 180%
W: Step It Up
Passive Range: 325 Active Range: 550 Cost: 70 Mana Cooldown: 24 / 22 / 20 / 18 / 16
Passive: Tessa generates a small kinetic space around herself. Whenever a non-targeted enemy projectile enters the space, she gains Stream for the next 3 seconds. Being hit by a non-targeted enemy projectile will remove Stream.
Tessa's basic attacks also deal bonus Magic Damage on-hit, which is doubled while she has Stream.
_Magic Damage On-Hit: (4 / 5 / 6 / 7 / 8% Movement Speed) (+10% AP) _
Active: Tessa expands and empowers the kinetic space around herself for the next 4 seconds, reducing the missile speed of any enemy projectiles within it by 75%.
While an enemy projectile is within the empowered kinetic space, Tessa's Movement Speed increases.
Movement Speed Bonus: 16 / 18 / 20 / 22 / 24%
E: Sky High
Range: 475 (Dash) / 750 (Aerial Sight) Cost: 75 / 80 / 85 / 90 / 95 Mana Cooldown: 24 / 21 / 18 / 15 / 12
Active: Tessa dashes a short distance in the target direction, dealing Physical Damage to any enemies she passes through.
Physical Damage: 10 / 55 / 100 / 145 / 190 (+15% Movement Speed)
If Tessa collides with terrain while dashing, she leaps off it and up into the air, becoming untargetable for up to 2 seconds while revealing the area beneath her.
While in the air, Tessa can descend upon an enemy unit within range by recasting Sky High.
It's a dash that goes into an Elise Rappel if you hit terrain, meant to simulate a parkour-esque jump. This was basically entirely inspired by a thought I had of someone kick-jumping off of Azir's wall and onto his head.
Anyway, that's what I've got so far. Mostly need opinions on that passive and whether I can make it work or if I should find a different way to tackle it.
