Concept WIP: Tessa (A Speed-Scaling Champion)

Reaper Review·6/12/2016, 2:59:01 AM·4 votes·640 views

- 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.

7 Comments

Reaper Review6/12/2016, 5:06:46 AM1 votes

Here's some other skills I wrote up as a rough draft. I didn't really try to balance these because I'm still working out the passive.

Q: Beat Drop

Range: 125 (Normal - AA Modifier) / 750 (During Sky High) Cost: 45 Mana Cooldown: 8 / 7.5 / 7 / 6.5 / 6

Active: Tessa swiftly strikes her target with a heel drop for her next basic attack, dealing bonus Magic Damage.

Upon damaging an enemy champion or large monster with Beat Drop, Tessa gains 1% bonus Movement Speed per 2% of her target's Missing Health. This bonus Movement Speed rapidly decays over the next 1.5 seconds.

If Beat Drop is cast while airborne during Sky High, the bonus Magic Damage is increased by 50%.

Bonus Magic Damage: 10 / 20 / 30 / 40 / 50 (+ 40% AP) (+ 10% Movement Speed)

--

W: Step It Up

Cost: 30 Mana Cooldown: 16 / 15 / 14 / 13 / 12

Passive: While Step It Up is off cooldown, Tessa builds kinetic energy as she attacks or moves while in combat. At maximum energy (100), Tessa's next basic attack expends it to strike twice in quick succession for modified damage. The two strikes have identical scaling, but the first strike deals Physical Damage while the second deals Magic. Both strikes apply on-hit effects, but only the first can critically strike.

Damage per Hit: 15 / 30 / 45 / 60 / 75 (+ 60% AD) (+ 25% AP) (+5% Movement Speed)

Active: Tessa discharges all her currently stored kinetic energy, cleansing herself of any slowing effects and becoming immune to slowing effects for the next 1 second.

Again, those are just concepts. I'll probably opt to design something a bit more technical once I figure out where I'm going with this.

Reaper Review6/12/2016, 6:56:01 PM1 votes

I forgot about Homeguard.

I'm not sure how much of an issue it would be, though. I mean, you could Teleport somewhere and kick someone in the face with like 250 base AD, but that's on a 300-225 second CD and is a pretty greedy use for it. (Besides which you'd only get one hit out of it anyway since IIRC Homeguard falls off once you enter combat or take damage.)

Plus, Teleporting in with Homeguard to run people down is nothing new. Hecarim Rammus

Tamur6/12/2016, 10:15:30 PM1 votes

First thing upon reading her passive I thought she is was AD oriented but going through her other abilities she seems more AP oriented. How about making it Movement Speed to AP rather than Movement Speed to AD.

I'm sure they nerfed the teleport strike combo on Hecarim

Your other abilities seem ok

Can you take a look at my champions

Reaper Review6/12/2016, 10:31:13 PM1 votes

Those skills aren't final, just concepts. The AP ratios are there for the AP+MS items, and possibly Nashor's if she ends up having a small on-hit theme. (Those skills don't exactly have much involvement to them, being just modifiers. I want her kit to feel more alive.)

That said, the reason her passive affects base AD is flavor. The name should indicate that she kicks as her fighting style, so her base strength and movement being one in the same is fitting. Plus, faster footwork would by extension make it harder to slow her down, hence the slow resistance from AS.

Once I've got her passive set, I can give some real thought to what abilities she should have to emphasize her flavor.

Reaper Review6/13/2016, 4:35:18 AM1 votes

Had another idea for a W.

W: Step It Up

Passive Range: 350 Active Range: 550 (PBAoE) Cost: 70 Mana Cooldown: 24 / 22 / 20 / 18 / 16

Passive: While an enemy projectile enters within close proximity to Tessa, she gains a stack of Stream, up to a maximum of 5. Being hit by an enemy projectile removes half the stacks. While Tessa has stacks of Stream, her basic attacks deal bonus Magic Damage on-hit. This damage is doubled while Tessa has maximum Stream stacks.

Bonus Magic Damage: 8 per Stream Stack (+10% AP) (+5% Movement Speed) @ 5 Stacks: 80 (+20% AP) (+10% Movement Speed)

Active: Tessa generates a 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 space, Tessa's Movement Speed increases dramatically.

Movement Speed Bonus: 18 / 21 / 24 / 27 / 30%

Again, conceptual.

Reaper Review6/14/2016, 4:51:00 AM1 votes

Added a mostly-finalized W to the opening post. Still need to work out a good Q and R for her, then I can work on flavor things like quotes and whatnot.

Reaper Review6/16/2016, 6:59:02 AM1 votes

Update, now with a Q.

She just needs an ult now. Tough to think of an ult that fits this kit and hasn't already been done...