Concept for a new Darkin Champ

Terabyte Marine·3/19/2015, 7:16:07 AM·2 votes·625 views

I was talking with a few of my friends and some of them really liked the idea of a champion that could use enemy particles against your enemy. I liked the idea enough that I designed a concept around it. She's basically a version of Orianna, but uses her orb more defensively. I strictly worked on balancing the concept, feel free to add lore of your own imagination.

Note: The abilities may not have proper balancing and may be a bit overpowered in certain circumstances.

Alisha the Darkin Soul Passive – Soul: Attacking/damaging an enemy marks their soul for a long time before dissipating. Allied projectiles traveling through Alisha’s Soul are redirected at the marked enemy, empowering the projectile, making it travel farther. Enemy projectiles fired at Alisha are fired back towards her soul, absorbing some damage and reflecting the rest back at the marked target. The soul itself has a health bar equal to a portion of Alisha’s health. The soul counts as a cannon minion and will respawn next to Alisha when the next cannon minion is spawned.

Q – Soul Jump: Soul Alive: The soul stores all projectiles fired at it in a certain amount of time (2 sec), and then quickly moves to target location. After arrival it fires all stored projectiles at the marked enemy or in the direction Alisha is facing if no target is marked.

Soul Dead: Alisha jumps to target location, causing her soul to appear there for a short duration (5 sec) before going back into her body. Deal magic damage to enemies close to her soul and less damage to those further away, if one champion is damaged by this effect Soul Jump can be recast again for 3 seconds.

W – Willful Soul: Passive: Any spell effect that affects Alisha or her soul is negated and is converted into a stack with that effect. She cannot have more than one stack of an effect. (Can’t have more than one stack of a stun, snare or slow).

Active: Alisha fires a bolt consuming all stacks and applying all spell effects for a smaller duration as if it was her own.

E – Soul-Mending: Alisha brings the soul to her side, healing it for a large percentage of her AP over 5 seconds. Any enemy in its path is dealt magic damage equal to the heal amount. Any ally near Alisha is healed by half that amount instantly.

R – Revenge of the Soul: (available at lvl 1) Passive: Alisha loses range (down to 175 from 575), gains size (about equal to wukong’s size) and gains additional small amount of armor and magic resist (equal to 20% of the soul’s armor and magic resist when it died) while her soul is dead.

At rank 2, Alisha gets the active: Alisha creates a vortex where her soul is standing, causing all enemies to cast a random spell towards it. For each spell that hits her soul the vortex’s range increases. After a set of time or when the vortex reaches max range, Alisha’s soul dies dealing damage equal the amount of health the soul lost.

At rank 3, Soul-Mending now deflects one projectile in the opposite direction while her soul is being healed, dealing slightly more damage than the passive amount.

At rank 4, her soul no longer dies from the active (unless it is killed from the damage).

Ability Info: AP Reference: 647.66 (if all AP health items + deathcap and another 120 ap item were built) Health Reference: 3000 (all AP health items +1600 base hp)/1800 (for soul) at lvl 18

Passive – Soul: Targets stay marked for 30 seconds. Only one enemy can be marked. Allied projectiles fire 50% farther traveling through the soul. Reflected damage starts at 30% at lvl one then scales starting at lvl 3 by 2% per lvl until it reaches 60% at lvl 18. The health of the soul is equal to 60% of Alisha’s total health. On death it gives all champions in the area a small amount of gold and exp. Auto attacks count as a projectile, the base range for firing auto attacks as projectiles is equal to the champion’s auto attack range. The projectile speed of auto attacks is also equal to the champion’s auto attack projectile speed.

Movement: The soul moves with Alisha, but can be moved using Ctrl + right click the soul to offset it to a maximum of 250 units away from Alisha in any direction. If Soul Jump is used, it cannot move again until it is within 150 units of Alisha or it is 1300 units away from Alisha at which point it will teleport back to Alisha.

Vision: Counts as a minion or pet providing 1100 units of vision.

Q – Soul Jump: Range: 700(for alive)/ 550(for dead) Cost: 75/95/115/135/155 Mana Soul Alive: CD: 7 at all ranks. No flat scaling damage (applies allied abilities) + 50% AP Soul Dead: CD: 15/14/13/12/11. Maximum damage radius: 100 Total damage radius: 500 150/195/240/285/330 maximum to 90/115/140/165/190/215 minimum AP damage +40% AP

W – Willful Soul: Range: 1200 Projectile Speed: 1200 Cost: 40/55/70/85/100 Mana. CD: 10/8.5/7/5.5/4 Damage: (applies status effects at 50% less effectiveness) + 75% of total AD and 30% total AP as magic damage.

E – Soul-Mending: Projectile Speed: 2000 Cost: 100/120/140/160/180 Mana CD: 10 at all ranks Deflected projectile: Range: 1350 at minimum (unless specified by the type of projectile it reflects) Projectile Speed: 2000 Extra Damage: 65% total damage from the reflected projectile + 60% AP, type is dependent on the type of damage the projectile would deal. Heal: 90% of total AP to the soul 45% to total AP to surrounding allies.

R – Revenge of the Soul (active): Vortex Starting Range: 600 Vortex Max Range: 1100 Range gain per spell: 100 Maximum Duration: 3 seconds. CD: 100 at all ranks Maximum Damage (damage still applies even if the soul dies): 60% of Alisha’s base health (which would be approx. 1800 if she built all AP health items at lvl 18.) + 40% total AP as magic damage.

1 Comments

Bemapon3/19/2015, 7:18:34 AM1 votes

Wow that sounds like a very interesting idea!