Bell, the Judgement Tone

Stacona·4/15/2018, 3:50:09 AM·1 votes·765 views

Bell is an angelic creature that is a thin, long golden pole that is 1,500 cm tall (approx. 50'0") and two giant golden bells that float on each side of her that almost appear as if they were her hands. Bell always levitates and is unmovable, ready to decimate those that she deems as unworthy, she has no face, eyes or ears and sees and hears things around her by sensing it and speaks through telepathy.


Bell is a jungle mage that cannot be moved, at all, so she is immune to displacement effects, immune to slows, but this also means she is immune to movement increasing effects and bonus movement speed and immune to Flash (so she cannot select Ghost and Flash at all and cannot purchase boots), knock-ups are included for displacement effects since upwards displacement and Bell levitates and she is too heavy (its like trying to knock-up a very large building).

Bell's unique gameplay is using her abilities when a clock hand reaches 12 o'clock to amplify its damage, this clock and clock hand is always active below Bell. The clock hits noon and midnight and death hits the enemy team!


Attack Range: 600 units Movement: 400 units per second


When The Bell Tolls (Passive): There is an always active clock and clock hand below Bell, the clock hand ticks every 0.5 second, doing a full rotation every 2 seconds. When the clock hand hits 12 o'clock then Bell's abilities deal 100% increased damage.

Bell is immune to all displacement effects, ally, enemy and self, and her movement cannot be increased or decreased, time is steady, death is imminent. The only exclusion that can displace Bell is her Recall.

(Knock-ups are included for displacement effects.)

Chime (Q): Cooldown: 2 seconds; Cost: 40 mana; Range: 600 units / 75 degrees Bell rings one of her bells, unleashing death chimes in a cone, dealing 50/70/90/110/130(+45%AP) magic damage to struck enemies, alternating between her right bell and left bell with every cast of Chime.

Right Bell: Steals 4//5/6/7/8%(+1% per 100AP) of targets' current health as bonus magic damage and healing Bell, doubled if the target is movement impaired.

Left Bell: Steals 4/5/6/7/8%(+1% per 100AP) of targets' missing health as bonus magic damage and healing Bell, doubled if the target is movement impaired.

Clash (W): Cooldown: 12/11/10/9/8 seconds; Cost: 60/75/90/105/120 mana; Range: 600 units 1st Cast: Bell winds up her bells for up to 4 seconds.

2nd Cast: Bell clashes her bells together, creating a loud ring around her, dealing 60/90/120/150/180(+60%AP) magic damage and stunning between 0.3/0.35/0.4/0.45/0.5 to 1.5/1.75/2/2.25/2.5 seconds based on how long Bell charged for, maximum duration after 2 seconds of winding up. Stuns twice as long against minions and monsters.

(Quick Cast: Hold down the skill key and on key release causes the bells to clash together.)

Time Tales (E): Cooldown: 17/15.5/14/12.5/11 seconds; Cost: 90 mana; Range: 1500 units Bell blasts magic in the target direction, dealing 70/100/130/160/190(+70%AP) magic damage to the first enemy struck and an additional effect based on the current time:

3 O'Clock: Pulls the target 250 units towards Bell.

6 O'Clock: Pulls the target 500 units towards Bell.

9 O'Clock: Pulls the target 750 units towards Bell.

12 O'Clock: Pulls the target 1000 units towards Bell.

The Coming (R): Cooldown: 160/140/120 seconds; Cost: 100 mana; Range: Global Bell rings a bell with a global sound every 0.5 second 12 times, every ring slows enemy champions down by 3/4/5% for 1 second, up to 36/48/60%.

After the 6th ring, struck targets become grounded with every ring there after.

After the 12th ring, struck targets are dealt 20/25/30%(+4% per 100AP) of their missing health as magic damage.


UPDATE NOTES:

Other: Attack range increased to 600 from 500 units

(I am going to make Bell's range of threat consistent across the board, adding clarity of as long as you are outside of her attack range then you are outside of the changes of dying.)

Chime: Range lowered to 600 from 650 units Cost increased to 40 from 35 mana No longer refunds the mana cost on large monster hit. Right Bell now steals 4/5/6/7/8%(+1% per 100AP) of targets' current health as magic damage, which heals Bell for the damage dealt, from slowing struck enemies by 20/25/30/35/40% for 2 seconds. Left Bell now steals 4/5/6/7/8%(+1% per 100AP) of targets' missing health as magic damage, which heals Bell for the damage dealt, from dealing 6/7/8/9/10%(+1% per 100AP) of targets' missing health as magic damage while they are movement impaired. Left Bell's bonus magic damage doubles (so the amount healed doubles too) against movement impaired targets.

(This goes for a jungler better with the health sustain and goes with an immobile short range mage better with the health sustain.)

Time Tales: Additional effect changed to be consistent across all the times, but ramping up in power rather than a different effect: Based on the time, will now pull in the target 250/500/750/1000 units towards Bell (obviously caps off if they are right in front of Bell). From either a slow/ground / magic resist shred / charm / bonus amplified true damage.

(Simplify this effect and makes it as threatening as a Blitzcrank hook instead. Very strong while off cooldown and if you land it, but the enemy can take advantage while it is off cooldown, the pull then comboes nicely into landing your stun which then comboes into killing the target with Q spam - the slow and ground of the ultimate makes things a whole lot more scary.)

(I feel Bell's displacement immunity is fine as there is probably more trade offs than benefits with this in most games, but it also means the enemy cannot just stack knock-backs, knock-ups and slow as their only form of crowd control against Bell and needs other forms of crowd control to deal with her. Since she has no surprise / cheap elements in her kit and cannot get them, the opponent can react clearly to Bell since she cannot Flash or haste herself, this does mean having her ultimate is core to her kit.)


2 Comments

Elphrihaim4/15/2018, 5:11:54 AM1 votes

Bell is a jungle mage that cannot be moved, at all, so she is immune to displacement effects, immune to slows, but this also means she is immune to movement increasing effects and bonus movement speed and immune to Flash (so she cannot select Ghost and Flash at all and cannot purchase boots), knock-ups are included for displacement effects since upwards displacement and Bell levitates and she is too heavy (its like trying to knock-up a very large building).

this is literally not playable as far as the enemy team is concerned? some like.. seventy percent of CCs in the game she's immune to for some inexplicable reason. goodbye the entire point of having a tank with slows and knockabouts?

additionally, 400 movespeed at level 1 means tons more mobility than every other champion in the game-- who needs a dash when you run 10+% faster?

also goodbye interesting things like flash-to-fight and ghost and heal's movespeeds from making some things less repetitive

also i assume they're immune to protobelt as well

10% enemy missing HP on a ~4 second base cooldown is good gameplay design in approximately no universe especially since it's a pretty decently sized cone AoE. though it does require they be already impaired, you have W and E (9) for at least two procs and after you get CDR you can just QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ anything that doesn't build Adaptive Helm and has recovery access?