[Champion Concept] Emote, Master of the Elements
CHAMPION LORE http://i.imgur.com/LjUbmzy.jpg
Her name is an acronym of itself:
[E]mote [M]aster [O]f [T]he [E]lements
It's also an anagram of
, but Emote does not deal with toxic elements, nor evil.
Emote is an archmage outcast from Zaun where she has learnt how to manipulate the elements of nature. Her almost inhuman magical force, though, scared the inhabitants, which banished her forever. She learnt how to live in the wild, and now seeks revenge.
Bending the forces of nature is the unique skill she uses in combat: the terrain behind her is her fist, the mist around her is her blood, the wind replaces her feet and the mightiest strike comes from igniting fire.
Just rising her hand she can throw a magic ball of energy to smite the weaker foes.
Her peculiar fighting stile have risen envy in many marksmen around Runeterra (remember the toxic counterpart
).
Puns
"Do you need a breather?" "Wat'er you doing mate?" "You need to stay grounded!" "You... are... fired!"
Stats
**HEALTH **550 + 40 x LVL (max 1120) HEALTH REGEN. 6.0 + 0.3 x LVL (max 11.4) MANA (secondary bar) 400 + 35 x LVL (max 1030) MANA REGEN. 8.0 + 0.55 x LVL (max 17.9) RANGE 650 ATTACK DAMAGE 196 + 3 x LVL (max 250) ATTACK SPEED 0.135, bonus + 2% x LVL (max +34.0%) [it's basically a 7 seconds cooldown] ARMOR 20.0 + 2 x LVL (max 56) MAGIC RES. 30.0 + 2 x LVL (max 66) MOV. SPEED 340
Role Primary: marksman Secondary: support
Skills P: Autocaster
Emote's spells apply on-hit effects and critical hits (INSTEAD of spell effects) and her cooldown reduction effects are doubled, reducing up to -80% the cooldowns at 40% cdr (90% with Intelligence). Emote's autoattacks are slow energy bolts which deal magic damage, apply spell effects (INSTEAD of on-hit effects and critical hits) and consume 20 mana. Also, they cannot be resetted.
Q: Gust of wind (AIR)
[IDEA: Mobility spell] Passive: When the active part is not on cooldown, Emote surrounds herself with small air gusts which make her go 2%/2.5%/3%/3.5%/4% faster. Bonus is doubled when out of combat for at least 3 seconds. Active (80/95/110/125/140 mana): Emote casts a strong gust of wind (100 units wide) going from her place towards a given direction for a 1000 distance with 3000 speed. The gust knocks enemies airborne for 0.1/0.15/0.2/0.25/0.3 seconds dealing 100+4%/8%/12%/16%/20% AP physical damage. Also, Emote rides the gust for 300 distance. Also counts as two melee attacks to summoned units and can hit invisible ones. CD: 40 seconds (min 4'')
W: Healing salve (WATER)
[IDEA: Similar to summoner heal, replaces lifesteal in lategame] Passive: When Emote deals damage stores 33% of the damage (11% for AoE) as charges, up to 60/65/70/75/80+5%/10%/15%/20%/25% AP. Active (180/200/220/240/260 mana): Emote heals herself for the amount of charges she has stored, consuming them. Nearby allies are also healed for 33% of the amount. It has no casting time, and graphically a water cascade erupts from terrain surrounding Emote. Also gains 30% bonus movespeed (20% for allies) dropping to 0 over 1 second. CD: 60 seconds (min 6'')
E: Earth punch (EARTH)
[IDEA: It's the main damage-dealing output, and passively gives an execute similar to
's E for the support variant. The active can be always cast, even with no mana.] Passive: Emote empowers her basic attacks with earth's energy, dealing 10%/20%/30%/40%/50% base AD damage to minions in a 100 AoE. It does not work on spells, of course. Active (10% of current mana rounded down at all ranks): Summons a hand of earth from a selected spot on the ground which seeks the nearest champion and deals him 100% base AD as physical damage + 10%/17.5%/25%/32.5%/40% AP as magic damage, also ministunning for 0.1 seconds. Engages champions up to 500 distance, if it doesn't find any target just explodes in place dealing half the damage in 100 AoE. CD: 5 seconds (min 0.5'')
R: Fireball (FIRE)
[IDEA: Another damaging spell, good for the initial engage but hard to sustain. Deals mixed damage.] Active (200/250/300 mana): Summons a fireball (diameter=50) which falls in the designed spot. The fireball deals 200+15%/22.5%/30% AP physical damage to all enemies hit. Enemies hit also catch fire suffering 100+15%/22.5%/30% AP magic damage over 3 seconds. CD: 30 seconds (min 3'')
Items Emote should focus on getting 45% cooldown reduction as soon as possible to be able to use quickier her offensive autocasts. Also, he needs a lot of mana sustain and ability power for lategame. On hits and critical chance work well too.
Core (marksman)
: Provides the needed sustain and huge cooldown reduction
: Huge on-hit boost, and the item also has good stats
: Overall very good item for Emote, remember that only the AA applies grievous wounds
: Always good on mana-dependant mages
Core (support)
: Very good offensive item, works well with E's passive
: Defensive version, works decently with E's passive
: Just in case you f
:PPP
: Provides the needed sustain and huge cooldown reduction
Offensive
: Has good stats overall and an on-hit effect for spells, high attack speed trigger more often spell effects on the AA
: Good item for the slow on the AA
: A plain AP stat increase is what Emote needs in lategame to carry
Defensive
: CDR as usual, and prevents to be oneshot while giving armor against enemy marksmen
: Besides defensive Lifeline passive, basic damage is a fundamental stat for Emote, too
: Good with W
Other mana pool boosting
: This is more suggested for the support build
: Good alternative to Lich's Bane for slowing with AA
: Good alternative to Rabadon's Deathcap, gives a little less AP but a lot of mana pool, and an active shield on completion
Situational
: Defensive against magic damage, gives some CDR, reduces magic resistance for the few such effects
: Dashes may always be good for a marksman
: With no spellvamp in this patch, this item may be useful in some occasions; also the revolver piece works well along with Lich's Bane
AD items
: Mana sustain and CDR with crit items
or
: Crit & AS
: More CDR, very strong on-hit, other useful stats
Strategy Get 45% cooldown reduction as soon as possible. Thunderlord tree is mandatory, with Intelligence and mana regeneration. Cast, cast, cast. Dodge and engage with Q. Use E to interrupt channels. R is a good poke on mid-lategame but needs a lot of mana. Autoattacks are best for farming minions with E passive. On lategame Emote should be a huge threat, but needs a lot of mana and is very squishy.
Is bad against
: Mobile evasive assassins are hard to deal with.
Is good against
: Did you say blind? (And let me sweep away those mushrooms).
: You really shouldn't bring an armor in fireball fights.
Works well with
: Dat knockup! They can for sure duo lane effectively, too (not sure who's the support in that case...).
: When your marksman is AP, an AD threat is always good. Also, a fireball or an earth punch should help Zed in his kills.
: Great sustain, wombo combo Q + Tidal Wave/Bubble, really likes empowering her spells with Nami's E.
Strenghts:
Very high dps with long range (poke), good mobility, a small healing effect, tiny CCs for interrupting spells.
Weaknesses:
Squishy, no hard CC, not so good at escaping, has farming problems (similar to
) which can be exploited.
Waiting for comments.
's E for the support variant. The active can be always cast, even with no mana.]
Passive: Emote empowers her basic attacks with earth's energy, dealing 10%/20%/30%/40%/50% base AD damage to minions in a 100 AoE. It does not work on spells, of course.
Active (10% of current mana rounded down at all ranks): Summons a hand of earth from a selected spot on the ground which seeks the nearest champion and deals him 100% base AD as physical damage + 10%/17.5%/25%/32.5%/40% AP as magic damage, also ministunning for 0.1 seconds. Engages champions up to 500 distance, if it doesn't find any target just explodes in place dealing half the damage in 100 AoE.
CD: 5 seconds (min 0.5'')
: Provides the needed sustain and huge cooldown reduction
: Huge on-hit boost, and the item also has good stats
: Overall very good item for Emote, remember that only the AA applies grievous wounds
: Always good on mana-dependant mages
: Very good offensive item, works well with E's passive
: Defensive version, works decently with E's passive
: Just in case you f
: Has good stats overall and an on-hit effect for spells, high attack speed trigger more often spell effects on the AA
: Good item for the slow on the AA
: A plain AP stat increase is what Emote needs in lategame to carry
: CDR as usual, and prevents to be oneshot while giving armor against enemy marksmen
: Besides defensive Lifeline passive, basic damage is a fundamental stat for Emote, too
: Good with W
: This is more suggested for the support build
: Good alternative to Lich's Bane for slowing with AA
: Good alternative to Rabadon's Deathcap, gives a little less AP but a lot of mana pool, and an active shield on completion
: Defensive against magic damage, gives some CDR, reduces magic resistance for the few such effects
: Dashes may always be good for a marksman
: With no spellvamp in this patch, this item may be useful in some occasions; also the revolver piece works well along with Lich's Bane
: Mana sustain and CDR with crit items
or
: Crit & AS
: More CDR, very strong on-hit, other useful stats