[Champion Concept] Scarth, The Wisp Commander

CrazedPorcupine··6 votes·1,630 views

PLEASE DO NOT DOWNVOTE WITHOUT A REASON. I WORK HARD ON MY CONCEPTS AND ALWAYS TRY TO MAKE THEM AS BALANCED AS POSSIBLE. I LOVE FEEDBACK AND WILL OFTEN TAKE YOUR FEEDBACK AND ADJUST MY CHAMPION ACCORDINGLY. I HAVE EVEN REWORKED ENTIRE SKILLS BEFORE BECAUSE OF FEEDBACK.

Lore: In the time before the Shadow Isle became twisted, Wisps flittered and wandered. Fueled by the spirits of plants and animals which had died, Wisps were kind hearted beings drawn to the dreams and hopes of the living. It was for this reason that the Wisps were drawn to Scarth. Scarth would often sit awake in his cell at night, dreading the time when Thresh would have his turn with him. He dreamed of the family he had lost, and what it would be like to be free. One night, Scarth noticed the Wisps crowding around his window. He found he could understand the wisps sounds and meathods of communication. With them, he plotted a prison break, and during his escape, Thresh was killed. After his escape, Scarth joined the wisps. Using their power, they fueled his life, keeping him alive, though slowly turning him into a Wisp himself. When the Shadow Isles became twisted, So too did Scarth. He and the wisps became cruel tricksters feeding on the souls and life force of the living. And so Scarth began to create more wisps, to create an army to wipe the land of the living, and spread the meathod of undeath he embraced, the way of the wisps.

Abilities: Passive (Innate): Soul Conversion: Scarth uses Wisps to cast his spells, and gathers wisps as living units die around him turning their souls into wisps that do his bidding. Scarth can have up to 4/6/8/10 wisps surrounding him (Number increases at 7/12/17) These wisps orbit him and deal no damage and offer no stats to Scarth Directly and are consumed when used for spell casts. Body of the Wisp: Having become part wisp, if Scarth does not have any Wisps to cast his abilities, he can use his own essence to fuel them causing his abilities to cost 5% of his current HP.

Q: Soul Siphon Scarth shoots a wisp in a target direction. The Wisp latches onto the first enemy unit it touches starting to consume its essence dealing 30/50/70/90/110 (+25% AP) magic damage every second for 3 seconds, restoring half the damage done to Scarth, This effect is halved against minions. The Wisp vanishes after the duration of the spell's effects. Multiple Wisps on a single target deal 30% of the damage than the previous wisp (2 wisps will deal 1.3 times) Cooldown: 2/2/2/2/2 Seconds EDIT: Due to feed back notifying just how spammy this spell is, I'm upping the cooldown to 4 seconds at all ranks. Range: 700 range Width: 80 (about the same as pre-rework nid spear) Missile Speed: About the Same as Ahri Charm

W: Whip of souls. Scarth uses all his Wisps to whip out and snare his opponent consuming the wisp at the end of the whip to catch his target dealing 60/100/140/180/220 (+50% AP) magic damage and snaring them for 1/1/1/1/1 seconds. Scarth may cast this ability a second time while the enemy is snared to consume a 2nd wisp and pull his target 150 units towards Scarth dealing an additional 20/30/40/50/60 (+20% AP) Magic Damage. (Due to Feedback, I reduced the damage from the 2nd activation of his W down from 20/35/50/65/80 down to what is shown now)

The Range of this spell increases based on the number of wisps, starting at 175 at 0 wisps gaining 100 range for each wisp Scarth currently has.

Scarth Cannot cast Q or E while his opponent is snared. (I reworded this to show that since all his Wisps are tied up in his W, He can't use his Q or E)

Missile Speed: About the same as Morgana Q Missile Width: 50 (The same as Reworked Nid Spear)

Cooldown: 15/14/13/12/11 seconds

E: Wisp Explosion Scarth sends out all his wisps dealing 25/30/35/40/45 times the number of wisps consumed (+40/45/50/55/60% AP per wisp) magic damage up to a maximum of 650(+10% AP) damage. Using this Ability with no wisps will only deal 18(+30% AP) Magic damage.

Range: 700 (AoE scales off of the number of wisps used gaining 60 AoE for each wisp) (Ideally I want it to scale up from Soraka's Q's Sweetspot to about the size of Xerath and Brand Ws) Cooldown: 12/11/10/9/8

R: Pact of the Wisps Scarth consumes all the wisps he currently has surrounding himself to become a god among wisps. While in this form, Scarth can cast his abilities at no cost and he acts as if he always has the maximum number of wisps currently available and he gains unit phasing (he can walk through units). (he can cast Q an infinite number of times during the duration of his ult, his W is always it's max range and E always does it's maximum damage for whatever rank its at) The Duration increases based on how many wisps he consumes when activating his ult. Scarth will be left with 0 wisps after his ult ends. This Ult does NOT provide any stats outside of "Constant Max Wisps" Duration: 4/5/6 seconds + .5 seconds for each wisp consumed (a maximum of 6/7/8/9/10/11) (level 6/7/11/12/16/17 values) seconds) Cooldown: 100/85/70 seconds. (Starts after his ult ends)

Stats (I'm finishing adding the rest of his stats); AA Range: 550 AD/level 50+2.5/lvl Speed: 320 HP: 380 HP/lvl: 40/lvl Armor: 15 Armor/lvl: 2.5 MR: 30 MR/lvl: 0 Mana: N/A Mana/lvl: N/A AS: .625 AS/Lvl: 1.5%

Notes: I want Scarth to be this twisted soul similar to Maokai that unlike Maokai does not retain any of his former goodness. Scarth is a sadistic twisted man that commands Wisps. His God of the Wisps form is meant to allow him to fight back for a brief period of time if he gets caught without wisps, but won't do much since it won't last for very long. Only long enough to get out 2 Qs, his W which has a very long cast time, and maybe his E. However, if he has 4 wisps up when he ults, prepare for a long 6 seconds of incredible long range smackdown that will deal heavy damage. At Level 18, with 40% CDR, Scarth will be able to fire off 6-7 Q's, Snag someone from almost 1200 range and yank them back, and deal massive damage with his E TWICE. that's a TON of AoE damage and DoT's getting fired around.

Scarth is meant to be a powerful force when he has access to full wisps, the best way to handle him is egage him after he's spent his wisps. Dodge his Qs to force him to waste his wisps, then engage on him when he's vulnerable. If he Ults without wisps, to try and fight back, disengage and wait for his ult to end so he can't retaliate very well, but be careful as he can fire off 2 quick Q's to help him regenerate HP.

EDIT: I noticed that I put this into the wrong board, so I put it here.

As Always give feedback and critique, and also check out my other champion Concepts here: http://boards.na.leagueoflegends.com/en/c/fancreations/wkV9W3g7-crazedporcupines-champion-concept-library

8 Comments

CrazedPorcupine2 votes

I'm a little hurt that my post get's downvoted automatically without any sort of feedback. How can I make the champ more balanced, Identify him as a unique champion in the League universe? Is it because I don't have any concept art or art at all for what he'd look like?

PøwerPlayer1 votes

Some people just downvote without a reason.. It's the sad truth my friend.

Flintfall1 votes

Actually downvote spammers have been coming out of woodwork recently, they just spam downvotes on anything they can find, so don't take it personally.

Leroyswish1 votes

Its a decent champion, I'm going to be honest. At a mere glimpse it seems like a combination of Thresh and Yorick. Instead of collection souls to gain Armor and other effects like Thresh, Scarth collects wisps to use for his abilities. This is a sort of neat passive, but will become problematic: if there are no dead units nearby or ones he can farm, he cannot use his abilities. This means he can be easily ganked. However, a problem arises with him being able to nearly always cast full-powered abilities if with, say, an ADC in the bottom lane with constant creep farming.

So...his Q is essentially one of Yorick's abilities with the barcode ripped off. Only differences I noticed? The damage is lessened, but the returned health is greater. At maximum level, with 10 wisps, he can spam this ability to deal 1100 damage and healing for 550 health. Just some food for thought.

The W is kind of tricky, as it reminds me of Thresh's hook with some changes. Being a ranged mage, its odd you have a pull that could possibly put you in melee danger. Since you didn't put up any stats such as Health, Mana, etc. I don't know how bad this effects the champion. Additionally, instead of flying to them, it pulls them towards him and deals pretty good damage...actually, at maximum level with two wisps it deals 300 damage and snares for 1 second. I'd consider lowering that.

E...I don't even know what it is. Is it point-blank AoE? A cone? A skillshot? You would do well to elaborate on that. The damage is insanely over-powered and is begging for someone to rework it. Also: can he cast all his abilities without wisps? Why just the E? And there isn't a need to make it castable without wisps, that defeats the whole theme.

I can hardly begin on the Ultimate...he can essentially do 1,100 damage indefinitely for 6 seconds. He can kill an entire team this way, each champion being hit twice or so. Mixing his other overpowered abilities and he is unstoppable. This isn't even accounting for Ability Power.

Overall, this Champion is a mess. He has potential to be decent. Scarth doesn't have any weaknesses, as he can still function without wisps. I recommend taking into consideration what I've shared, and what others share, in order to improve.

CrazedPorcupine1 votes

You do bring up some excellent points in your feedback.

His Q is really the only ability that functions without any wisps. Also, his Q is blocked by minions, has a fairly low movement speed, and a narrow projectile. Though I guess I could up the cooldown. I can also make the heal reduced when used on minions.

Also, How is my Q a rip off of Yorick's E? Scarth's Q is a skill shot DoT. Yorick's E is a point and click nuke/heal. Scarth's Q has a lot more counterplay to it than Yorick's E.

His W is a melee range snare with 0 wisps. Also note that he can't use any other abilities until his W is done being used. I really like the gameplay aspect of Thresh's Q, A large broadcast hook that is easy to dodge, but is great for helping lead a gank. It also provides him some opportunity to snare an enemy trying to tower dive him giving him some ability to outplay opponents rather than just being resigned to getting killed.

his E without wisps does no damage and has a tiny AoE. I added in the damage cap and consume all wisps available specifically to prevent too many abuse cases at early levels or with only one point and to help reduce his damage. at most at level 1, this skill can only do 100 damage. Because it's damage is focused entirely on the number of wisps, it makes it a good one point wonder. With it's Damage cap keeping it from getting too outrageous without any AP. Many AP champs have skills that can easily suprass this skills damage at rank 5 with full AP build.

As for his Ult. It's designed to be a use it when fully prepped and unleash the fury of the wisps. However, because his Damage is all skill shots, he can be out played and survived during his ult. AND Because his ult does NOT provide any beneficial stats liek AP/HP/Armor/MR/MS/CDR, he can be burst down and shut down hard befre he can get off too much damage. Also, once his ult ends, he's incredibly vulnerable since he won't have ANY wisps, and will thus have to resort to using his own HP to fuel his Qs, his ONLY source of damage when out of wisps.

I think you simply saw the numbers and said, "Holy crap, this guy is utterly broken in his potential damage, and the fact that he has access to maximum wisps depending on where he goes is kinda silly." That's rarely the case. Since he can't use his Q or E after he's snared his opponent, they will often be in range to retalitate spells and attacks with a max range snare at level 1-6. And pre ult- in order to get off his maximum damage, he has to burn half of his wisps. That leaves his E dealing only 50+40% AP OR his Q to deal (I'm assuming you're maxing Q) 150+75%AP and using your last wisp and your E to deal only another meager 25+40%AP damage. In Total you only deal around 400 damage at level 4 using both parts of W, one Q and one wisp E. Not to mention landing that one wisp E would be hard due to a semi long travel time, a tiny AoE.

Thinking of how his wisps fuel his damage and skill usage means that Scarth has to think very carefully when not in his ult on how to use his abilities. Especially since his 4 wisp W is only 575 range which is shorter range than most mid laner abilities in the game and leaves him in a very vulnerable spot.

True his late game potential is strong, but his cooldowns and E's Damage cap and Total Wisp Consumption keep his damage in check. His Q is meant to be his general use ability as it only costs one wisp, does decent damage, and helps with sustain and poke. His W is primarily to set up ganks or grab enemies that happen to be out of position. his E is supposed to be his Combo finisher, leaving him completely vulnerable after he uses it, consuming every wisp he has active. If he Misses his E, he's lost massive amounts of threat and is incredibly squishy.

loserluki1 votes

I kind of like this idea, though I do think it would be better to have the "wisps" be only an aesthetic; instead of wisps being on an ammo system, they could be a "charge" type, like Thresh's Flay. This way, Scarth can be useful when moving between lanes / taking objectives with the team / without minions to die nearby. It does remove the whole "play smart with your stacks" type playstyle, which I think is one of the things you were trying to implement with the stacks depleting instead of scaling infinitely.

CrazedPorcupine1 votes

I just don't really like that idea, since it removes the smart resource management. Plus it ends up encroaching too much on Thresh's turf of Soul Collector. Changing from a readily available ammo system to an Charge system would be incredibly difficult and would require a complete overhaul of Scarth. especially since most of the time he'd end up being at minimum power.

And the Wisps never deplete over time, they only vanish when used to fuel his spells. This makes him incredibly unique, as you have to space out abilities to always make sure you're not wasting wisps. While Preserving wisps for when teamfights in places where you won't have as easy access to wisps is part of his skill. I did make sure to impliment some sort of fall back so that he can do SOME things at 0 wisps, but most of the time he should be close to maximum on his wisp count.

CrazedPorcupine1 votes

I got some feedback from the other copy of this thread about names of abilities, so I renamed his Q and W.

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