Silkia, the Dolls' Princess

Stacona··2 votes·1,042 views

Silkia [sihl - kee - ah] is roughly older than Annie, but still illegal if you think about doing... things... Anyways, she is a "ranged" mage, specifically with a puppeteer play style, but without her doll she cannot do anything on her own and she is very squishy so she has to really watch her positioning and if she gets caught out she basically gets one shot by anything. Her doll cannot be targeted by towers or killed by anything, well, it can be de-summoned if you kill Silkia obviously. The doll also cannot damage towers if the tower is not dealing damage to a unit / the tower has to aggro an unit for the doll can damage the tower for no cheap back door tactics.


Statistics (1 - 18): Health: 400 - 800 Armor: 20 - 80 Magic Resist: 30 - 30 Attack Damage: 0 - 0 Attack Speed: 0.000 +0% Range: 0 units [has no basic attacks] Movement: 325

Doll Statistics (1 - 18): Basic Attack Damage: 60 - 120 (cannot be increased; still applies on-hit effects and applies as base attack damage for things like sheen items) Attack Speed: 0.650 +4% per level (is affected by attack speed runes, masteries, items, etc) Basic Attack Range: 200 units Movement: 340 [increases normally like if it was its own champion with items, runes, and masteries; speed buff durations need to directly affect Silkia to speed her up and directly affect the doll to speed it up. One does not get faster if the other gets faster and other did not get the duration speed buff.] [Tenacity values affect the doll and crowd control also affect the doll; hard cc does not prevent the doll from attacking or casting spells, but blinds will blind the doll's basic attacks, hard cc must be applied to Silkia to prevent the doll from casting spells such as stuns, suppression, and silence; while stuns, slows, roots, etc prevent the doll from getting to you and gets your to try to kite out the doll.]


Protect The Princess (Passive): Shield's Static Cooldown: 18/15/12/9/6 seconds; Ranks: @levels 1/5/9/13/17 If Silkia is within 750 units of her doll then her total health regeneration is increased by 40/80/120/160/200%(+1% per 1AP) and if she takes champion damage she gains a 90+5 per level shield for 3 seconds. If an ally champion is within 750 units of the doll their total health regeneration is increased by 20/40/60/80/100%(+1% per 4AP).

All bonus health on Silkia is reduced by 60%.


Order: Ground Pound (Q): Cooldown: 6/5/4/3/2 seconds; Cost: 60 Mana; Radius: 400 units Silkia orders her doll to slam the ground directly in front of it causing the ground to rise up to deal 60/80/100/120/140(+50%AP) magic damage to all enemies struck and apply a debuff to them for 2 seconds that reduces their Tenacity by -30%(-1% per 20AP).

Ally and enemy minions and small monsters struck go flying off 800 units to take double the magic damage and dealing 60/80/100/120/140(+50%AP) magic damage to enemies they pass through, ally minions cannot take damage. Damage does not overlap nor applies the debuff to enemies struck by flying minions or small monsters.

Ground Pound's radius and minions' and small monsters' flight distance increases by 50% while the doll is massive in size.


Order: Grab and Toss (W): Cooldown: 12/11/10/9/8 seconds; Cost: 80 Mana; Range: 200 / 800 units Silkia orders her doll to grab an ally or enemy minion or non-epic monster for up to 5 seconds. The doll can pick up an enemy champion for up to 1/1.25/1.5/1.75/2 seconds, the doll cannot move or perform any other actions while holding an enemy champion besides for tossing the champion.

If the doll is holding a non-ally champion, then Silkia can order her doll again to toss what the doll is holding to the target location to deal 80/120/160/200/240(+80%AP) magic damage to and around the tossed enemy upon impact, does not damage ally minions. If the tossed unit was an enemy champion it can only be tossed half the distance and the cooldown begins after the enemy champion is tossed.

The toss range increases by 100% while the doll is massive in size and disables a held enemy champion's attacks, spells, and damage.

Silkia may order her doll to pick up an ally champion causing the ally champion to control the doll's movement and increase the held champion's movement speed by 80%(+1% per 10AP) for the next 2/2.25/2.5/2.75/3 seconds while the doll is holding the champion; the held champion cannot attack or deal damage. Silkia may reactive Order: Grab and Toss to drop the held champion early and regain control of her doll.

The held ally champion cannot take any damage while the doll is massive in size.


Order: Charge (E): Cooldown: 12/10/8/6/4 seconds; Cost: 80/85/90/95/100 Mana; Range: 600 units Passive: The doll leaves behind a trail of fluff behind it as it walks for the next 3 seconds that grants allies on the trail 3/6/9/12/15%(+1% per 33AP) movement speed.

Active: Silkia orders her doll to charge to the target location to deal 100/120/140/160/180(+65%AP) magic damage to all enemies it passes through.

Charge knocks-back all struck enemies and ignores 50% of their magic resistance while the doll is massive in size.


Doll / Angry Doll (R): Cooldown: NA/130/110/90 seconds; Cost: NA/100/100/100 Mana; Radius 500 units; On-hit AoE: 350 units Passive: Silkia permanently summons her favourite doll from her collection that cannot be destroyed, does whatever she tells it to do, and is used to use all of her abilities; the doll cannot exceed 825/1150/1475/1800 units from Silkia.

Default Active: Silkia commands her doll to the target location or to attack the target enemy.

Ability Active: Silkia gets her doll all fired up to grow massively in size for the next 20 seconds and cause it to slam the ground around it after a brief delay to stun all enemies struck for 1.25/1.5/1.75 seconds. To use this effect self-cast this ability or use the ability on the doll itself.

While the doll is massive in size it deals 60/90/120(+40%AP) bonus magic damage on-hit to and around its target.


CLARIFICATIONS:

Doll / Angry Doll - R: Doll is automatically applied at level 1, the tether radius increases based on spell rank. Angry Doll is only available for levels 6/11/16 like a normal ultimate, the cooldown, mana cost, and radius are for Angry Doll. This mechanic is here rather than ALT+Right Clicking is because command the doll like an ability is more responsive since alt+right clicking feels very unresponsive and clunky.

Order: Grab and Toss - E: The doll cannot hold Silkia, the holding ally champions is a supportive only effect.

General: Remember all ranges are based off the doll's location and not Silkia's location.

Doll: The doll is a normal sized doll, except during the 20 seconds where it becomes massive in size when Angry Doll gets used. Also the doll floats around while it is small / normal size, and then can no longer float while it is massive in size. The doll can block single target skill shots, but it has an extremely small hitbox while its normal size; while massive in size it obviously will have a massive hit box (level 16, 6 stacks Cho'Gath) to be a lot easier to block skill shots with the doll to protects its delicate, sweet, fragile little princess (and allies); plus makes it difficult for the enemy to not click on a doll that cannot take damage and can protect the princess and her allies that way too.

Doll: Despite champions can accidently click on and attack the doll that cannot take damage, minions, monsters, and towers ignore the doll's presence; hence to why towers are immune to the doll's damage if the tower is not currently aggro'ing an unit.


EDIT: Protect The Princess: Aura range around the doll increased to 750 from 700 units Ally multiplicative total health regen increase change to 20/40/60/80/100%(+1% per 4AP) from 50/100/150/200/250%

Order: Ground Pound: Changed from a 600 range line skill shot that deals magic damage and slows with AP scaling; to a 400 units point-blank AoE in front of the doll to deal the same magic damage as before but instead of slow grants a debuff that grants negative tenacity (minus values, so if you have 35% Tenacity and the debuff shreds 35% Tenacity your net Tenacity is zero- where as zero Tenacity will bring you down to -35% tenacity so a stun or slow duration for example will be increased by 1.35 instead of 1.0 times its duration [positive tenacity makes it 0.65 times the duration]) This makes this effect a very unique and very supportive utility that can have insanely powerful synergy with certain champions. Now struck ally and enemy minions and small monster are sent flying off 800 units plus they take double damage! (they cannot go through terrain) Enemies struck by these flying units take the 60/80/100/120/140(+50%AP) magic damage, but do not receive the negative minus tenacity debuff.

Order: Charge: Cost lowered to 80/85/90/95/100 from 80/90/100/110/120 Mana Base damage lowered to 100/120/140/160/180 from 100/130/160/190/220

Angry Doll: Stun duration down to 1.25/1.5/1.75 from 1.75/2/2.25 seconds because of the negative Tenacity the new Ground Pound gives.

20 Comments

Wicked Waffle1 votes

Basicaly, an Orianna that uses Tibbers instead of a ball? Count me in!

Stacona1 votes

Except an entirely different kit than Orianna - she is a hyper utility mage so got that going for her, about the only thing they have in common, and i guess commands and orders are similar --- this is a lot more like a puppeteer mage, where the controller is extremely fragile and cannot do anything on her own, and the puppet is extremely powerful and is invincible as long as the puppeteer is still alive

i think a puppeteer mage will be cool

Wicked Waffle1 votes

I guess :/ I still think that it overlaps with a TibberOrianna. Also, how would you code the doll; as a champion or a minion? Both have some issues, as if it was a champion then it could intercept Caitlyn's ult and Ashe's arrow (and even be susceptible to Tahm trolls). If is was a minion, then it can be thrown by Syndra and eaten by Nunu.

MisterHealYoGirl1 votes

It can't be damaged, so it'd be fine from Nunu. I imagine that its interaction with Syndra would be hilarious; just throw the doll over in raptors and watch Silkia miss an entire wave of CS. She could try to leash it back to her, but you could just hold on to it.

Wicked Waffle1 votes

That's not the part I was worried about. I'm worried about Nunu healing off the doll. Syndra displacing the doll. Tahm eating the doll and making Silkia useless for 6 seconds. Infinite bounces with Ryze/Fiddle/Brand Teemos being rendered useless cause the doll can't take damage.

Also, can Silkia control the doll while being CCed? If so, that also renders Skarner/Malzahar/Warwick's ult useless.

Stacona1 votes

There will be unique factors then, like Nunu cannot consume it, Syndra cannot pick up, Tahm cannot eat it; basically it will be treated like a champion since the player plays around the doll like it is a champion---

well the movement is of the doll is using R by default so she cannot move the doll or cast spells if she is under hard CC - the doll being under hard CC is useless since the doll can cast spells still, lock down on the doll prevents the doll from moving, but you have to hard cc Silkia to prevent spell usage--

also boots, movement items, runes, masteries buffs the movement speed of Silkia and the doll the same way based on their base movement speed - individual speed buffs like from spells and items only affects the unit that actually got affected by the speed up duration, so lulu can speed up Silkia and the doll doesnt move any faster and lulu can speed up the doll and Silkia doesnt move faster


but the simple thing is that minion related things will not work since the doll will apply as if it is another champion rather than a minion pet; so only in a mirror match up can you throw dolls around (at half distance like enemy champions), syndra cannot do that, and dolls are not food Willup (nunu yeti) you cannot eat dolls

bounce mechanics will happens, but the doll in a way absorbs the damage since it cannot take any so that could be a counter match up against Silkia-- where as the doll running over shrooms, the doll will be slowed still, but would be a counter match up against Teemo- that or because small doll is floating it cannot set off traps is another solution, but can long range kill wards like azir; massively big doll during Angry Doll duration the doll walks around so then it can set off traps- that seems like a good solution, where ultimate = immune to traps if the doll leads the way and non-ultimate = enemy traps remain safe

Stacona1 votes

it be a hybrid of champion and pet minion- so syndra and nunu cannot touch the doll, and ashe and caitlyn ults go through it- normal skill shots like blitz hook, thresh hook, morg bind, etc will hit the doll if it gets in the way, the cc is applied normally (the doll snaps back to Silkia's position if it goes too far like tibbers and orianna ball, there will be a indicator like anivia and orianna have and not smart cast will see the ring range of where the doll can move to without snapping back to her location like when you press R by default to then click on the dolls movement/attack command)

tahm will eat the doll as if it is an enemy champion so reduced duration and removes the moderate vision it grants around it (no where near actual champion vision, but still gives vision for the doll) - needs 3 fishy stacks to eat the doll of course, he can stun the doll this way too

MisterHealYoGirl1 votes

I think the biggest challenge you face is differentiating Silkia from Orianna; on the surface, at least, they seem very similar indeed; they both manipulate a secondary object through which they cast their spells, and a lot of the spells seem pretty similar. If I could make a suggestion, I would play up the part that IS different; the fact that the doll replaces Silkia's autoattacks. I think that a more auto-attack based champion (the unholy lovechild of Azir, Orianna, and Udyr?) might be interesting, and would have an identity separate from Ori.

Stacona1 votes

she already does not have a basic attack, if you right click on the target she walks up to range and does nothing (range of zero, so attempts to stand on top of the target), the only way she can last hit early game is with the doll; so the doll is melee range of 200, but she is still ranged since the doll does her bidding for her despite having no basic attack of her own

so you are literally playing as the doll the entire time, but have to manage Silkia's position since the doll can only go so far from Silkia and she is very fragile so you need to micro manage keeping her safe and maximize your damage and utility in the fights; almost like an escort mission in certain games-

plus unlike orianna's ball the doll can intercept skill shots, cant be damaged, since it can be CC'd it can also be clicked on and attacked which again cannot be damage- but gives a new utility of protection from a body in the way--- so its a little like ori ball and tibbers combined

MisterHealYoGirl1 votes

But she really IS like Orianna; Charge, Ground Pound, and Angry Doll are both more or less carbon copies of Orianna's Command: Attack, Command: Dissonance, and Command: Shockwave. If you want Silkia to have a different identity, i'd look at what makes her different from Ori; the fact that the doll replaces her autoattacks. I really like this idea, but I think that, as is, it's too close to Orianna for comfort.

Stacona1 votes

Charge is a dash- trying to think of other dashes that damage units they pass through, Vi is the only one i can think of right now

Ground Pound if anything is more like maokai's Q; except it rises up dirt as it travels which damages and slows enemies

Angry Doll in terms of game changing ultimates if it lands is like shockwave, the cc is drastically different - so more like sejuani and amumu ults combined

Grab and Toss is nothing like what orianna has, a little like tahm and syndra hybrid if anything; there is something i need to add to it which is an enemy champion mechanic


also, i think you are forgetting that the ranges are based around the doll, Orianna's ranges are based around herself

MisterHealYoGirl1 votes

Just because the kits are not LITERALLY IDENTICAL doesn't make them markedly different. Charge moves the object from point A to point B, damaging everything in its path. Ground Pound is an AoE slow and damages people around the doll. It's essentially the same skill: get the object close to them to damage them and slow them. The ult is probably the most similar: get the object in the middle of the team, then ult for a massive amount of CC after a brief delay. Just because it's a slightly different kind of CC and doesn't move people doesn't make it a different skill.

Would you say that Lux, Zyra, and Morgana has significantly different roots? They're not literally the same skill, but you could swap them around without making too much difference.

Stacona1 votes

Ground Pound is a line skill shot; its not an AoE around the doll

Charge is a dash ability for the doll- so it is more like corki and graves than anything else- it is unique in the fact that it is a pet minion with a dash so ignores things like windwall and braum shield since it is an actual unit and not a spell, so this means it cannot go through veigar stun or azir soldiers(ultimate) either where as Orianna command: attack can-- not much i can change about this spell honestly, and i am fine with spells being similar to others

Lux Zyra and Morg do have different roots actually- one is single target, one is double target, and one is AoE - would massively change how the champion plays out if they have a different root/snare mechanic

the ultimate i did change, still stuns, but the damage is moved entirely to an AoE on-hit bonus magic damage from the doll's basic attacks (again Silkia has no basic attacks herself)

MisterHealYoGirl1 votes

I think the real question here is, assuming that both champs were balanced to the same overall power level, 'what does Silkia offer that Orianna does not?' I think that moving the damage of the ultimate towards the doll's autos is a great move, and it probably changes the champion enough that it would have a different identity from Ori. I might change Ground Pound, simply because it pushes her CC to Mega Gnar levels with Annie damage, but the champion is a lot more unique now.

Stacona1 votes

could change ground pound, but the problem here is that people would then get rylais without it slowing and she be stronger with more cc- since slows dont stack

her cc is high only during her ultimate duration and if you can land the stun- unlike gnar you cannot flash which makes flash a completely useless spell for Silkia both the fact that she cannot play make with it and her play style already has her playing far back for the doll does all the work you might as well take a different spell

Q i am thinking of a earthen magic type of spell- so something that softens up a target; which slows work here, we could do resistance shred instead or we could do a negative tenacity debuff and if your tenacity value is in the negatives then cc affected by tenacity will have their durations increased like snare, roots, stuns, etc - holding, knock-ups, and suppression will not be increased

MisterHealYoGirl1 votes

Right now, most of her CC is that 2-second point-and-click root on a 4.8 second CD. You're not Ryze, Silkia. When she ults, it turns into a 2-second supression, again on a 4.8 second cooldown. That's a Malzahar ult without the channel on 1/20th the cooldown. It does about half the damage of a Mal ult, too. Overall, I think she might need some numbers nerfs, but she seems more or less healthy. What might be interesting would be for her to give her spells additional power as she gets closer to the doll, since right now by far her best option is to stand an absurd distance away and cackle.

Stacona1 votes

Well that is the puppeteer playstyle, be out of sight, micro manage to keep her safe while playing with the doll at the same time, controlling two characters-- her passive gives her absurd health regen in the late game (very low total health remember) and a powerful shield late game if she is close to her doll; this is the power effect of being close to her doll that i gave her besides having the tether range restriction--- but the counter play is trying to get past the doll to kill the extremely immobile and even squishier little girl waay far back behind it- she is meant to be a very long range mage; as long as the power curve is weaker early and strong late then it is balanced as far as power is concerned


holding can be cleansed, where as suppression cannot - also you cannot move, attack, or use spells with the doll while hold an enemy champion, including when the doll is small which is just a snare at that point--- the majour counter play is that this is a melee range spell- cooldown begins after you toss your unit--- ally champions the cooldown is immediate and does not depend on dropping the ally champion or not--- as long as the doll is hold an enemy champion it cannot do any other action besides toss the enemy champion a short distance, so its more like a directional and can be delayed singed fling (singed fling is longer, but static) - it cannot basic attack while holding a minion or monster either, still can cast q-e-r and move (big doll no R since you already used it besides R to move)

More from Concepts & Creations

More by Stacona