Severa, the Princess of Thieves

darkdill·5/4/2015, 6:22:39 AM·12 votes·4,105 views

#Severa, the Princess of Thieves

http://imgur.com/UnDN4so
http://imgur.com/e6LifAx
(image is for reference; original artwork comes from Sword Art Online: Hollow Fragment)

Appearance Changes (rough)

  • Outfit should be in navy/dark blue instead of bright blue; white accents should instead be black or gray
  • Metal breastplates should be replaced with dark leather; gauntlet should be a darker metal
  • Outfit includes a hood, but Severa usually has it off
  • Different hair color; preference would be black
  • Include knife belts around waist and a few more pouches for small items

General Concept

Severa is a fast, mobile melee assassin Champion who has poor base damage, but high AD and AP scaling, making her a very powerful late-game threat. With plenty of escape tricks, and the ability to generate gold for herself by harassing the enemy, Severa can reach her potent late-game faster than other Champions if played right. However, counter-balancing her high late-game power is a weak and vulnerable early-to-mid game.

Severa has some similarities to Akali in that they both build hybrid AD/AP, but Severa sacrifices straight-up kill power for more utility, and does not have Akali's innate sustain. To compensate, Severa gets her hyper-scaling capability that can make her an absolute terror in late-game scenarios, but even if she doesn't reach that super-potent late-game, she can still contribute through her tricks.

Of particular note, however, is that Severa can give your team a fighting chance even if one of the enemy team's players has gotten out of control. Her ultimate, The Big Heist, lets her steal a large amount of her target's stats for a limited time, and then give them to either herself or an allied Champion, turning the enemy's strength against them. This gives her a bit less killing power than other assassins, but gives her a valuable utility that lets her stay relevant even if she's fallen behind.

Last Update: Jan. 13, 2016

Statistics (numbers are subject to change; S5 values)

HP: 538 – 2020
HPR/5: 8.5 – 21.3
MP: 251 – 965
MPR/5: 7.6 – 16.1
Damage: 52 – 111
Range: 125 (melee)
Armor: 24.0 – 86.4
Magic Resistance: 32.1 – 53.4
Attack Speed: 0.672 (+0% – 51.0%)
Movement Speed: 355

Abilities

(expect things to change; the numbers are not set in stone, so don't freak out!)

P - Pickpocket

Whenever Severa damages an enemy Champion with an ability, she places an Easy Prey mark on it for 4 seconds. Whenever she lands a basic attack or Hoodwink on an enemy marked by Easy Prey, she consumes the mark, gaining 10 bonus gold and 20/30/40% bonus movement speed for 1 second (increases at levels 7 and 13, respectively).

Additionally, whenever an enemy Champion dies within 4 seconds of Severa dealing damage to them, or dies while affected by The Big Heist, she gains 25 bonus gold.

Q - Quicksilver Shiv (UPDATED)

Severa throws a shiv in target direction (skill-shot, 700 range), dealing 30/40/50/60/70 (+0.3 bonus AD) (+0.2 AP) physical damage to the first enemy it hits.

If Quicksilver Shiv hits an enemy Champion, Severa can activate the ability again within the next 3 seconds to dash a short distance in target direction (400 dash range). If Severa collides with an enemy unit, the dash stops and she deals 40/50/60/70/80 (+0.4 bonus AD) (+0.2 AP) physical damage to it.

10/9/8/7/6 second cooldown. Costs 40/45/50/55/60 mana.

W - Caltrops (UPDATED)

Severa spins and throws an array of spiked Caltrops around her (300 range), dealing 50/75/100/125/150 (+0.7 bonus AD) physical damage to nearby enemies.

The Caltrops fall to the ground after a short delay and remain for 5 seconds where she cast the ability. Enemies who step on them take 20/30/40/50/60 (+0.3 AP) magic damage and are slowed by 25% for 1 second. Enemies take 40% damage from each Caltrop they step on beyond the first.

9/8/7/6/5 second cooldown. Costs 35/40/45/50/55 mana. This can be cast while moving.

E - Hoodwink

Severa quickly dashes in a line (500 range), sending a clone of herself in the opposite direction. Enemies hit either by Severa or the clone take 40/70/100/130/160 (+0.6 bonus AD) (+0.25 AP) magic damage. Hoodwink also consumes and reapplies marks of Easy Prey.

After dashing, the clone will automatically walk forward in the direction it is facing until it expires. The clone lasts 2 seconds and takes double damage, but does no damage beyond the dash.

Hoodwink's current cooldown is reduced by 35/45/55/65/75% if Severa gets a kill or assist.

16/14.5/13/11.5/10 second cooldown. Costs 75 mana.

R - The Big Heist (UPDATED)

Passive: Every 12/10/8 seconds, Severa's next basic attack against an enemy Champion deals bonus true damage equal to 8/12/16% of the gold she has obtained via Pickpocket.

Active: Severa blinks to target enemy Champion (400 range) and drains 20/30/40% of the target's attack damage and ability power for 6 seconds. Severa can activate The Big Heist again within 4 seconds to transfer the stolen stats to a target allied Champion for 6 seconds. If she does not reactivate it within 4 seconds, she automatically transfers the stolen stats to herself.

All stat modifiers decay over their respective durations. Enemy Champions affected by The Big Heist are considered Easy Prey for the duration.

140/120/100 second cooldown. Costs 100 mana. 400 casting range.

Tips and Tricks

Playing as Severa

  • Try dashing away from your enemy with Hoodwink to fake an engage. Your opponent might overreact.
  • The Big Heist can be used to steal a lot of offensive stats. Pick a suitable target and transfer the stats to an appropriate ally.
  • Caltrops are very useful when you are being chased.

Playing against Severa

  • Harass or bully Severa as much as possible to prevent her from farming. She has a weak early-game that can be exploited easily.
  • Wait for a moment after Severa uses Hoodwink to figure out which one is the real Severa.
  • Try to disengage if Severa targets you with The Big Heist until its effects decay.
  • Severa can be hard to chase. It may be best not to pursue her if you can't lock her up.

Champion Interactions

Champions who synergize well with Severa

Ezreal - Marksmen will love being buffed by The Big Heist, and Ezreal can make use of both any AD and AP you steal for him. He's also mobile enough to keep up with Severa, and her Caltrops make kiting much easier for him.

Kayle - Not only does Kayle get large benefits from The Big Heist, but she also helps out Severa at a lot of her pain points, namely durability. Intervention can save Severa from huge amounts of burst if she gets caught, and Divine Blessing can both patch up Severa and give her a speed boost to either catch the enemy or make a quick getaway. Kayle could also use Intervention on herself to ensure The Big Heist's effect doesn't go to waste.

Trundle - Focusing your ultimates onto the same target can utterly devastate even the most snowball-heavy opponents, leaving them crippled and easy prey. While Trundle himself isn't the best candidate for receiving The Big Heist's bonuses, he can help Severa out at escapes if he places Pillar of Ice properly.

Champions who Severa struggles against

Darius - Trying to pick Darius' pocket will probably result in him taking your head off. Apprehend will negate the "run away" portion of Pickpocket, and his high base damage and good early bully power means he will make laning quite nightmarish. Your best bet against him is to either call for jungle ganks, or lane-swap. That is, unless you like being decapitated...

Lissandra - Stealing from a centuries-old ice witch? Not the greatest of ideas, especially when Ring of Frost will lock you up every time you try to trigger Pickpocket on her. Frozen Tomb will generally spell your doom if you're her target. The Big Heist also isn't super-impressive on her, as she can function just fine even if you drain her AP.

Poppy - Regardless of who you target with The Big Heist, she can just smack whoever you give the stats to out of the fight, rendering it moot point. Add on that Poppy can block Hoodwink and Quicksilver Shiv's dash with Steadfast Presence and pin Severa to a wall in jungle fights, and you're gonna have a bad time against the Keeper of the Hammer.

Background (rough draft, expect changes)

The only daughter of a man named Legault, who is known to many as the King of Thieves, Severa is a fledgling but highly talented rogue. Following the untimely death of her father, Severa has inherited her father's station as Guildmaster of the Shadow Guild, but many of her peers find her untested and unworthy of the role. Severa seeks to prove them wrong, and live up to her father's last wishes by leading the Shadow Guild to riches and prosperity.

Quotes (expect changes/updates)

#Ideal Voice Actress: Michelle Ruff Selection Best start counting my cut. Movement Getting caught is for amateurs. Who said greed was bad? They've obviously never been rich. I AM the best there is. I'll make you proud, dad. In and out before they know it. Always have an escape plan. Attacking Let's lighten their purse. Nice wallet. Mind if I have it? The rich get richer. Like candy from a baby. It's already mine. Thanks for holding my gold for me. Generic Taunt Taking your gold will be easier than breathing. Catch me, if you think you can. Taunting Sivir Your gold, Sivir? Soon to be mine. It's like you said: It's not stealing if you're dead. Taunting TwistedFate Time to collect your tab, Fate. Taunting Caitlyn or Vi
Oh great... Piltover's so-called Finest... Taunting Talon Still being the general's lapdog, Talon? Joke at MissFortune How do you stand up straight with those... guns? _Joke at Shyvana _ So... have you got some treasure hoard stashed somewhere?

#Trivia

  • Severa's name is pronounced "Seh-Ver-Ah".
  • Severa is friends with MissFortune TwistedFate.
  • Severa dislikes law enforcement figures, such as Caitlyn, Vi, Garen, etc.
  • Severa is a bit of a Tsundere. XD
  • Severa is officially lesbian.

Design Intents (in case numbers are off)

  • Severa is designed to be devastatingly powerful late-game, but has a weak early game and only decent-at-best mid-game to compensate.
  • Severa is meant to be best played in top-lane, but can also do acceptably in mid-lane.
  • Severa is meant to be physical damage-heavy, relying on multiple hits rather than singular hard blows.
  • Severa is meant to build high AD items and armor penetration. Items such as Black Cleaver, Ravenous Hydra, and Trinity Force are very potent on her. However, crit strike chance is only supposed to be moderately effective.
  • Severa is meant to be relatively squishy, and is supposed to rely on her evasiveness and speed to avoid damage.
  • Severa is not meant to have long range, but can poke opponents at medium range.
  • Severa is supposed to have strong ability to gain bonus gold IF she is aggressive against enemy Champions.
  • In terms of visual design, Severa is supposed to take notes from Rikku and Yuffie (who are both thieves of sorts) from the Final Fantasy series. She would not be a cloak-and-hood kind of thief, as Talon already fills that look.

Any feedback on how to improve Severa will be greatly appreciated. Try to keep comments civil, though.

32 Comments

Rebel Xayah5/4/2015, 7:05:39 AM2 votes

Sounds fun! I'd like something like this!

Miku Lv995/4/2015, 10:34:34 AM2 votes

I really like it.

The Mighty Flea5/4/2015, 3:21:44 PM1 votes

The whole concept of the champion is pretty similar to the old sivir before her revamp. I would change her general theme a little! but overall cool.

junglerboy165/4/2015, 5:52:57 PM1 votes

I really like it, but I think the passive could use some tweaking, because It is both rather snowbally, but also useless at full build. I like it in concept, but I think it takes up a lot of power in a very unnoticeable way (something Riot doesn't like, like they've shown with the removal of Ashe's passive gold on kill in her upcoming rework in exchange for real kit power). It is solidly in line with being a thief, but maybe she could steal some other stats or something similar so that she doesn't have as much invisible power but also doesn't lose all benefit of her passive once she hits full build.

I like the ammo system for Q, but the base damage feels really low, even if you threw all three shivs and spent a total 18 second cooldown and 90 mana, it only deals 210 +(180% AD) at max rank. the move speed is useful, but is such a short duration and so conditional that it doesn't warrant the high cost either. I'd suggest you buff the max rank damage by 10 per shiv, and possibly make the MS buff have a slightly longer duration (1.5 or even 2 seconds). other than numbers though, it is a solid spell.

The caltrops are interesting, they serve a double purpose as a combination AoE nuke and also an escape tool. I would say one thing though, maybe make it so that they are dealt damage by them if they walk over them (still can only be damaged once), not just if you throw it and hit them, because the main purpose of caltrops is to interfere with someone trying to chase you bye maiming their feet.

E I love everything about this ability, I'm not sure what else needs to be said.

Rito Jericho5/4/2015, 6:25:04 PM1 votes

I really like this champion idea, and can't quite help but completely agree with what Junglerboy16 said. All those suggested tweaks just seem to make sense. As for my own review, you said that you need suggestions for Severa's ult, and that she is now the Guild Master. The best thing I can think of right now is for her ult to somehow display that "position of power" that she holds. Maybe call in members of her guild for some sort of assault? I don't know at the moment, but I'll see if I can come up with any more ult-ideas for you.

All I ask in exchange is that you take a look at my own champ, Xeno: the Accursed, and provide some honest feedback.

darkdill5/5/2015, 12:23:19 AM1 votes

Update!

I've given Severa updated base statistics based on comparisons with other AD fighters/assassins. Dunno if they're the best values, but what can you really do?

Severa's Q got a slight extension to its bonus MS duration. It now lasts 1.25 seconds instead of 1 second. That's as high as I'm willing to go without also needing to add in a decay to the bonus.

Severa's W has 10 less base damage at all ranks, but now the Caltrops hurt when you step on them! They don't hurt much, but damage is damage.

I've also added a passive to Severa's ultimate, but not an active yet; I'm still working on that. Severa now deals 5% of whatever gold she's gotten from Pickpocket as bonus damage on her basic attacks. NOTE, however, that this doesn't count as bonus attack damage, so it doesn't improve your abilities; just your basic attacks. Oh, and this bonus damage is an on-hit effect, so it can't crit. Sorry.

TheTurboedSloth5/6/2015, 7:04:15 PM1 votes

Looking at just the extra gold passive and the shivs she will gave way to much gold, and her ult will scale way to high and maybe for an active her ult works like a bork but disabling the enemies actives?

Ethanicyn5/10/2015, 4:33:25 AM1 votes

I think this can be a really good champ. I would buy this if it was released. I think the passive might be op but riot will fix that stuff. I think it would be better to not have the clone walk toward the location in my opinion, because you can use it to push the opponent far back if your fed (depending how far it goes) I think that the idea of this is push your opponents a bit back and/or confuse them and I think just the dash will do just that. (as long as its an okay length dash) What I also don't like is her name I know that's like the most useless comment on a champ idea but still I also don't think her R has anything to do with a heist so I would change that too. Lol but this isnt my champ and that wont affect gameplay. Anyways I support the idea and I hope riot checks it out. :)

showcase255/11/2015, 2:26:43 AM1 votes

Any feedback on how to improve Severa will be greatly appreciated. Try to keep comments civil, though.

Sure will. This will be my honest review. I look to be thorough and will try to keep my opinions and suggestions true to the core of the concept.

Design Intents (in case numbers are off)

  • Severa is meant to be best played in top-lane.
  • Severa is meant to be physical damage-heavy, relying on multiple hits rather than singular hard blows.
  • Severa is meant to build high AD items and armor penetration. Items such as Black Cleaver, Ravenous Hydra, and Trinity Force are very potent on her. However, crit strike chance is only supposed to be moderately effective.
  • Severa is meant to be relatively squishy, and is supposed to rely on her evasiveness and speed to avoid damage.
  • Severa is not meant to have long range, but can poke opponents at medium range.
  • Severa is supposed to have strong ability to gain bonus gold IF she is aggressive against enemy Champions.

I will keep these principles in mind.

#Severa, the Princess of Thieves

You really need to have these unique names with phonics near it. I personally hate pronouncing names wrong, and it wpuld give some some overall clarity.


Is it pronunced (Sah - vair - ah) or (See - vair - rah) etc.


http://imgur.com/UnDN4so (image is for reference; original artwork comes from Sword Art Online: Hollow Fragment)

Very nice base. Tell us more on how you fully see her looks in your head. Especially some details on her weapon and accessories.


She has a black mark on the handles of her shivs. Etc


Last Update: May 6, 2015

I need to start including these in my concept postings. Its something I personally appreciate. Nice.

Statistics (numbers are subject to change; S5 values)
HPR/5: 8.5 – 21.3
MP: 251 – 965
MPR/5: 7.6 – 16.1
Damage: 55 – 111
Range: 125 (melee)
Armor: 24.0 – 86.4
Magic Resistance: 32.1 – 53.4
Attack Speed: 0.672 (+0% – 51.0%)
Movement Speed: 355

Without nitpicking, these numbers do seem reasonable for her role. Also the movement speed fits to the need of 'gotta go fast'.

P - Pickpocket
Whenever Severa hits an enemy Champion or turret with an attack or ability, she gains 10 gold. This effect has a 12/10/8/6 second cooldown (improves at levels 6, 11 and 16, respectively) (not affected by CDR).

Additionally, when Severa gains a Champion kill/assist, she gains 25 bonus gold.

And

Severa is supposed to have strong ability to gain bonus gold IF she is aggressive against enemy Champions.

The second half is perfect. But lets rework it a bit to hold true to that design value above.


Pickpocket

On Spell Mark | On Hit Buff Range: 300

When Severa damages a enemy champion with a spell, she places a an Easy Prey mark on that enemy Champion lasting 3.0 seconds. Whenever she auto attacks an enemy with the Easy Prey mark, she gains 5 gold consuming the mark. Additionally, whenever an enemy champion dies near her (range indicated above), she gains 25 gold, regardless of the source of death.

  • Damaging a enemy champion with a spell after the mark is already placed on them resets he duration of the mark.

Q - Quicksilver Shiv Severa throws a shiv in target direction (skill-shot, 600 range), dealing 30/40/50/60/70 (+0.2/0.3/0.4/0.5/0.6 total AD) physical damage to the first enemy it hits. If Severa strikes an enemy Champion with Quicksilver Shiv, she gains 15/20/25/30/35% increased movement speed for 1.25 seconds. This can be cast while moving.

Severa stores a Shiv every 8/7.5/7/6.5/6 seconds (reduced by cooldown reduction), up to a maximum of 3 stored at once. Upon death, Severa will respawn with 3 Shivs.

1 second static cooldown. Costs 25 mana and one Shiv Charge per shot.

Doesn't interrupt her movement? On a ammo system? A skill shot that increases movement speed if it hits? Not to much range? Ammo resets on death?

Good design choices. Made me smile. Now for a small, but what I believe is a even thematically and kit fitting tweak making you fast, but encouraging you to go in deep.


Q: Quicksilver Shiv

Linear Colliding Skill Shot | On Spell Buff Range: 600 Maximum Ammo: 2 Ammo Resotck Cooldown: 9 / 8.5 / 8 / 7.5 / 7 On Spell Static Cooldown: 1.0 second Cost: 35 / 45 / 55 / 65 / 75

Severa holds a maximum of 2 shivs, and throws a shiv in target direction, dealing 40 / 55 / 70 / 85 / 100 (+40% AD) in physical damage to the first enemy it hits. If Severa strikes an enemy Champion, she gains 15 / 20 / 25 / 30 / 35% increased movement speed for 1.25 seconds. She gains an additioanl 10% movement speed if she is facing an enemy champion with the Easy Pray.

  • Does not interrupt movement.

  • Upon death, Severa will respawn with 2 Shivs.


W - Caltrops Severa spins and throws an array of spiked caltrops around her, dealing 60/85/110/135/160 (+1.0 bonus AD) physical damage to nearby enemies. The caltrops (after a short delay) remain on the ground for 3 seconds where she cast the ability, dealing 20/25/30/35/40 (+0.1 bonus AD) physical damage to enemies the first time they step on them and slowing them by 30% (as long as they are standing on them). This can be cast while moving.

9/8/7/6/5 second cooldown. Costs 35 mana.

As a theif on the getaway being chased. This works. A little different, but I like it.


W: Caltrops

Conic Persistant Area of Effect | Damage Over Time | On Spell Debuff Cooldown: 16 / 14 / 12 / 10 / 8 Cost: 35 / 40 / 45 / 50 / 55

Severa of spiked caltrops in a 50 degree cone in the direction she is facing lasting 6.0 seconds and dealing 40 / 60 / 80 / 100 / 120 (+50% Bonus AD) in physical damage to nearby enemies. The caltrops last for 7.0 seconds and deal half the initial damage over 3.0 seconds, slowing enemy units for 30% for the duration.

  • The slow, Easy Prey mark, damage over time, and it's duration reset with every step on the caltrops.

  • Initial damage may only be applied once per cast.


E - Hoodwink
Severa quickly dashes forwards sending a clone of herself in the opposite direction (500 range). Enemies hit either by Severa or the clone take 40/70/100/130/160 (+0.75 bonus AD) physical damage. The clone lasts 2 seconds and takes double damage.

(After dashing, the clone will automatically walk forward in the direction it is facing until it expires.)

Hoodwink's current cooldown is reduced by 75% if Severa gets a kill or assist.

16/14/12/10/8 second cooldown. Costs 70 mana.

Think you can catch a thief? Let's make that difficult. Let's also work with the passive and again make it "worth the risk".


E: Hoodwink

Linear Pass Through Dash | Autonomous Clone | Area of Effect Range: 500 Radius: 300 Projectile Speed: 850 Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 60 / 70 / 80 / 90 / 100

Severa quickly dashes in a line creating, turning invisible during the dash and creating an autonomous clone of herself dealing 15% of her current attack damage. The clone lasts 2 seconds and takes double damage. If she dashes through an enemy champion, she gains 25 gold and 30 / 35 / 40 / 45 / 50% attack speed lasting 3.5 seconds. If the clone dies, it explodes dealing 40 / 70 / 100 / 130 / 160 (+65% AD) in physical damage in a small area. Hoodwink's current cooldown is reduced by 75% if Severa gets a kill or assist.


R - The Big Heist Passive: Severa's basic attacks deal bonus physical damage equal to 5% of all gold she has obtained via Pickpocket. (This does not count as bonus attack damage, and is unaffected by critical strikes.)

Active: Severa dashes quickly through target enemy Champion (400 range), dealing 150/200/250 (+2.0 bonus AD) plus 25/30/35% of the target's missing health as physical damage. Severa is untargetable during this dash (pops projectiles). If The Big Heist kills its target, Severa is instantly healed for 15/20/25% (+1% per 50 AP) of the target's maximum health, and steals 20/30/40% of the target's attack damage (at the time of death) for 8 seconds.

120/100/80 second cooldown. Costs 100 mana.

Well... I agree with some of comments. Basically it a great name with a whole new ability. Let's get a bit creative. And keep the passive. But put it on a scale. Also make her outrageously scary on clean up.


R: The Big Heist

Auto Attack Modifer | Unit Targeted Dash / Blink | Self Targeted Buff Range: 400 Cooldown: 110 / 100 / 90 Cost: 100 / 100 / 100

Passive: Severa's basic attacks deal bonus physical damage equal to 3 / 4 / 5% of all gold she has obtained via Pickpocket.

Active: Severa dashes quickly to a target enemy Champion dealing 150/200/250 (+150 Bonus AD) plus 25/30/35% of the target's missing health in physical damage. If she is invisible during the cast, she will blink to the target instead. If The Big Heist kills its target, Severa is instantly healed for 15/20/25% (+1% per 50 AP) of the target's maximum health, and steals 20/30/40% of the target's attack damage (at the time of death) for 6.0 seconds Each additonal kill resets the duration of the granted attack damage bonus.


So there is my whole and honest review. I hope it conforms to your core concept. Please let me know your opinion of these suggestions.

Brotha5/16/2015, 9:22:52 AM1 votes

That ultimate seems a bit strong to me. I like essentially everything about her theme, and especially the name, but that ult would have to go. I think her E is pretty strong too. Rather than a clone that runs away I think it should be a point and click dash to enemy that dashes in for the damage and then dashes out randomly in two directions. She wouldn't have control of the direction she dashes out but after the dash animation ends she could have a 1 second of stealth. I imagine this like a Wukong E, where you see multiple dash in and it's a semi frontal aoe, except hers would be single target and the enemy champ would only see the two dash out before both dissappear for one second. I could imagine a ton of plays to be made with that.

darkdill1/8/2016, 4:37:21 AM1 votes

It's been a while since I last worked on Severa, but I got a great idea for a new ultimate.

Firstly, yes, it's now back to being called "The Big Heist", but I've completely reworked it so that it makes Severa more of a "utility assassin". Now, The Big Heist drains a large amount of an enemy Champion's AD, AP, AR, and MR, and lets Severa transfer those stolen stats to an ally. Got an out-of-control Jax on the loose? Jack his stats and turn them against him.

Before you say "that sounds broken", there's a few drawbacks to the ult. Firstly, it does NO DAMAGE. For an assassin, that sounds like a turnoff, as it doesn't actually kill the target for you. Second is that the ultimate will have a long cooldown, even at max rank, so it has to be used wisely. Lastly, it will have a short range, so you have to endanger yourself to steal those stats.

darkdill1/12/2016, 7:23:59 AM1 votes

Another update for Severa.

I'm trying to move her back into being a hybrid AD/AP assassin (akin to Akali), but I'm going to need opinions on how to balance out the numbers. It's very hard to get a hybrid right.

Also, Severa's Q has been reworked. It no longer uses an ammo system or provides speed to her, but now marks enemy Champions it hits and lets her perform a dash attack onto marked enemies. This is handy for letting you catch fleeing opponents or getting in a quick jab, but be careful about using that against juggernauts; they'll probably kill you before you can retreat.

DROG01/13/2016, 9:30:00 AM1 votes

This champ looks really unique and fun to play !

in my opinion this is what you could do to balance her more:

BEFORE ANYTHING THO, as a high plat/ d5 assassin main (kata, fizz, ekko), but long range champs too like vel koz or lux (soon jhin one trick :x), I must say you have to choose one thing, utility or damage, you can't have both otherwise it would be Uber broken, remember ekko when he came out xd This is mainly because the outplay potential is non existent against champs with both utility and dmg., you want her to be a late game threat but that does not work well if they have too much utility, its just too strong in higher elos (look at rek sai when she came out).

That said i would say what I think it could be nice to add/change without considering she MUST be either utility or damage, just straight changes to what you post.

Passive: First give it some big cooldown to the passive (20+ secs maybe ?) because otherwise people could take her as support and have huge gold income or just buy a support item and profit the huge gold income.

Second it could be nice to make to passives one for the gold income and one for the movement speed that way you can effectively have the movement speed bonus every proc and cooldown for the gold passive.

Q: This was really cool, something like the 4th Hokage xd make her blink instead of dash, it would be cool af xd

In terms of numbers, you should lower her damage in early game because otherwise she would be too op on a level 3 engages or early 2v2 with junglers, you said u want her to scale right, so try to give her a not so good early but greater late (like fizz), to put an example she has almost the same damage as early game lee sin and for a champ that scales hard like her she needs to have a drawback, in this case her early game.

Try to see if it could be better for her to be able to land the shiv in terrain (walls, ground, etc..) but you might need to tweek her a bit in terms of mana cost/cdr, maybe she has longer cdr if the shiv lands on terrain instead of a target, that way it wont be that obnoxious to play against.

For the increased range, I think it doesnt make that much sense to have it so i would remove it IF you choose to make it a blink, if you make it a dash then dont force her to dash towards the target but instead being able to dash wherever she pleases that way she can outplay quite nicely with the range increase, Imagine like if she lands it, she dash freely and has something like a lightsaber.

u should increase the cd tho because with 45% cdr she would be super op xd In higher elos we love cdr and be sure we will use it as soon as we see an oportunity, try to make her cd be 4 or higher with 45% cdr because otherwise people in higher elos would outplay EVERYONE with 45% cdr...

Last thing the lvl 9 Q might do too much damage for the low cd, try to make a good balance on her cd and damage and it should be fine, the terrain thingy would be perfect her cd will be greater if she miss the Q etc...

W: For this I have a lot of ideas, but first low her damage early game, same problem as the q, if she gets a 2v2 early or lvl 3 engage she can easily kill the target, which is not supposed to happen with a late game threat xd

I would say you could make her have the damage per spike instead of damage per ability that way you can make her scales smoother with number of spikes, for example leveling 1 time she throws 3 spikes, leveling up 5 times she throws 9 or something like that, and each spikes can deal a certan amount of damage something like 10/20/50 etc.. or wathever per spike, this way people will be able to avoid the damage, otherwise they'll just eat too much damage without counterplay.

Another feature would be to make the skill in 3 parts, for example,

  • she throws the spikes to the air in a cone then they fall to the ground, for a certain amount of time they stay there and deals damage if a champ touches the spikes,

  • if the spikes slows the target if they touch it while being thrown

  • If a champion marked touches a spike you gain atk spd

This is mostly to give outplay potential against her and at the same time force the target to fight you or flash

E: I think you need to change it to be something like a kiss from ahri throw a clone that brings attention from champs, like a decoy, for about ~1-2 sec max( late game) after she dashes, it synergize a lot more with the Kit's theme and adds more utility, remeber to lower a of damage early if you want her to be a late dmg threat,

A scaling cdr on kills would be better, instead of just 75%, because, again, her early would be super strong, give her something like 20/50/75 % at level 3/9/16 or something like that xd

R: I love her ult, the passive is really unique some ways, but the active would be too op considering her high mobility, imagine a hyper mobile trundle D:

The good news are that you cna change it easily and in many ways, for me I can think about this:

  • Steals all those stats and converts it into HP (something like lulu ult)

  • Steals all those stats and spread it equally on nearby teamates (for example gives 1/5 of the full stats to each champ steal if there are 4 champs around u etc..)

  • Steals only ap and ad and ads it to someone.

  • you can use something like urgot ult, you dashe towards the champ both stays rooted while draining the champion stats, leaving it open to attacks from your team (this is helpful to kill fed champs and synergize quite nicely) this is the option i liked the most since both of you stays vulnerable, after the draining is done you receive the stats and a high amount of movement speed or leaves a smoke screen in the area that deals a certan amount of damage in that area, I wont advice to give her the ability to use those stats stolen because that would be uber broken, it's enough in my opinion with the drain, this makes her the perfect champ for 2v2/3v3 etc.. mid game and for pick/teamfight comps late game.

Well that's it xd I'm sorry if I only gave ideas and not exact number or exact tooltips but can't give exact numbers without knowing if you'll use some of these ideas, so if you wanna use any of my ideas tell me and i'll give you exact numbers and tooltips, remember tho you can't have utility and damage in the same kit, it would be too strong xd

Anywas, I really loved your champion, hopes you'll develop it the best possible way and can see the light someday :3 Good luck

I'll be willing to help you with more ideas and balance changes so don't be afraid to ask me anything :p I'm studying math so the balance changes can be done quickly if I compare her to other champs tho xd

darkdill1/13/2016, 9:18:19 PM1 votes

UPDATE AGAIN!

Severa's Q has been changed again, now giving her a short-range dash if she hits the skillshot on an enemy Champion. Gives her more tricks up her sleeve. The damage and cooldown were nerfed, though.

Severa's W lost its AS bonus, as it's not appropriate for her design anymore. The Caltrops have also been changed to be more like Ziggs' Hexplosive Minefield, so a tanky opponent can just plow through it and absorb all the damage. Damage was shifted around too.

Hoodwink now has lesser CD refresh at early ranks, and has a longer cooldown at later ranks. Had to put some skids on.

Severa's ultimate got two major changes. Firstly, the passive now has a cooldown, but hits a lot harder, so it's better for burst, not rapid attacks. This was to remove AS builds from her lineup. Second is that the active now only steals AD and AP, not AR/MR; I was getting too many "this makes Trundle look bad" comments from other sources, and they made sense.

I hope I didn't hugely overnerf Severa doing this.

Rito Jericho1/14/2016, 2:05:39 AM1 votes

Haven't seen Severa in quite some time. But she still looks like a really interesting champ that I would at the very least attempt to play as. Do keep up the good work.