Trila, the Little Commandant

Stacona·2/5/2016, 9:51:51 PM·1 votes·387 views

Trila [tree - lah] is a runt (one that is small) for even a yordle, but boy does she have a big voice! She is someone that if she says jump, then you jump, despite her small size even among a small species she has earned respect from all species, even huge giants! Trila is a both a natural born leader while learned and improved as she got older; to this present day no one in history has ever been a more respected leader than Trila.

Quick Rundown of Inspiration: Very brief, I wanted to form a support type of champion that is both a dedicated range support-mage that has hard initiation. So someone that is both a real play maker and take control of the battlefield in their own hands; a champion that would get your team to fight when you want your team to fight on your terms and no one else's!


Basic Attack Range: 575 units Movement: 340 units per second


Attack This! (Passive): Trila's basic attacks slow struck enemies by 20%(+1% per 20AP) for 1 second and mark enemies for up to 1 second.

Ally champion basic attacks against the marked enemy consumes the mark to deal 10(+5 per level)(+25%AP) bonus magic damage.

Magic Missile (Q): Cooldown: 9/7.5/6/4.5/3 seconds; Cost: 50/55/60/65/70 Mana; Range: 950 units Trila fires a missile in the target direction to deal 110/135/160/185/210(+50%AP) magic damage to the first enemy struck, if the enemy was marked then the mark is consumed to stun the target for 1 second.

Heat of Battle (W): Cooldown: 14/12.5/11/9.5/8 seconds; Cost: 65 Mana; Range: 850 / 500 units Passive: Trila's basic attacks deal 20/30/40/50/60(+25%AP) bonus magic damage and gains 20/25/30/35/40 bonus gold when attacking enemy champions and structures. This can occur once every 10 seconds against the same target.

Bonus Gold Earned: X

Active: Trila creates a heated aura on either herself or an ally champion for the next 4 seconds granting 20%(+1% per 10AP) bonus movement speed, this bonus is halved when moving away from enemy champions.

The heated target's basic attacks and abilities create a burst of flames around the first enemy struck to deal 40/50/60/70/80(+20%AP) magic damage to and around the target.

Sticky Grenade (E): Cooldown: 26/23/20/17/14 seconds; Cost: 100 Mana; Range: 1250 / 425 units Trila tosses a sticky grenade to the target location with a very powerful adhesive exploding on impact to render the movement and basic attacks useless of struck enemies for 1.5/1.75/2/2.25/2.5 seconds.

FIGHT! (R): Cooldown: 170/145/120 seconds; Cost: 100 Mana; Range: 1600 units Passive: Trila gains 20/35/50% bonus attack speed.

Active: Trila creates a powerful barrier of magic in place completely around her for the next 5/6/7 seconds causing all units to be unable to escape these barriers by any means, including instant and channeled teleports. Any unit can enter the barrier.

FIGHT! can be cast again to end the effect early.


4 Comments

FateBreak2/6/2016, 4:03:52 AM1 votes

Ok I see quite a few problems with this kit. Some parts are too weak and cliche while others are too overpowered.

Attack this(passive) This is basically just another Leona/lux type passive. The 20% slow for one second is fairly insignificant and the window to attack to actually proc the said mark is too small. Unless you happen to attack someone as he's being attacked or have a coordinated team it will never happen out side of team fights. further more this puts the build of this champion in question. Should I build attack speed for the insignificant slow and damage even if it procs, or should I just build ap for my skills? Building attacks speed does give you a better and more consistent slow/chance at procing, but champions can easily dash out of your aa range and you have no dashes or speed boosts yourself. On the other hand building ap improves your skill damage, but makes the passive fairly worthless.

Magic missile Same issue as passive, the window to proc the skill is too small, and making it a first target hit projectile means that you will have a harder time hitting valuable targets in a team fight, much less get an AA for your passive, then land it immediately after. Furthermore what is its missile speed? Too slow and it would never proc your passive unless it's point blank range and too quick would make it relatively unbalanced for poking purposes. The impossibility to actually land the secondary effects makes this a simple damage spell, and the damage scaling is way too low for just being a damage spell compared to other champions and being a support character having a just a damage spell defies the point of being a support. Literally every typical support have a way of proccing consistent cc or have good secondary effects on their skills.

Heat of battle This is fairly unbalanced. Assuming you only leave this at level one, you gain 6 g per 10 second on top of 2 g for typical gold gain items. This translates to 42 g per min or 420 g per 10 mins and this increases significantly as you level the skill up. This isn't even factoring in the gold gain items passive effects. The active portion is either op or entirely useless. Assuming you use it on a assassin or ad, the damage reduction from the effect isn't going to be that useful because your targets have to stay in close range in order for the damage and damage reductions stacks to happen, and it resets after 1 sec . Assassins and adcs are mostly likely not going to remain in close range for the most part and when they do, it's when they get jumped on by the team or an another assassin or adc which makes 20 percent reduction AT 4 secs insignificant. If it's another adc the reduction won't make much difference since they attack for outside of the range and if it's a assassin, any good one kills another in less than 2 secs.if you use the effect on tanks or bruisers they become way harder to kill for 4 secs, and this really makes the difference if they have destructive cc or damage. They are usually naturally tanky enough to go melee.

Sticky grenade I don't find many issues with this skill, except it completely disables adc, auto attack dependent champions and have a overly long skill range. Furthermore, it's a aoe snare that have minimal proccing requirements. There's a reason most aoe cc aside from slow have secondary requirements for cc to proc. like a wall or remaining in the area, a huge cast time and being stoppable( like shyv ult), being a ultimate with high cool downs, or closing in and actually meleeing the enemy. This is like amumu ult with a shorter aoe range but way more convenient to land and use.

Fight The range is obscene and the effects are complete broken. This is basically a unescapable jarvan ult that GAUREENTEES a kill if the enemy team are disadvantaged. First most terrain skills have passable portions and have a fairly small range other wise. Second most terrain skills last only around 4 seconds. Third most terrain skills you can actually teleport/dash/ flash across, your ult is uncounterable because of its obscene range allowing you to cast from your back lines and the likelihood of you using this only when the enemy team are backing or screwed already. Furthermore this makes it possible for you to buy your entire team 8 secs to retreat, or push a tower, or do anything else with the price of only you dying. Imagine if your team are doing baron or dragon. This would be broken with wards. The damage buff is also broken, it basically makes all tanks dps champions, and makes all dot champions dot burst champions. Quite a few dot champions have damage intervals below .25 secs such as garen and those that don't can stil easily proc damage over the entire duration. This equals to 24% hp damage buff to all dot champions, and up to 24% hp damage buff to tanks and a sizable damage buff to anyone else unable to do damage each .5 sec interval. This is like poppy pre-rework ultimate damage buff to every champion in your team. This combined with the fact that enemy are mostly likely already low when you use this skill. Yeah. So you can choose when to use this, do more damage than your opponent unless your team is significantly behind, have tanks that can do obscene amounts of damage, a terrain block that secures objectives, and a terrain block that NOONE in the range can escape from. Op

Stacona2/7/2016, 12:46:51 AM1 votes

EDIT (1):

Magic Missile: Cooldown changed to 9/7.5/6/4.5/3 from 8/7/6/5/4 seconds Base damage increased to 110/135/160/185/210 from 90/120/150/180/210

Heat of Battle: Changed quite a bit: Passive instead of granting 6/7/8/9/10 ambient gold per 10 seconds when near ally champions and doubles when near ally and enemy champions is now bonus magic damage on-hit that grants bonus gold when basic attacking enemy champions and structures; can only occur once every 10 seconds on the same target.

Active no longer grants a stacking damage reduction, but now grants bonus movement speed, this bonus movement speed is halved when moving away from enemy champions. Burst of flames changed to instead of procing from damage on targets now procs on enemies once team per ability and basic attack in a some what large area around the first enemy struck to try to simplify things.

Stick Grenade: Range increased to 1250 from 1150 units; ability radius decreased to 425 from 450 units

FIGHT! Cooldown increased to 170/145/120 from 160/140/120 seconds Passive added granting 20/35/50% attack speed for synergy with Trila's passive and new passive on Heat of Battle Active no longer grants benefits for ally champion and Trila in the barrier arena. Active barrier duration adjusted to 5/6/7 from 4/6/8 seconds; also clarified that any unit can enter the barrier arena, but they cannot exit it by any means (this is for equality in strength against any champions and not allow mobile champions to have an even greater advantage than they already have).