[Champion Concept] Lucille, the Desperate

GrReaper96·9/17/2017, 9:52:32 PM·32 votes·2,042 views

#[LUCILLE, THE DESPERATE]

http://99px.ru/sstorage/56/2016/07/mid_251834_4122.jpg

The more she struggles, the more desperate she gets, the stronger she becomes. But how long can her desperation save her?


##LORE Daughter of the monk that taught Vladimir. Rejects her fathers hemomancing teachings and vowed to only use her powers to control fluid as an aquamancer instead. Escaped the stone temple to seek freedom from her father, but in retaliation to her betrayal he placed a curse upon her to be forever trapped in the deserts of Shurima. As a water/blood mage trapped in Shurima, Lucille roams the desert for a way to break her curse.


##ABILITIES ##[Passive] -- Water Storage/Desperation Water storage - Lucille abilities cost water, a limited resource in the desert which regenerates at a rate of 5 water/sec after 5 seconds out of champion combat ( regen doubled while on river). She can store up to 100 water at once. If her Water Storage drops below 20, Desperation will activate.

Desperation - Gains 50% bonus movement speed that decays over 2 seconds. Lucille uses her blood as a substitute for water, causing her spells to have increased effects but costing health instead of water. Exits Desperation upon storing 40 water back.


##[Q] -- Aqua Cutter/Crimson Cutter Sends forth a projectile of water that deals 80/120/160/200/240 (+60% AP) magic damage to the first enemy it hits and 50% damage to subsequent enemies (similar to Ezreal W size and range)

Desperation - Deals 30% increased damage to all enemies in a wider arc, knocking them back a short distance. Damage in no longer reduced upon first enemy contact. (50% wider)

Cost: 20 water/8% max hp | Cooldown: [10 seconds]


##[W] -- Bubble Bath/Blood Bath Summons a bubble in a targeted area for 5 seconds, which upon enemy contact or expiring, will explode, dealing 70/105/140/175/210 (+50% AP) magic damage to surrounding enemies. (swain W size. Explosion like 25% bigger)

Desperation - Summons additional 4 bubbles around the main one in the shape of an X (enemies can only be damaged by one). Upon exploding leaves behind a pool of blood for 5 seconds that slow enemies for 30% and deals 10% of initial damage per second (up to 50%). (pool size is the same as bubble size)

Cost: 20 water/8% max hp | Cooldown: [10 seconds]


##[E] -- Rejuvenation/Retaliation Cast a shield on self for 4 seconds that blocks 60/90/120/150/180 (+40% AP) damage. While the shield persists you are healed for 15% of the shields initial value every second (up to 60%).

Desperation - Shield no longer heals. Enemies that damage the shield will receive 60% of the damage dealt as true damage (cannot exceed the 60% shields value).

Cost: 20 water/8% max hp | Cooldown: [10 seconds]


##[Ultimate] -- Call of Chaos Lucille forgoes her morals and unleashes her true potential as a hemomancer, immediately entering Desperation. For 10 seconds, she gains 50/100/150 bonus AP, 20/35/50% normal skills base CD reduction and heals for 15% of all damage dealt (this is 33% effective for area of effect damage)

Cost: 100% current water | Cooldown: [120/100/80 seconds]


##Gameplay

[Recommended Items] item 3089 item 3135 item 3151 item 3146 item 3157 item 3102 item 3115 item 3065 item 3020

[Playing]

  • Your Q can be used to last hit frequently as long as it doesn't hit the enemy champion. Aim wisely.
  • Unlike most mages, Lucille should avoid over-poking before a teamfight to conserve her Desperation.
  • The bonus water regen in the river helps when roaming. If low on water, consider visiting other lanes.
  • Her Desperation W can severely disrupt the enemies during a team fight. Make sure to save it when a team fight breaks for best use.
  • Her ultimate allows her to heal up the health cost if her skills hit. Having enemy minions around could help you in this situation.

[Against]

  • Lucille needs to exit champion combat to regenerate water. Constantly poking her while avoiding direct fights during her Desperation could hinder her severely.
  • Have your jungler check the river often in case a wild Lucille might trying to regen water there
  • Focusing on dodging while she uses her ult would leave Lucille exhausted before the 8 seconds is up
  • If your a tank, consider popping all her bubbles when she uses her Desperation W to save your allies from them since you can only be harmed by one.
  • Lucille is weak without her ult or Desperation. Going all-in pre-6 with her water full would be an efficient strategy

EDITS: Passive regen now disabled in CHAMPION combat Regen doubled in water Q Desperate has a wider arc Swapped Q and W damage Q refunds half the cost on kill REMOVED refund on kill Ulti CD reduction and length increased, healing decreased

39 Comments

Bârd9/18/2017, 6:42:17 AM7 votes

E and R need work.

E would just see her turned into a spammy support because she has a manaless heal.

R turning you instantly desperate is cool, but the rest is bland as all hell, and it contradicts the weaknesses she's supposed to have in her kit with all her spells costing assloads of health.

Friendly Ram9/18/2017, 3:22:52 AM4 votes

looks fun. i'll bite

P: The idea of only being able to regen her main resource outside of combat is really unique. what were you defining out of combat as for her?(immediately or after like 2 seconds.)i'd like if the spells had different/scaling costs simply because she'll still have safety water after a full combo. Q: got a range for it? main farming tool? W: first one is fun but there might be too mush going on for the second(range of bubbles? E: i really like this one but why can it not be self cast? R:This is really freaking scary.

Megu9/18/2017, 12:09:25 PM3 votes

Great Concept :D

I love the water and blood mage idea. [slayer-pantheon-thumbs]

Bionic Jellyfish9/17/2017, 10:31:32 PM2 votes

you spelled hemomancer wrong. also, 5 water/sec is ok, but if only out of combat, them way too underpowered. why not add an interaction with river that allows her to regen water at increased rate?

Minion119/18/2017, 3:33:44 AM2 votes

This is a really good idea.

Real questions though:

Should she be played in the mid or jungle? She seems like it would work either way. summoner 11 Would Mana Regen affect Water Regen? item 1056

DariusDemiurge9/18/2017, 7:03:30 AM2 votes

But if she is trapped in shurima how is she going to get to the rift? :3

Also that poor, beautiful, beautiful fair skin under that terrible desert sun.

Chawsiku9/18/2017, 1:47:38 PM2 votes

Unique and Cool Ideas.

Water and Blood like Legend of Korra THIS IS AMAZING !!!

HalcyonDweller9/18/2017, 8:14:18 PM2 votes

I like it, have an upvote!

Kloqdq9/19/2017, 6:41:47 PM2 votes

That is a pretty neat idea. I do believe some minor work still needs to happen to make it all reasonable but overall she is a pretty cool champion and concept. Nice!

CodenameCupcake9/20/2017, 7:55:29 PM2 votes

Seems like it was inspired by Rumble in a sense, great idea i up voted

Jerry SeinfeId9/18/2017, 6:42:34 PM1 votes

Idk shit about balancing but i'd change her description, title and passive name. Before reading her lore/kit i was like: "so amumu but as a girl?"

Glory979/18/2017, 6:58:14 PM1 votes

It's a great concept, and the playstyle of water / depsperation seems interesting and unique. But I'm not sure what kind of primary playstyle her kit will be. Q and W make lucille seem like a spellcast mage (comparable to lux, ori or velkoz), whereas E and R give impression of a battle mage (like swain, vladimir). For a spellcast mage she seems to lack waveclear (though im not sure if adding waveclear to a manaless champion is a good idea) and damage to take down a single target in early to midgame (compare damage scalings to lux, ori or velkoz). For a battle mage she seems to be far to reliant on her ultimate. Swain or vlad don't have a timewindow of 110/90/70 seconds where they essentially can't do there job as battle mage. I suggest that the duration of the ultimate is increased as you rank it up 10/15/20 but nerf the ultimates effect as you rank it up (maybe 35% cdr on base spells on rank 3), because right now this ultimate is all or nothing. If you get thier backline first with that ultimate you can 1v5, but if you can't u are useless.

If you intented to make a hybrid between spellcast and battle mage, I'd suggest to further embrace that idea. Give additional range, damage and longer cd (13 or 14 sec) to the water abilties (add casttime and obvious hitboxes to have counterplay), whereas you shorten the range and cooldown and casttime of the blood counterpart to make her less reliant on her ultimate for an all in.

I've wrote a lot of criticism and suggestions, but don't misunderstand me. This is one of the best champion concepts I've ever read.

ChuShoe9/18/2017, 4:01:57 AM1 votes

No thank you, riot has already stated no champion can be edgier than yasuo, so get out of here with your trash ideas, it's never gonna happen.

P.S. cool idea me boyo, she's thicc too so I'm a really big fan of it.

Lil UwUzi Vert 9/18/2017, 1:45:36 PM1 votes

I really like the idea but i feel like her "water" regen and costs need some work. If you've played energy based champions you'd notice that the energy regen starts immediately. Now imagine if you're playing Lucille and you combo an enemy, triggering your desperation, having to wait 4 seconds to get the water regen, and on top of that having all your abilities on cooldown! I really hope they implement your idea into a champion but fix the resources issue.

Tarlito9/28/2017, 10:37:57 AM1 votes

She looks good but I have one question...

How would you feel if I added a bunch of Ability power and Armor to her build?

Terchio9/18/2017, 4:51:30 PM1 votes

So, I initially didn't like the sustain. It feels like an anti-back mechanism that doesn't require interaction, akin to old Soraka playstyle (god, I loved that). Similar to Vladi/Morde, except don't need a target to regen, which means you can't be zoned into backing. Also similar to Kled and Gnar in having strength curves that are harder to control, but again, not needing interaction to do so.

But then I realized, I don't think she does a whole lot at full water, anyway. She can harass Q, but if she misses too many of those, she starts whittling away as fast as the target. I can't get a peg on W, because the long duration of the skill makes it sound easy to dodge, maybe even dependent on Q knockback, which then likely requires 16% of HP to get off burst. And you can't even regen with E.

My main issue with this is that even though she's notably weak when at full water, I don't think she's very approachable in Desperation, which is the only point she doesn't regenerate reliably. I don't know where that'll put her in the end. I feel she'll play in limbo, trying to harass the enemy laner and sapping her own resilience, until one of the two takes a stand. I think this will leave her VERY matchup-based, because the only champions she'll tolerate is champions who can't approach her when she reaches half health. The other possibility is that she plays absurdly passively, I think, but I feel she'll be desperate to get a strong early game off, because I don't see a reliable endgame out of her, as I think she'd be too melee.

The other thing I'd mention is that her ultimate is a bit unpolished, I feel. I thought they were working away from champions having a chunk of base stats in their kit (Fiora Poppy Ryze TwistedFate ), and it feels like that's mostly what's in it.

{quoted}Intended to be similar to Nasus Renekton Twitch Vayne ulti since we dont have a mage that does that yet.

In the case of Twitch and Vayne, I think they've mostly failed to come up with an alternative way to work their kits, and for the other two, they find that adding a huge chunk of HP is healthier than a chunk of damage, like old Ryze.

I think her R should be a more tangible skill that plays into her strengths, but doesn't simply pad stats. Also, if she does prove to have difficulty landing skills, as it seems she would, I think the spell vamp should be a more permanent feature in her kit, maybe at low health only, or perhaps as reward for landing spells, like Mundo Cleavers.