[ Champion Concept ] Asra, the Abductor

Atanchan·2/22/2016, 5:49:36 PM·2 votes·460 views

OVERVIEW Asra has been a champion I've been cooking on for about two years now, whose concept started as some strange AP-crit-life steal fighter-assassin thing that could cling to enemies and blind and drain their life and fly over walls but still focused on her autoattacks and overall she was a mess early-on, then she had this sort of Sheen-like innate that had varying effects depending on the ability she used to proc it and was a support assassin, somehow, but this was where her main gimmick really started to show: the clinging ability no longer had an direct offensive use, but fully embraced the utility of a spell that enabled you to move while you otherwise wouldn't be able to - even if you were no longer the one directly in control of the destination.

So that brings us to the current Asra: a support champion that has strong enabling power for her teammates while also being strongly enabled by her teammates. Her main tool is her combination of her clinging ability and her dash: while she's otherwise unable move from attached to another champion, her dash reverses this, giving her a moment where she's the one controlling where the two are going. Considering how she can cling to both allies and, if she can sneak in close enough to them, enemies, the amount of utility and playmaking in this combo should be pretty self-evident. She also keeps around an absolutely devastating ultimate, able to tear through the entire enemy team in a giant inferno - provided she can finish a lengthy channel close enough to them.

Of course, that's less of an issue when you can make the team tank cart you around ...

She's perhaps not as unique as she once was, due to Tahm Kench's release, but I still feel how she does her thing and how that affects her enemies and allies both still make her pretty dang different enough.

Also, she's like a Honduran white bat made of darkness, Shadow Isles fire, and bones, making my mental image of her one of the cutest things you don't actually want clinging to you.

STATS Health: 515 - 1920 Mana: 280 - 1120 Attack Damage: 53 - 104 Attack Speed: 0.694 - 1.06 Movement Speed: 335 Armor: 23.5 - 83 Magic Resist: 32.1 - 53.4 Range: 125

ABILITIES ( I ) - Night Howling Periodically enhances Asra's next basic attack every 18 - 12 seconds, increasing her range to 575 and causing it to deal 30 - 240 ( 30% AP ) bonus magic damage. Additionally, the target is revealed for 3 seconds, and if it is a champion, Asra and her attached ally gain 35% - 55% bonus movement speed while moving towards it.

( Q ) - Shadow's Embrace Passively causes Asra's attacks and abilities, and the attacks of her attached ally, to burn their targets with shadow fire, dealing 20 + 4% / 5% / 6% / 7% / 8% ( 1% per 100 AP ) of their current health as magic damage over 4 seconds, capped at 100 damage vs. monsters.

When activated, Asra dashes to the target champion, attaching to the top of it once she reaches it. While attached, Asra can fully act, however she is unable to move on her own accord and will instead move with the attached champion. Asra will detach upon reactivating Shadow's Embrace, the attached champion dying, or Asra being displaced or unable to move ( snare, stun, etc. - does not include forced action, like taunt or fear ). If done manually, Asra will move a short distance in the direction of the cursor upon detaching, otherwise she stays where she is. Flash and Teleport are fully functional while attached, however they will detach her upon moving her. Cooldown: 10 / 8.5 / 7 / 5.5 / 4 seconds after detaching Range: 375

( W ) - Decrepify After 0.75 seconds, Asra devours the life force of all nearby enemies, dealing 80 / 135 / 190 / 245 / 300 ( 50% AP ) magic damage. Asra heals for 20% of the damage dealt to champions and 5% of the damage dealt to other units. If Asra is attached to an enemy, she steals 22% of their armor and magic resistance for 4 seconds, applied before dealing the damage.

Half the healing is buffered by 3 seconds, and will be used on Asra's attached ally if they are missing health. Any remaining healing will be used on Asra after the buffer period. Mana Cost: 50 / 55 / 60 / 65 / 70 Cooldown: 7 seconds Radius: 450

( E ) - Eclipse Wing After a short delay, Asra dashes to target location, dealing 60 / 100 / 140 / 180 / 220 ( +50% AP ) magic damage to enemies close to her destination. If Asra is attached to a champion, they are unable to move during the delay and are brought with her, and damaged enemies are additionally slowed by 35% for 2.75 seconds. Mana Cost: 85 Cooldown: 16 seconds Range: 400 / 475 / 550 / 625 / 700 Radius: 250

( R ) - Black Inferno Asra channels for 2.25 seconds. Upon completing the channel, Asra unleashes as massive ring of shadow fire that spreads through the nearby area over a short duration, dealing 400 / 600 / 800 ( +175% AP ) magic damage to those it passes through and slowing them by 70% for 2 seconds. Past a certain range, the damage is reduced the further away from the ring's origin the enemy is, down to 30% damage. Mana Cost: 100 Cooldown: 95 seconds Range: 750 ( total ) 250 ( max damage )

LORE A spirit of the night, Asra was once a skyborne guardian of the Blessed Isles. Through moonlight and an exceptional sense of hearing, she flew through the air and kept note of the ongoings of the island, spreading the word to her fellow spirits. Very little occured upon the isles that she did not know about - but unfortunately, the greatest tragedy of the isles escaped her notice until it was too late.

Only moments before the king ushered that fateful order did she realize his treachery, and only moments later was she desperately trying to escape the forces of death. Each time she felt she was gaining a lead, it clawed away at her very essence. Each time she felt it wane, it swallowed the surrounding landscape with newfound vigor. Upon spotting a small group of the isle's residents attempt their own escape, she realized her escape was futile, and with the last of her strength, she swooped down the group and embraced them with her great wings, hoping that she would at least be able to save them.

Miraculously, it worked, and after a moment of quiet, the saved beings chittered with relief - only to be immediately consumed by the corrupting fire that now made the wings that sheltered them. Asra had not been destroyed - but the forces of death had heavily corrupted her, twisting her form. With the same power, she seared those she saved to charred bone, only for them to rise again, with new allegience to their new home - the Shadow Isles.

From then on, Asra flew beyond the bordering ocean and over the other landscapes of Valoran, with a new purpose: finding the living with powerful souls and spiriting them away to the Shadow Isles, to be claimed and corrupted the same way she was. Sometimes, bits of her former self find themselves in control again - but never before the only kindness she can give to her victims is a swift death.

1 Comments

LeifTheExplorer2/23/2016, 12:20:15 AM1 votes

I love the kit! Its got such cool manipulation potential.

However, I would remove the passive from the Q. It's just too good. I'd also cap the amount of time Asra is can latch onto a champion. (4 seconds seems like a good cap)

Could you offer some critique on my champion idea? I've been working on fine tuning it, and I'd like to see your opinion on it! Nefalz, The Herald of Silence