Support Champion Concept

figold666·10/8/2016, 10:47:04 PM·1 votes·335 views

Screlanya Support

Passive: Proper Burial: If an ally would die (minion, pet, or champion) heal all nearby allies for 2.5-45% of their max hp (scaling with champion lvl)

Q:Bound by Holiness: Deal 40/80/120/160/200 (+50% ap) dmg and prevent a target from dealing damage for 1/1.5/2/2.5/3 sec. If the target would die while they are Bound by Holiness, the cool down is reset. Cost: 90 mana Cool: 16 sec

W: Angel's Boon: Can cast on ally or enemy. Ally Cast: Grant an ally + 3/5/7/9/11 (+1% ap)% bonus ap and ad, and 6/10/14/18/22 (+1% ap ) % bonus mr and armor.

Enemy Cast: Reduce an enemy's ap and ad by 6/10/14/18/22( +1% ap) % and their armor and mr by 3/5/7/9/11 (+1% ap) Cost: 80 mana Cool: 8/7/6/5/4 sec

E: Hallow: Grants an ally a spell shield, preventing the next dmg from an ability they would take, healing them for 20/30/40/50/60% (+10% ap) of the dmg. Lasts 5 sec. Cost: 50 mana Cool: 13 sec

R: Heroes Remembered: Passive: Vengeance: If your target of Heroes Remembered would die before they were healed, spawn 3/7/9 (+5% of the target's mana) spirits that attack enemies. They have 2/4/6% (+1% ap) of your max hp and ad.

Active: After a 10/7/5 sec delay, heal a target for 80/90/100% of their mana and hp. Cost: 200 mana cool: 200/150/100 sec.

I think some abilities are too weak/strong.

1 Comments

Ninja Baby one10/9/2016, 1:25:54 PM2 votes

This character has some definate problems...

The passive is too strong late game and triggers too often. I get what you're trying to do with it, but if it triggers off minions, it'll be too much sustain no matter how you scale it. Also, making it heal % missing health would be better balance wise. Making it just trigger off champion deaths would make it more balanced, though it would also seem useless to many picking the character up. It'd only work proper in a teamfight.

The Q is actually ridiculously OP because it can shot an assassin champion completely down. Veigar comes into vision, you throw this on him, while it's flying through the air, he casts his entire combo and nothing damages. Veigar has blown his entire load because that's what he's supposed to and he didn't do anything. This is way too strong for a basic ability.

The W is... Very mediocre. Really, it would feel like it did nothing. A small damage and tank buff/debuff is not directly felt and you'd never notice if it did anything. The E has the potential to be too strong. The two biggest issues are the duration and the cooldown. Every champion's spell shield in the game has a max duration of 1.5 seconds and that only applies to themselves. The cooldown also makes it way too easy to block big engagements. The heal is too much too. Once again, take Veigar, his entire combo would basically be nulified if you put this on an ally.

The R has too long of a cooldown and the spirits seem really weird scaling. 5% of target's mana? If a Ryze is on half mana, that's at least 1000 mana, 5% of that is 50 spirits. 59*6% of your AD is 354% of your AD. These have to all be killed individually or through a big AOE spell. The fact that they scale off your own AD aswell is super weird for a support. The active effect is problematic, but not entirely bad. Either your target is focused down because they know the target will be on full hp in 5 seconds or he'll be totally ignored like someone with Zilean ult on them.

I know I've bashed the kit a lot, but it's not all bad. The R can definately be salvaged into something well-working, the E, having a spell shield you can put on allies is cool, but the current effect is too strong. Do try and make a new itteration, because the champion could work, just needs some changes.