Tessa, the Goddess of Force

The Dreamwalker·10/23/2017, 1:48:59 PM·7 votes·666 views

Hi, it's the Dreamwalker bringing you another fun idea for a champion! I have been gone for a while, so keep that in mind while you reading this concept. Also, you can downvote, but I would appreciate a comment explaining what you didn't like so that I can make some improvements! Love ya guys! Enjoy!

[sg-miss-fortune]

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Basics

Name: Tessa Heart

Homeland: Mt. Targon

Friends: Pantheon, Leona

Enemies: N/A

Focus: Control / Burst mage

Autoattack type: Ranged

(Note: Tessa does have a counterpart named Jareth; I will be making his concept later. They are related, but they are no Xayah and Rakan duo.)

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Abilities

Passive: The Goddess' Veil

Tessa catches stray magic that linger around weakened targeted, allowing her to deal 5% of her target(s) max health on her next spell cast (weakened means affected by cc). After casting an ability empowered by The Goddess' Veil, her passive goes on cooldown for 25 seconds (decreases to 20/15/10 at levels 6/12/18).

(Note: This is stackable for every time a target is affected by cc {doesn't have to be Tessa's cc, could be an ally's} as long as Tessa doesn't cast a spell. However, if Tessa doesn't cast within 4 seconds, her stacks dissipate. Stacks will disappear even if Tessa doesn't land her spell.)

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Q: The Hand of the Goddess

Range: 1175

Mana: 50/65/80/95/110

Tessa creates a mystical hand that glides down a targeted direction, pushing all units it connects down its path, and dealing 50/90/130/170/210 (+60% AP) magic damage (the cc this ability has is called knock aside).

Cooldown: 13/11.5/10/9.5/8 seconds

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W: Spiritblade

Range: 1000

Mana: 45/70/95/120/145

Tessa's staff transforms into a blade that strikes a wide area in a cone in front of her, dealing 50/85/120/155/190 (+65% AP) magic damage, with 5% less damage to each target struck after the first up to a max reduction of 40%.

Cooldown: 18/16/14/12/10 seconds

Reference for visual: Example

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E: Pulse of the Abyss

Range: 975

Mana: 60/75/90/105/120

Tessa primes an area with dark magics, after 1.5 seconds, the area will pulse knocking up all enemies who stand on it for .75/.75/.75/1/1 second(s) and dealing 45/90/130/175/220 (+70% AP) magic damage.

Cooldown: 20/17.5/15/12.5/10 seconds

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R: Field of Peace

Range: 975

Tessa erects a wide dome over a targeted area for 4 seconds. Enemies caught inside are slowed by 40/50/60% as long as they remain inside the field and 2 seconds after leaving the field. Enemies below 25% health are stunned inside the dome after 2.5 seconds for the remaining duration. While inside, enemies take in 25/45/65 (+45% AP) magic damage per second. For every unique enemy champion that is damaged inside the dome, Tessa's Spiritblade gains 5/7.5/10% increased power. Gathered power is expended upon casting Spiritblade. At level 3 of this ability, Tessa may re-cast Spiritblade an additional time for no cost within 3 seconds after casting Spiritblade.

(Fun note: Charges change Spiritblade's title to Amplified Spiritblade.)

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Appearance

https://imgur.com/I5VUhol

All rights belong to: blog.sina.com.cn/xiaozuoart

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Lore: Good Start

Tessa was born of the Stars, Moon, Sun hanging in perfect balance. She was sculpted from their perfection with all of the intentions of keeping the mortal world dancing along the wheel of ever turning balance. She was created to bring the mortals peace in times of war, and was created with a will so powerful that the other celestial beings of the mountain shuttered at her passing. While she is considered a Goddess, and rightly so, Tessa holds a darker, more malevolent nature that over-takes her. When war pulses through her veins, woe to those that stand in her way. She will cause the very world beneath their feet to tremble and, in their weakened state, she will overtake them with a variety of magics that dance about her fingertips.

"Peace and War exist in perfect balance. One cannot exist without the other. Even I am not controlled wholly and fully by Peace, there is a War that dances deep the surface." - Tessa

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Misc.

Special Interaction

Coming soon

[sg-lux-2]

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Thank you for reading this far. I will be sure to add those missing components later on. The interactions will take time because I need quotes that would make sense and fit her theme. So, with that out of the way, how do you like Tessa? Is she good, bad, neutral. Let me hear your thoughts! I won't change the champion entirely because not every champion suits every person, however, there are people that would probably give her a shot. Remember, comments are the most important thing you can provide for me, so please do!

Thanks!

[sg-ezreal]

2 Comments

FloRaider4210/25/2017, 10:53:56 PM1 votes

Two days without a comment? C'mon Boards. [sg-janna]

Art: Very reminiscent of Janna IMHO, but both kinda are goddesses so it makes some sense. That said what would you use to differentiate both more?

Lore: non-canon since only DRAVEN! is perfect [draven-pose]

P: 25 seconds during early game seem much too long, especially since it's easier to apply more CC in a short time during lategame. I'd rather shift some power from late to earlygame. When do the stacks increase (CC applied, CC per sec, CC refrehed, etc.)?

Q: From the sounds of it this would be the longest knockback in the game. Or does it literally knock aside enemies in it's path? Depending on the answer this could easily be OP.

W: A 1000 range cone seems rather large, but the damage reduction does compensate for that. Nice idea with the visual reference, this makes it much easier<3

E: A 975 range knockup is rather large, but combined with the delay it's more usefull as a zoning tool. That said the combo potential with R is rather blatant and seems unnecessary with the number of effects R already has.

R: Name is a bit misleading. The effect seems a bit loaded and could be focused on a few interactions for better overall feeling. The interaction with W seems a bit tagged on, especially the level 3 interaction.

Overall: The R has great synergy with W and Passive, but feels loaded. Thematically the abilities seem hardly connected (construct magic, sword magic, dark magic). Playstle seems too focused on wombo combo with RPEWW, but not much else to do. Has some good ideas Q and Passive and parts of the R, but it needs some tweaks.

FloRaider out summoner 31