[Champion Concept] Arho'Pala, The Spore Spinner

BowieTheNifty·2/28/2018, 1:47:46 AM·2 votes·1,305 views

Hey there boards! BowietheNifty back after a long hiatus from the concept & creations forum. (Looks back at last concept and realized its been 10 months) Alright so I am going to keep this short. So like majority of concepts I work on, a lot of time is put into them. Though I feel like it is time to simply let loose some of these concepts that have been back logged for too long. Most of them have had full kits readily prepared for some time, yet I have always been terrible with lore/story for each character. One thing I have learned is that concepts are still just concepts, works in progress. Posting on the boards doesn't mean that they are finished. Thus I am going to be asking for any feed back. Not just in premise of kit but in premise of story and lore as well. After all, full champions aren't created by solely one person as many would believe. Lets get on with the concept.


Arho'Pala, The Spore Spinner

Updates N/A

Appearance (I don't take credit for this art. This is mainly used as a form of reference on how the character appears.) Arho'Pala is a humanoid bipedal creature that hails from the void. Its slender body it meant to keep it agile and nimble. Due to its humanoid appearance, it is speculated that it was perhaps a human at one point as there hasn't of any more of its kind. Though it does have a set of folding skin that seems to extend from its legs. What is even more disturbing is that these skin flaps can freely slide to or even connect itself to other parts of its body. Though these flaps seem to serve an even more sinister purpose. These flaps can even eject hundreds of spores into the air which have nasty effects on anything they come into contact with.

Lore

The void is a vicious place full of vile creatures. Those who have seen the void couldn't tell you of all the horrors and creatures that lie within. So many different things to kill you, so many mysteries remain. However with the bound between worlds breaking down, these mysteries are starting to unfold. The bogs of Valoran now is home to a new predator. A humanoid voidling that has been given the name of Arho'Pala. The creature is a cunning one, who doesn't even care to take on prey head on. While most bodies are taken by the swamps, some that been recovered to tell the tale of this creatures tactics. Victims have reported having hundreds of tiny wounds over and even within the bodies. They were literally shredded...no melted...poisoned...the diagnosis suggest all three. There has only been a few witnesses to this creature's hunting tactics. Many reports say it glides above the trees, spreading down spores upon the unsuspecting prey. The clouds of glowing spores would simply eviscerate the poor creatures caught in them. They say its a gruesome yet a spectacle to beyond. Though this creature has been getting bolder as of late. More reports are coming in reach day as it seems to be expanding its hunting ground. Live stock, Caravans, plant life is dying as it searches for new prey. It isn't the only problem, other void creatures have been reported following the damage this creature is leaving. This cant be just a coincidence. What ever the case is, Arho'Pala is a threat. It must be put down, before we are over run.

Roles Primary: Battle Mage Secondary: Disruptor

Arho'Pala is a caster who prefers to fight within her spore clouds. She breaks her prey down slowly and spreads her nasty spores across the battle field. While she doesn't provide a lot of upfront damage, she can be quite disruptive and slippery. Prolonged fights are her specialty, though she needs to fight under her own terms to be effective. Without her spores she doesn't provide a lot and lacks range to be effective at a distance. Keeping to an edge of a fight or suffocating enemies with tons of different spores is the way to play with this tactic hunter.

Stats HP: 555 (+91) HP5: 5.2 (+0.7) Mana: 350 (+57) MP5: 6 (+0.5) AD: 53 (+2.5) AS: 0.625 (+1.85%) AR: 27 (+3.4) MR: 30 (+0.5) MS: 340 Range: 525

Abilities

Innate - Spore Spinner Passive: While Arho'Pala is within one of her spore clouds she will collect some of them for future use. Her next basic attack deals an additional 18~69 magic damage and will apply each of the spores effects to the target. While within one of her spore clouds, Arho'Pala will decrease the rate in which the clouds decay by 30%(+ 100% of cool down reduction).

Q - Stinging Cloud Range: 400 cast length - 350 width Cool Down: 12/11/10/9/8 seconds Cost: 40/50/60/70/80 Mana Active: Arho'Pala will expel a cloud of purple "Stinging Spores" in a targeted direction. Enemies that enter the cloud will have "Stinging Spores" applied to them. The cloud persists for 4 seconds. *Stinging Spores: Enemies with Stinging Spores take 12/20/28/36/44(+12% AP) magic damage per second and slowed by 20%(+4/5/6/7/8% per 100 AP) for 2 seconds. The damage and slow are increased by 50% while the affected target is in a spore cloud.

W - Wind Gust Range: 800 skill shot length / 250 skill shot width - 450 cone / 80 degree cone - 100~325 knock back distance Cool Down: 8 seconds Cost: 20/25/30/35/40 Mana Passive: Any spores clouds that get effected by a wind gust will have their current duration extended by 10/15/20/25/30%(+ 100% of cool down reduction). Active: Arho'Pala opens her skin flaps before releasing a gust of wind in a targeted direction dealing 20/40/60/80/100(+25% AP) magic damage to all targets it passes through. The gust can either be a cone or a straight skill shot depending on the cast distance, close range for cone, long range for straight shot. If the gust goes through a spore cloud, it will extend the spore cloud to the end of the gust range. When cast as a cone, the wind gust will cause a knock back to enemies that is stronger the closer they are to Arho'Pala.

E - Blood-Letting Glide Range: 400 dash distance - 350 damage radius - 250 cloud radius - 50 knock back distance Cool Down: 10/9/8/7/6 seconds Cost: 85 Mana Active: Arho'Pala will dash in an target direction colliding with walls or enemy champions. When reaching max distance or colliding with a target she then leaps into the air knocking away enemys dealing 30/65/100/135/170(+40% AP) magic damage. Once up in the air she opens her wings gaining 14%(+2/3/4/5/6% per level) movement speed, the ability to move over units/walls and releases "Blood-Letting Spores" as she descends over 2 seconds. Blood-Letting Spore clouds last 2 seconds. She can cast abilities will descending but not basic attack. *Blood-Letting Spores: Enemies that take physical damage will consume the Blood-Letting spores. After a small delay the target will take 30/60/90/120/150(+30% AP)(+1% per 1% of the targets missing health) magic damage after the spores are consumed.

R - Void Lotus Range: 300 damage radius - 350 cloud radius Cool Down: 120/110/100 seconds Cost: 100 Mana Active: Arho'Pala will start spinning gaining 50/75/100% bonus movement speed and being able to freely move through units for 5 seconds. Upon passing through an enemy the first time she deals 80/150/220(+50% AP) magic damage and pulls them to the opposite side of her. She releases a cloud of black "Decaying Spores" each second in an area around her while she spins that apply "Decaying Spores" to targets within them. Any other spore collected currently by "Spore Spinner" are added to each spore release for the duration. Spore clouds persist for 3/4/5 seconds. *Decaying Spores: Enemies effected by Decaying Spores take 30/60/90(+20% AP) per second for 3 seconds. Damage from Decaying Spores is stored on the enemies health bar and can't be recovered for 3 seconds. None recoverable health is refreshed every time Decaying Spores damages the target.


So I will be back with updates for clarity on the abilities and to perhaps add anything that looks to be needed. For now I would appreciate any feed back possible. You are free to leave your thoughts, ask question, or simply just rant. Anyways criticism is important so don't be afraid to speak up. If you like this or are curious I have a list of my other concepts on the boards that you are free to look at. On that note, I hope you have a good day where every you are.

BowietheNifty's List of Concepts

8 Comments

rumu113/1/2018, 8:15:49 PM1 votes

Really cool concept, so let's get right into the feedback :3

Passive: I'd suggest adding a maximum duration that spores can be held, as to disencurage using all abilities to store up spores, then wait for the to come off cd (while you can't auto attack, unless you use the spores), and then your next combo would deal the most damage. I would possibly also only let passive proc on champions.

Q: looks like a nice ability. I'd personally change the slow towards being more based on ability rank, rather than ap. Ap on movement affecting abilities are usually on supports, who otherwise aren't encouraged as much to build ap. I'm a bit confused as to the shape and location of the cloud over the duration, which could use with some more clarity.

W: Awesome synergy with the rest of the kit. The damage and scaling is a bit too low, in my opinion. A suggestion would be to instead of having it be either a cone or a line, have it be anything in between too, so it could for example be 600 units long, in a 40 degree cone also. Can't think of the formula required on top of my head. otherwise, you could also consider making it function more like syndra E, so that it just always knocks back to the edge of the effect. But these are just me throwing ideas around.

E: Probably my favourite ability in the kit. I'd again suggest changing the movement to based on rank instead of ability power, because of the same reasons as with Q. 6 seconds cooldown at rank 5 is also far too low for such a powerful ability. I'd also suggest letting it only apply spores once, to each target. Letting you cancel it, to auto, would be a good idea too. For the spores, I would suggest limiting proc's to autos only, or all damage, for increased clarity (right now Caitlin Q proc's it, but Ezreal W doesn't). Finally, what happens if the effects ends while she is inside a wall? Will she be pushed out like kayn, or will she be forced to one side when it is close to ending?

R: I don't like this ability very much. It feels like it was another version of E, which she doesn't need two of (and I think E is the better ability). Having movement speed on both E and R also feels weird. The spores are a bit confusing too, as I understand it, it lowers maximum health, which seems quite niche. I'd suggest changing it to grievous wounds instead.

I hope the feedback is useful. Overall a good kit, but I'd change the R for something that looks less like E. :3

Arakadia3/3/2018, 2:53:59 AM1 votes

Hey Bowie! Welcome back.

First I actually like Arho Pala. I'm sure part of it is the art but the potential for her character seems really cool and sinister. I also just generally am interested in a spore character and mages.

So lets get into the review!

Innate - Spore Spinner Passive: While Arho'Pala is within one of her spore clouds she will collect some of them for future use. Her next basic attack deals an additional 18~69 magic damage and will apply each of the spores effects to the target. While within one of her spore clouds, Arho'Pala will decrease the rate in which the clouds decay by 30%(+ 100% of cool down reduction).

Does her passive constantly refresh while in a spore cloud? Right now it seems like she's going to have every auto applying this. Which sounds like it would make her too busy, auto attack oriented, and give her a lot of targeted power.

My only issue with this otherwise is that reduces the decay speed by standing in the cloud doesn't seem worth it at all. The only reason the cloud is useful if the enemy is standing in it. If she is standing in it too, than she's going to be awfully close to a not so friendly foe.

Otherwise I think this is a cool passive. Fitting for the character.

Q - Stinging Cloud Range: 400 cast length - 350 width Cool Down: 12/11/10/9/8 seconds Cost: 40/50/60/70/80 Mana Active: Arho'Pala will expel a cloud of purple "Stinging Spores" in a targeted direction. Enemies that enter the cloud will have "Stinging Spores" applied to them. The cloud persists for 4 seconds. *Stinging Spores: Enemies with Stinging Spores take 12/20/28/36/44(+12% AP) magic damage per second and slowed by 20%(+4/5/6/7/8% per 100 AP) for 2 seconds. The damage and slow are increased by 50% while the affected target is in a spore cloud.

So at first think spell isn't an issue. And by itself it isn't. In fact on a caster like Arho Pala, it works just fine. It gives her some zone power and its a just a ranged kite ability.

My problem with the spell (which isn't taken care of in the rest of the kit) is that it makes her play style clash with itself. Her passive, E, and R encourage her to get near the enemies. If she tosses her Q and uses W winds to blow a cloud to the enemy, that means she's going to want to be very close so she can stand in her cloud and reap the benefits. Arho Pala doesn't come across to me as a character who wants to be close to the enemy, but if your shooting your spore area at the enemy your required to be near the enemy.

If you were going for more of a Leblanc assassiny-mage champion, than all the DoT doesn't make sense on her.

W - Wind Gust Range: 800 skill shot length / 250 skill shot width - 450 cone / 80 degree cone - 100~325 knock back distance Cool Down: 8 seconds Cost: 20/25/30/35/40 Mana Passive: Any spores clouds that get effected by a wind gust will have their current duration extended by 10/15/20/25/30%(+ 100% of cool down reduction). Active: Arho'Pala opens her skin flaps before releasing a gust of wind in a targeted direction dealing 20/40/60/80/100(+25% AP) magic damage to all targets it passes through. The gust can either be a cone or a straight skill shot depending on the cast distance, close range for cone, long range for straight shot. If the gust goes through a spore cloud, it will extend the spore cloud to the end of the gust range. When cast as a cone, the wind gust will cause a knock back to enemies that is stronger the closer they are to Arho'Pala.

Every good zone champion needs a way to preposition their areas of power. Syndra's got W, Azir Q, Heimer can just re Q, and so on.

This ability is generally fine.

I do have another question. Does her Q effectively just make her spore cloud bigger? So it drags it out in a line kind of? I don't think the knockback against champions effect is really necessary. Her E and R encourage her to get near the enemy, so knocking them away wouldn't be useful very often. And Arho has plenty of tools to escape enemies.

Although it just being a "wind gust" is kind of boring. I think you should fill this wind gust with a couple spikes or something just to make it clear just how lethal Arho Pala is.

E - Blood-Letting Glide Range: 400 dash distance - 350 damage radius - 250 cloud radius - 50 knock back distance Cool Down: 10/9/8/7/6 seconds Cost: 85 Mana Active: Arho'Pala will dash in an target direction colliding with walls or enemy champions. When reaching max distance or colliding with a target she then leaps into the air knocking away enemys dealing 30/65/100/135/170(+40% AP) magic damage. Once up in the air she opens her wings gaining 14%(+2/3/4/5/6% per level) movement speed, the ability to move over units/walls and releases "Blood-Letting Spores" as she descends over 2 seconds. Blood-Letting Spore clouds last 2 seconds. She can cast abilities will descending but not basic attack. *Blood-Letting Spores: Enemies that take physical damage will consume the Blood-Letting spores. After a small delay the target will take 30/60/90/120/150(+30% AP)(+1% per 1% of the targets missing health) magic damage after the spores are consumed.

This probably needs the most change. Its a 400 unit dash. Thats okay, but than you give her a minor knockback in case the enemy managed to stick to her, a second leap, a considerable movement speed buff, and the ability to walk over walls and people for 2 seconds uninhibited. Good luck catching this girl if she's in the jungle. Every >6 seconds late game she is going to be able to use this phenomenal escape.

The other issue with this ability is just that it doesn't feel write at all on a squishy ranged caster. The last thing she wants to do is get in melee range of all her enemies for as long as she does with this spell. At least Leblanc can blink away immediately.

Unless you just inject all of her power budget's damage into this spell, I very much doubt it would ever be used offensively and almost always saved for cheesy escapes.

R - Void Lotus Range: 300 damage radius - 350 cloud radius Cool Down: 120/110/100 seconds Cost: 100 Mana Active: Arho'Pala will start spinning gaining 50/75/100% bonus movement speed and being able to freely move through units for 5 seconds. Upon passing through an enemy the first time she deals 80/150/220(+50% AP) magic damage and pulls them to the opposite side of her. She releases a cloud of black "Decaying Spores" each second in an area around her while she spins that apply "Decaying Spores" to targets within them. Any other spore collected currently by "Spore Spinner" are added to each spore release for the duration. Spore clouds persist for 3/4/5 seconds. *Decaying Spores: Enemies effected by Decaying Spores take 30/60/90(+20% AP) per second for 3 seconds. Damage from Decaying Spores is stored on the enemies health bar and can't be recovered for 3 seconds. None recoverable health is refreshed every time Decaying Spores damages the target.

I'm really confused about how Arho Pala is supposed to succeed. She isn't even like Elise who is a mobile mage but has access to defensive tools such as her untargetability, healing, and reliable ranged damage.

This ultimate is another real fitting spell, but it doesn't really make sense with the other spells. I think what you wanted Arho to do was shoot spore clouds onto the enemy and than have her E>R to the spore clouds and enemies, but she is most likely going to get blown up.

I don't know any close range mages that don't have some way to sustain themselves or make themselves more durable without having an escape. Evelynn can do Arho's job but safer and faster. Elise has her human ranged form, pick potential, and some defensive tools which make her better than Arho.

I think if Arho was better suited to be a kite/cast ranged dps mage rather than one who wants to get up close and personal, she might prove more successful. Especially with how small the DOT mage pool is, she would have a much better job competing with champions like her.

Anyways, if I'm misunderstanding her play style please try to explain it to me. It feels like you gave her the surviability of a kite or dps mage but the range and part of the playstyle of a skirmisher/assassin. This doesn't pair well with her DoT theme either, as a squishy low ranged character needs to get in and out fast.

I hope I was at least in some way helpful. Its nice to see older C&C dudes return, so I hope I didn't discourage you!

Disneylord3/3/2018, 4:40:36 AM1 votes

[sg-kiko]