The Girl who Fell from the Sky

SociopathFriend·2/3/2015, 5:32:29 AM·4 votes·1,694 views
Dissidia: Final Fantasy Photo: terra branford

We've got a lot of things in League of Legends: valiant heroes, powerful mages, villains, assassins, kings, monsters, animals, elementals, mechs, Teemo- but there's something we don't have. Yep, it's time for an Alien! I freely allow anyone who would want to use this idea.

Estelle, the Girl Who Fell from the Sky! Estelle is an alien princess from another world. She went on a brief tour of the universe before her ship failed (possibly due to enemy attack) and crashed onto Runeterra. Her powers are drawn from the power of the sun and stars, making her an object of interest to both Diana and Leona as well as a host of Valoran scholars like Zilean. Estelle herself marvels at this new world and everything in it, appearing particularly interested in Luxanna and her own light manipulation abilities. She also thinks Kog-Maw is 'cute'. -The picture is Terra from Final Fantasy 6, sort of what I imagine the concept looking as except more blue- -I'll be updating this at some point, I don't have ability names or images yet- -The numbers are a work in progress-

Estelle is meant to be a mobile Mage. Skilled players will use her kit to spread Astro-Orbs out onto the enemy team before diving in and activating her ultimate to deal extreme damage. She may also see the jungle as a viable option, her innate will provide decent mana sustain and her abilities bring both CC and mobility to her ganks.

Abilities Innate Every time Estelle damages an enemy unit with an ability the unit is marked with an Astro-Orb. An enemy can be marked up to 3 times, each time creating another Astro-Orb. Auto-attacking a marked target will restore mana depending on how many marks the enemy has. The marks will fade after 3 seconds of not being hit with an ability. When in combat Estelle has to make a choice, she can attack her Orbs to regain mana- or leave them in order to make better use of her W and ult. Mana resotored per mark: 5 / 10 / 15 Attacking one enemy will remove all marks and give appropriate mana back. Mana restored goes up at levels 7 and 14.

Q Estelle hurls light outwards in an arc. If the 1st arc strikes an enemy, the ability can be cast again for the same cost. If the 2nd arc also strikes an enemy, Estelle can use the ability a 3rd time. The 3rd arc will be overhead and thus a straight skillshot, it will also be a small AoE stun. This ability is meant to be Estelle's bread and butter, allowing her to deal damage on the move and lay out as many Astro-Orbs as she can. Each subsequent cast is only available for a few seconds after the previous arc. Magic Damage per arc: 50 / 75 / 100 / 125 / 150 (+ 25% AP) Maximum damage: 150 / 225 / 300 / 375 / 450 (+ 75% AP) Time each subsequent cast is available: 2 seconds (If not used ability goes on cooldown) Static cooldown between arcs: 0.5 seconds Range of 1st and 2nd arc: 800 Range of 3rd arc: 550 Stun duration: 1 / 1.25 / 1.50 / 1.75 / 2 seconds Cooldown: 13 / 12 / 11 / 10 / 9 seconds Mana Cost (per cast): 50 mana

W Passive: Estelle draws power from nearby Astro-Orbs, granting her a shield depending on the number of nearby Orbs. Active: Estelle unleashes a burst of energy in a circle centered on herself, slowing nearby enemies and dealing damage to them. If she's going to be fighting at mid range and possibly diving the enemy team, Estelle needs something to help keep her alive. The passive shield would have a cooldown before it can restart if it's broken by enemy attacks. Range for shield to gain strength: 500 Range for active damage: 625 Shield strength: 10 / 20 / 30 / 40 / 50 (+ 5% AP) per Astro-Orb. Damage from active: 75 / 125 / 175 / 225 / 275 (+ 30% AP) Slow: 25% / 40% / 55% / 70% / 85% Slow duration: 2 seconds Static Cooldown if shield is broken: 20 seconds Cooldown after using active: 20 / 18 / 16 / 14 / 12 seconds, if static cooldown activates this cooldown is also limited that much Mana Cost: 40 / 60 / 80 / 100 / 120

E Estelle roots herself in place, charging up her power. Depending on how long she charges herself, she can then turn herself into a beam of light to dash to the target location. The longer the charge, the further she can go. She'll slam into the ground at the end of her dash, dealing damage in a small AoE. Estelle's primary mobility tool. Not extremely effective in lane, but useful to get to places the enemy doesn't expect you to go. Base range: 400 Additional range per 0.5 second charged: 50 / 75 / 100 Damage: 100 / 150 / 200 / 250 / 300 (50% AP) Damage AoE: 400 centered on Estelle Cooldown: 20 / 18 / 16 / 14 / 12 seconds Mana Cost: 50 / 65 / 80 / 95 / 110

R Estelle draws in all nearby Astro-Orbs before sending out a wave of light, dealing damage to every enemy in range based on how many Orbs they were marked with. The all-in, the game changer. Estelle needs to ensure a good spread of her Astro-Orbs to maximize the spell's potential. If the enemy groups up enough for Estelle to give them all 3 Orbs they're in for a hurting. Base Magical Damage: 100 / 150 / 200 Damage per Astro-Orb: 200 / 350 / 500 (+ 50% AP) Maximum damage: 700 / 1200 / 1700 (+ 150% AP) Range: 800 Cost: 100 Cooldown: 140 / 120 / 100 seconds

15 Comments

SEKAI2/3/2015, 5:34:23 AM3 votes

No one remembers this?

https://steampunkfilm.files.wordpress.com/2011/04/laputa1-1.jpg

The real girl who fell from the sky?

No?

Okay :(

GuileRaven2/3/2015, 6:22:08 AM1 votes

There plenty of aliens in LOL from angels to void creatures.

TrentBatNA2/3/2015, 4:06:55 PM1 votes

Soraka

NextSkarnerNA2/10/2015, 10:13:40 PM1 votes

Her Q looks like a ton of fun! I just think she would end up being a way better Diana and overshadow her though, because her abilities seem similar but better.

AsphodelNext2/11/2015, 5:36:26 AM1 votes

What prevents her from just being an AP Malphite style burst assassin with better numbers? Like, her E is a little slower, but Zac's slingshot still hits people, and the burst damage she has with her whole kit is just insane. EWQR, and you get AOE 2k+AP, easily 3k or up to 4k with the AP ratio even if you miss a sphere(for comparison, a full Veigar burst is 1k+AP, reaching 2k(~500AP) to 3k(~1000AP) with AP ratio). You're pretty much guaranteed one from the W, and probably another from Q on your choice of 2 since you'll be point blank with your targets. And Malphite AOE is like 300, with the E radius being 400, that's almost a guaranteed third. Some build like RoA+Rab's+Void(+DFG...item 3070 ) would just be one-hit lethal to anyone who isn't full tank.

What do you do when she charges up her E, or just straight up flash and dashes you with no charge time? Do you just always back away from her kill range because she can melt you instantly?

And if you gut her damage, then she kind of becomes this weird spot between assassin and fighter... so she's Diana. The shield already sounds suspiciously close.

Or you pump her mobility, and then she's like Ahri, sort of. Could definitely be made different, but a single Ezreal-length dash doesn't make her super mobile and able to dash in and out; one dash means all-in. Multiple dashes would make her pretty much a better Ahri.

I think you could tone her damage down a bit, make it less reliant on spheres, and give her a better shield. It would make her play pattern very Diana-esque, dash in the middle and shield AOE damage, but with a little extra power on her ult. Something like a Riven style triple hit with CC attached too, to help her stick to targets, instead of the pull.

SociopathFriend2/12/2015, 11:39:32 AM1 votes

Numbers have been tinkered with, lore is still in process