Delilah, the Flower's Prance
Delilah is a petite, pretty, sweet, fragile, and weak girl, spending her days in the flower beds when she was young, right next to Bandle City. How did a human girl end up in a city of yordles? Well, she was abandoned when she was born, but more like her parents were traveling and a group of bandits murdered them. Luckily a kind-hearted yordle found her, took her in, and raised her like she was his own daughter. This kindness was obviously taught to the human child.
Delilah was ill suited for combat due to being born fragile and could not wield magic, but wanted to become a mighty champion. She did however have a desire to perform dances, to the extent that she was both a genius at the trade and a prodigy! Her dance is magic in of itself as it would raise the spirits of all that saw it, reducing crime and depression in the city, and bring an extra hop or two or three or four to everyone's step! In fact, she was the sole reason the scouts were able to actually start winning battles, her dance would give her army unbelievable levels of new found strength to annihilate the invaders with ease!
Delilah is a warrior and champion in her own right, not everything needs to be handles with swords, guns, or magic... sometimes all you need is to utilize the talents you do have and use them to their fullest potential!
Delilah is a dancer and support. She wins battles not directly, but indirectly, using her dancing gameplay on the fields of justice to overwhelm her enemies with awe and instill power and high morale into her team to create an unstoppable army knocking down the enemy's nexus!
Attack Range: N/A, but can technically damage someone up to 900 range away, more on this Attack Speed: 0.525 +7% per level; indication of how much the same target can be damaged Movement: 360 units per second Attack Damage: High Champion Type: Melee, but has Ranged statistics
Dancing Ribbon (Passive):
Ribbon Length: 900 units
Delilah has a long ribbon that she uses that follows her movement behind her, but can only damage and affect enemies that touch it while it is in motion. If Delilah stops moving then the ribbon will fall down and not move as well. The ribbon stops and starts its motion from closest to farthest, at the same rate of Delilah's current movement speed.
This ribbon is Delilah's basic attack, but she cannot attack targets directly. Enemy structures and epic monsters are damaged and affected by the ribbon when within 300 range to it.
Delilah ignores all unit collision.
(Delilah cannot use Flash. Taking Flash as a Summoner Spell defaults it to Ghost instead.)
Elegant Prancing (Q):
Static Cooldown: 0.5 second; Range: 240/280/320/360/400 units; Radius: 400 units
Delilah elegantly leaps a short distance to the target location. Upon landing, instills energy to nearby allies and herself, granting them 18/21/24/27/30%(+10% per 100AP) bonus movement speed for 1.5 seconds.
Passive: Delilah builds up enough energy to elegantly prance every 12 seconds, up to a maximum of 3 times. Kills or assists against enemy champions, structures, or epic monsters will motivate Delilah to be able to elegantly prance 1 more time.
Battle Dance (W):
Cooldown: 20/16/12/8/4 seconds
Passive: When Delilah's ribbon crosses over with itself, all allies caught in the ring gain 30%(+5% per 100AP) damage reduction and 18/21/24/27/30(+15%AP) bonus magic damage to their attacks and damaging spells for 3 seconds. Bonus damage applies once every second for damage over time effects.
Enemies caught in the ring are charmed for 2 seconds.
Passive: Delilah heals for 70/75/80/85/90(+30%AP) health for every allied and enemy champion affected by Battle Dance.
Energized Ribbon (E):
Passive: Delilah's ribbon becomes filled with energy, granting allies up to 20/90/160/230/300(+100%AP) healing and up to 40/55/70/85/100%(+10% per 100AP) bonus attack speed for 4 seconds based on the percentage of the ribbon's energy that they consumed. Delilah is able to consume the ribbon's energy.
Enemies are dealt up to 120/180/240/300/360(+200%AP) magic damage and up to 7/9/11/13/15%(+3% per 100AP) increased damage from all sources for 4 seconds based on the percentage of the ribbon's energy that they consumed.
Passive: Delilah recovers the ribbon's energy by moving around, requiring 15 seconds for that segment of the ribbon to restore its energy. The ribbon's energy recovers significantly faster with more elegant and curvy motion that occurs. Cooldown reduction also recovers energy faster.
Blessed Dancer (R):
Cooldown: 120/90/60 seconds
Delilah anchors down the furthest point of her ribbon in place for the next 2.5/3.25/4 seconds and the ribbon cannot pass through champions, stopping enemy champions on contact. For this duration, if Delilah stops moving or cannot move any farther, then she pulls on her ribbon to keep it tight and active. Cast again to end the effect early. The ribbon acts as true impassable terrain for all champions except for Delilah.
Enemies touching the ribbon are suppressed. Allies touching the ribbon receive damage immunity.
Delilah gains 75%(+15% per 100AP) total movement speed for 2.5/3.25/4 seconds.
Passive: Delilah gains up to 60/100/140(+100%AP) shield when she moves around in an elegant and curvy motion. Standing still or running in a straight line will cause the shield to rapidly decay.
UPDATE NOTES:
Other: Champion type changed to melee from ranged, but has ranged stats
Elegant Prancing: Recharge cooldown lowered to 12 from 15/14.5/14/13.5/13 seconds Range lowered to 240/280/320/360/400 from 280/310/340/370/400 units Movement speed bonus upon landing now affects self Movement speed bonus reduced to 18/21/24/27/30% from 20/25/30/35/40% (Ratio is unchanged) Movement speed bonus duration reduced to 1.5 from 2 seconds
Blessed Dancer: Reworked this ability for a more interesting gameplay and be more cohesive with the rest of the kit, what it can provide is unchanged
Cooldown lowered to 120/90/60 from 150/125/100 seconds No longer has a range since it no longer is a 750 range point-and-click (In a way, it has been increased to up to 900 range)
The ability now anchors the tail end of the ribbon in place (based on its current location) and then makes the ribbon able to stop enemies, but it also wraps around champions and does not pass through them for the duration like it normally would do. This would restrict how much game changing madness you can provide by running around all over the place, making the player fully aware and must play around their 900 units long ribbon.
Additionally, Delilah herself gains 75% +15% per 100AP TOTAL movement speed for 2.5/3.25/4 seconds which will persist even if she canceled the ultimate early.
The ribbon will suppress enemies and grant damage immunity to allies while they are making contact with the ribbon. The ribbon does act like a wall for all champions, except for Delilah (she cannot receive the damage immunity). The ribbon remains active even if she is standing still or cannot move any farther.
Passively now offers a growing shield as Delilah moves around elegantly and in a curvy motion, but it rapidly decays whenever she stands still or runs in a straight line. This is for additional survive-ability for her melee range / short range play style and kit.