Champion Concept) Iris, the Soul Searcher

JamesTheMage17·3/5/2017, 2:09:17 AM·2 votes·876 views

Iris is a mage/support with moderate range and fine sustain. She can deal medium levels of damage and becomes better as the fight progresses.

Primary and Secondary Roles: Mage/Support Movement Speed: 330 Attack Range: 500 Health: 565-1564 Mana: 305-840

Crowd Control: 3/3 Damage: 2/3 Defense: 2/3 Mobility: 1/3 Utility: 2/3

Innate (Passive): Outer Reach

Iris borrows mana from the spirit realm. When she does not have enough mana to use an ability, she can borrow it and give herself Mana Debt equal to the amount she borrowed. Mana debt is repaid over time (with all types of mana regeneration) and she can have a maximum of 140 (+20/level) mana debt. When she reaches the maximum allowed mana debt, she cannot cast abilities until her debt is fully repaid again.

Q: Bondage of Death

**Cooldown: 14/12.5/11/9.5/8 Mana: 60/65/70/75/80

Enemy Cast: Iris sends an orb at the enemy, dealing 70/115/160/205/250 (+60% AP) magic damage to the enemy and slowing them by 50% for 1.5 seconds. Ally Cast: Iris sends an orb at the ally, cleansing crowd Control effects on them and granting them 40/45/50/55/60% movement speed for 1.5 seconds.

W: Ethereal Sight

Cooldown: 3/3/3/3/3 **Mana Per Second: 15/20/25/30/35

Unactivated: Iris can revive dead allied wards nearby that have died in the last 15 seconds at the cost of 12% of her current mana. The revived ward lasts only half as long as their maximum time. She can only do this once every 20 seconds.

Activated (at the cost of mana per second): Iris reveals enemies nearby, dealing 20/30/40/50/60 (+15% AP) magic damage to them every second. This damage increases by 20% every second but increases the Cooldown of it by 0.5 seconds. These cap at 100% bonus damage and 2.5 bonus cooldown.

E: Dead Silence

Cooldown: 17/15/13/11/9 Mana: 40/50/60/70/80

Iris immediately silences all enemies at an area for 1.5 seconds. During the 1.5 seconds, enemies in the cast area receive 85/140/195/250/305 (+80% AP) magic damage over the duration and are slowed by 35%.

R: Deaths Grasp

Cooldown: 95/80/65 Mana: 90/100/110

Iris calls upon a god to send ethereal arms to grip all nearby enemies, dealing 150/225/300 (+65% AP) magic damage and holding them in place for 1 seconds.

Also, I lowered the damage and AP ratios of all her skills so she wouldn't have too much damage in her kit. Please don't complain about her having an all-damage kit.

Let me know what you think!

10 Comments

Lady Hammerlock3/5/2017, 2:16:50 AM1 votes

She seems like she brings good balance between damage and utility but you should probably reduce the AP ratio on her E, since yk, it is an AOE silence with a base of 305 damage that also scales massively

BIue Xenith3/5/2017, 3:27:10 AM1 votes

So....her ulti is essentially just an Amumu ulti that only targets champions?

Is her Q an instant cast or is it like Ori?

Veroxid3/5/2017, 3:56:13 AM1 votes

I see you included the mana cost and CD of the abilities this time.


Innate (Passive): Outer Reach

Iris borrows mana from the spirit realm. When she does not have enough mana to use an ability, she can borrow it and give herself Mana Debt equal to the amount she borrowed. Mana debt is repaid over time (with all types of mana regeneration) and she can have a maximum of 140 (+20/level) mana debt. When she reaches the maximum allowed mana debt, she cannot cast abilities until her debt is fully repaid again.

I kind of have mixed feelings about this. On one hand, it kind of defeats the purpose of mana: if you don't have enough, you can't cast an ability. On the other hand, I feel like this can be a very interesting concept. Kind of like a hybrid between standard Mana and Rumble's energy system. I feel like Mana Debt should be paid back slower than standard Mana Regen.


Q: Bondage of Death

Cooldown: 14/12.5/11/9.5/8 Mana: 60/65/70/75/80**

Enemy Cast: Iris sends an orb at the enemy, dealing 70/115/160/205/250 (+60% AP) magic damage to the enemy and slowing them by 50% for 1.5 seconds. Ally Cast: Iris sends an orb at the ally, cleansing crowd Control effects on them and granting them 40/45/50/55/60% movement speed for 1.5 seconds.

Personally, as a support main, I always love when an ability does one thing on an enemy and another on an ally (like Lulu's abilities).

However, the numbers definitely need some fine tuning, though. A damage output on par with Ahri's orb plus a 50% slow for 1.5 seconds? 50% is a lot and 1.5 seconds is an eternity during the laning phase. In comparison, Janna's W slows 24/28/31/36/40% (+6% per 100 AP). Yes, her slow lasts for 3 seconds, but during the laning phase, the slow is only 24%, which is a bit more manageable. At 24%, it's focused towards letting your ADC stay onto them. At 50% it's focused towards letting your ADC get onto them. For an ally cast that is basically a built in Cleanse; an engage peel would be a bit unbalanced.

Also, you may want to bring the numbers down even more because you also need to bring down the CD imo. Her passive makes her play style based heavily on resource management mechanics. Having such high CD's defeats the purpose of the passive.


W: Ethereal Sight

Cooldown: 3/3/3/3/3 **Mana Per Second: 15/20/25/30/35

Unactivated: Iris can revive dead allied wards nearby that have died in the last 15 seconds at the cost of 12% of her current mana. The revived ward lasts only half as long as their maximum time. She can only do this once every 20 seconds.

Activated (at the cost of mana per second): Iris reveals enemies nearby, dealing 20/30/40/50/60 (+15% AP) magic damage to them every second. This damage increases by 20% every second but increases the Cooldown of it by 0.5 seconds. These cap at 100% bonus damage and 2.5 bonus cooldown.

I have a few statements about this:

First off, how do you plan that this be placed into the game? Yes, there are champions that have abilities that do different things depending on what mode they are in, but they also have an ability (typically the ult) that is dedicated to changing their forms: i.e. Elise.

You are basically giving this a 2-For-1 ability. Simply remove the Unactivated one. Plus, from a support's standpoint, the ability to indirectly increase your ward coverage by 50% is broken. On top of that, there is no limit mentioned on how many times she can do it onto a ward.

Now about the Activated ability:

Simply remove the damage it gives off. The ability to toggle vision like that is plenty.


E: Dead Silence

Cooldown: 17/15/13/11/9 Mana: 40/50/60/70/80

Iris immediately silences all enemies at an area for 1.5 seconds. During the 1.5 seconds, enemies in the cast area receive 85/140/195/250/305 (+80% AP) magic damage over the duration and are slowed by 35%.

Hey, look at that, it's Brogan's Q times 3!

Note: His previous champion concept.

I've already made quite a bit of math explaining how your previous champion's concept's Q was broken, and now you increase the damage by at least 3 and add a silence to the mix?


R: Deaths Grasp

Cooldown: 95/80/65 Mana: 90/100/110

Iris calls upon a god to send ethereal arms to grip all nearby enemies, dealing 150/225/300 (+65% AP) magic damage and holding them in place for 1 seconds.

Actually, for and ult, this is kind of alright.


Also, I lowered the damage and AP ratios of all her skills so she wouldn't have too much damage in her kit. Please don't complain about her having an all-damage kit.

Well, you rather didn't give the new numbers, or you didn't reduce them enough.