Aimee, the Heartbroken

22rei··6 votes·2,922 views

Name: Aimee Title: The Heartbroken Role: Tanky Support

Appearance: She has light blond hair tied into two heart pigtails. Aimee has pale magenta eyes, and light skin. She's 5'7", and weighs 104 pounds. Aimee usually wears a few layers of dresses. A thin, sheer, red mini-dress is visible underneath a short white trenchcoat with black buttons, and her white boots come up just below her knees.

Lore: Aimee was born in Demacia. As a child, she chased after countless little boys, all of whom rejected her for being “creepy” or “stalkerish”. She wished she hadn’t been so aggressive in the beginning, or that she could give up loving completely, but even as her mind thought so, her heart continued to love, and her heart continued to shatter. One day, she was sent to her grandparents’ home to harness the magical blood running through her veins. She was delighted that her reputation as a stalker wouldn’t follow her, and she began her quest for love immediately.

Without her previous mistakes to mar her image, Aimee’s beauty soon brought her a boyfriend. They were almost inseparable, and Aimee felt her love returned for the first time. She was elated. Then, it turned out that her boyfriend was a murderer. He came to her for a place to hide and Aimee not only hid him, she took the blame for him. For a while, she was condemned by her family, her friends, and even her boyfriend had to fake disgust for the sake of remaining innocent in the eyes of society. But there was a witness to her boyfriend’s crime. The witness testified in court, and Aimee was released. Her boyfriend, however, was to be punished with death.

Aimee couldn’t stand seeing her first true love dying in front of her, so she attempted to break him out of prison. Authorities were waiting, though, and the Demacians took down her boyfriend before she could do anything. Aimee tried to protect him, but he died in her arms. She fell in a fit of grief, and was taken to the League after fending off over the many guards who tried to collect his body almost simultaneously. Aimee was offered a chance to repent for fighting the law and protecting a criminal, and she took it.

“He’s already dead, but if I can make my reputation as beautiful as the rest of me, I might be able to find another man who will love me back…” -Aimee

RIVALS: Ahri Ahri

Stats:

Attack Damage: 59-115 Attack Speed: 0.631 (+0%-48.3%) Attack Range: 125 (Melee)

Health: 608-2212 Health Regen: +8.5-23.8 per 5 sec

Resource: Mana Mana: 298-995 Mana Regen: +6.0-19.6 per 5 sec

Movement Speed: 335

Armor: 26.1-86.2

Magic Resist: 32.1-53.4

Unique Item: Aimee's Love http://i.imgur.com/o9JBV27.png)]

Aimee begins the game with a unique item: Aimee’s Love. Aimee can activate and consume the item, targeting an allied champion. The allied champion then becomes Aimee’s Beloved.* (Think Kalista’s Black Spear)

Abilities:

Passive: Avenge http://i.imgur.com/V278ryE.png)]

*When Aimee’s Beloved dies, she transforms into her Avenger form, gaining new abilities until her Beloved revives. Additionally, she gains a 30% MS boost, decaying over 2 seconds, and she loses 50% of her bonus Armor and Magic Resist, converting it into an equal amount of Attack Damage.

Targeting: Self-buff

Q: Heart Attack http://i.imgur.com/TtVSQJ2.png)]

*Aimee shoots out two tendrils that move in a curly shape, eventually joining to make a heart. Each tendril deals 50/80/110/140/170 (+50% AD) (+5% enemy’s max health) magical damage and slows them by 60%, decaying over 2 seconds. *

LOVER: After 0.5 seconds of the heart being fully formed, the tendrils then retract towards her, pulling all enemies within the heart to her and dealing the same damage again. If Aimee’s Beloved is within the retracting heart, they gain a 10/15/20/25/30% MS boost.

AVENGER: After 0.5 seconds of the heart being fully formed, she explodes the heart, dealing the same damage again and stunning them for 1 second as well as pulling them towards her. If an enemy that killed or assisted in her Beloved’s death is within the exploding heart, they take double damage and are stunned for twice as long.

Targeting: Heart-shaped skillshot Cooldown: 15/14/13/12/11 Range: 600 (altitude of heart) Heart Width (at maximum width): 200 Projectile Speed: 700 Mana Cost: 55

W: Embrace/Revenge

LOVER: http://i.imgur.com/4u8bVWD.png)] Aimee leaps to her Beloved and stands in a protective stance. Within the next 3 seconds, 50% of damage dealt to her Beloved is dealt to Aimee instead. The remaining 50% is still dealt to her Beloved. During this time, Aimee cannot move herself and latches onto her Beloved. Aimee can reactivate Embrace to cancel the effect early.

AVENGER: http://i.imgur.com/DFZ1CLH.png)] Aimee leaps to an enemy, dealing 60/100/140/180/220 (+100% bonus AD) physical damage to them. If the target enemy killed or assisted in her Beloved’s death, the cooldown of Revenge is halved.

Targeting: Beloved cast / enemy cast Cooldown: 20/19/18/17/16 Range: 700 Mana Cost: 65

E: Sweet Kiss/Grief

LOVER: http://i.imgur.com/ysKnlIQ.png)] Aimee and her Beloved are healed for between 35/55/75/95/115 (+8% Aimee’s remaining health) to 70/110/150/190/230 (+16% Aimee’s remaining health) health depending on how close Aimee is to her Beloved. Nearby ally champions are healed 50% of how much Aimee/her Beloved are healed.

AVENGER: http://i.imgur.com/WCEyQgU.png)] Aimee lashes out, dealing 35/55/75/95/115 (+60% bonus AD) to 70/110/150/190/230 (+120% bonus AD) physical damage to nearby enemies depending on how close Aimee is to her Beloved’s corpse. Aimee gains 30% Attack Speed for each enemy that killed or assisted in her Beloved’s death that she hits.

Targeting: Beloved cast+PBAoE / PBAoE Cooldown(Sweet Kiss): 10/20/30/40/50 Cooldown(Grief): 12 Range: 600 (both Beloved cast + PBAoE heal) / 350 Mana Cost: 60/65/70/75/80

R: Loving Sacrifice http://i.imgur.com/UBJH2x8.png)]

LOVER: Aimee sacrifices 50% of her current health to protect her Beloved, shielding them for 200/350/500 (+100% of health sacrificed) damage for 5 seconds.

Targeting: Beloved cast Range: 1000 Cooldown: 120/100/80 Mana Cost: 100

EDIT (February 16th): Sweet Kiss's healing has went from 50/70/90/110/130 (+10% Aimee’s max health) through 100/140/180/220/260 (+20% Aimee's max health) to from 35/55/75/95/115 (+8% Aimee's remaining health) to 70/110/150/190/230(+16% Aimee's remaining health). Grief's *physical damage dealt has went from 50/70/90/110/130 (+60% bonus AD) through 100/140/180/220/260 (+120% bonus AD) to from 35/55/75/95/115 (+60% bonus AD) to 70/110/150/190/230 (+120% bonus AD). The amount of Attack Speed she gains remains the same.

EDIT (February 17th): Aimee's Avenger Q now pulls enemies towards her like her Lover Q did. Aimee now has one rival: Ahri! She doesn't like Ahri because Ahri used to play with the hearts of men and received lots of love.

OTHER INFO FOR JUDGING FOR CONTEST: I made all of Aimee's ability icons. *I commented on another applicant's post right here: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/1MKNOFRr-quous-the-droplet?comment=0000 *

23 Comments

AMonsoonofBabies2 votes

I really like the idea of a champion who goes berserk over a friendly champion's death; I haven't thought of anything like that before. I can really see something like this working out, especially with the ally latch mechanic. There are just a couple of small details that bother me about her E...

For Aimee's Grief ability...

Aimee lashes out, dealing 50/70/90/110/130 (+60% bonus AD) to 100/140/180/220/260 (+120% bonus AD) physical damage to nearby enemies depending on how close Aimee is to her Beloved’s corpse.

I'm not particularly sure if it's smart to make it based on the death location of the Beloved. I mean, teamfights are usually really hectic, and they often move about the map quite quickly. I totally get that it's a thematic aspect, as it ties nicely with the lore, but It would be pretty difficult to make use of that effectively, especially if the Beloved died from getting sniped by Jinx or from a DoT while she was backing a long ways away. However, that could be a good counter tactic to use, so maybe it would be alright.

But mainly, for Sweet Kiss...

Aimee and her Beloved are healed for between 50/70/90/110/130 (+10% Aimee’s max health) to 100/140/180/220/260 (+20% Aimee’s max health) health depending on how close Aimee is to her Beloved. Nearby ally champions are healed 50% of how much Aimee/her Beloved are healed.

Now, here I'm just a bit concerned about the overall numbers. Max health scaling can get pretty crazy with ability numbers, so let me present an example.

Say Aimee starts with some defense masteries and runes that give % max health.

608 (Base lvl 1) + 36 (Masteries) = 644

644 x 1.12 (12% total max health Seals, Quintessences, and Masteries) = 721.28

721.28 x 0.10 (Sweet Kiss max range max health ratio) = 72.1

So, at level 1, this ability can give an AoE heal of 122.1 health to Aimee and her Beloved at max range, and about 61 to every champion nearby. For perspective, Alistar heals himself for 60(+20% AP) at level 1, which could be around 68.4 with about 42 AP. He heals everyone else (including minions) by half as much - 34.2 health. That's... okay. But that's at max range. It's twice that up close. Let me squeak in some mid-to-late-ish game tank numbers too.

Say Aimee built a Warmog's and a Randuin's, and has her Face of the Mountain built too.

644 (Base + Masteries) + 1800 (Warmog's, Randuin's and FotM) = 2444

2444 x 1.12 (12% max health) = 2737.28

2737.28 x 0.10 (Sweet Kiss max range max health ratio) = 273.72

Okay, so say Aimee maxed E first this time. At max range, she can heal herself and her beloved for 403.72 health and heal everyone else for 201.86 health for 80 Mana at max range.

Alistar with 300 AP and maxed E can heal for 240 health and give 120 health to everyone else for the same amount, 80 Mana.

Well that was a whole lot of numbers... but what I'm trying to say is that these numbers are DANG HIGH. Aimee would become the most powerful healer the the entire League of Legends. When Aimee has at least 3 large health items and strong health masteries, every 12 seconds (7.2 seconds with 40% cooldown) the entire team can replenish more than a total of 2300 health for 80 Mana in a single cast.

Takes off glasses

"SHEEEEEEEEEEIIIIT"

Puts glasses back on

So, uh, TL;DR: nerf some numbers and you're good. I would recommend changing the scaling, maybe change from max to bonus health and change the ratio a bit.

But other than that, NOICE CHAMP M8!

PS: I really like the lore. Very nice touch. PSS: Had to redo all my math because I thought it was 21% max health runes & masteries instead of 12%. MATH.

22rei2 votes

Thanks for the feedback. :) I totally get what you mean now. I personally have no runes and no sense of maxing things and champion builds, so I didn't even consider that sort of thing could happen. Now that you've pointed it out, I think I should probably fix that. >.<

I'll change Sweet Kiss' numbers. Grief is supposed to be next to his corpse, or else it might be a little bit... well, it wouldn't make as much sense. It might get too much power, and that wouldn't be good. If Grief had more power, you'd be rewarding people for dying. So like yeah. I hope that makes sense.

I edited my post: does that even things out? :) And by the way, do you think I should make it so she has to aim her E? BECAUSE HER NAME IS AIM-EE. Sorry, I'm spazzing. XD

THANK YOU!!!

AMonsoonofBabies2 votes

I'm glad (and surprised) that you took the time to read my comment! I'm pretty confident that your changes to Sweet Kiss are balanced well enough; even though the numbers could still be quite high, the "remaining health" aspect would be a great way for the enemy team to reduce her healing power. And I really don't think you need to make it a skillshot, since that would mean that she can miss her Beloved, which would just be silly. =P However, the cooldown time scaling is a bit high... I get that the high cooldown justifies the high numbers easily, but 50 seconds is kind of a bit too high. You could probably just do a flat cooldown like 30 seconds or so for that. Considering how her abilities mostly scale with AD, bonus AD, and health, one could easily just buy Zeke's Herald for damage, health, and cooldown; that would warrant a slightly higher time, but it doesn't have to be as high as 50 seconds. I would just suggest evening out the range of the cooldown time scaling around 30 - 45 seconds.


As for Grief, I'm not all that concerned about it. If anything, it would be interesting to have the damage be quite high when near the dead Beloved. That would make the damage significant enough for the enemy team to reconsider killing the Beloved first. Then again, most people wouldn't have the luxury to think that through, since the Beloved is more than likely the ADC, so I feel like its current numbers would balance it out. Just to be sure... A little more math.

Aimee lashes out, dealing 35/55/75/95/115 (+60% bonus AD) to 70/110/150/190/230 (+120% bonus AD) physical damage to nearby enemies depending on how close Aimee is to her Beloved’s corpse. Aimee gains 30% Attack Speed for each enemy that killed or assisted in her Beloved’s death that she hits.

Let's say Aimee is building all tank and doesn't have any bonus AD with her. At level 1...

Pfft, no math here

She deals 70 max damage to everyone nearby when closest, and 35 when farthest. Well... level 1 is usually pretty weak anyways. It makes sense, and it doesn't unfairly grant massive damage in the laning phase. That's pretty balanced.

Let's say next that she maxed it first, and she has AD from Zeke's Herald.

20 (Zeke's Herald AD Aura) x 1.2 (Closest Range Grief Damage Scaling) = 24

So at max level and one item of AD (remember, she's building tank), Grief deals 254 physical damage at closest range, and 127 at max range. That's actually pretty sound, I like that. She gets the attack speed too, so for a tank I'd say that's balanced.


But... what if she went damage? And not just damage, but... damage?

This math is about to get serious...

21.69 (100% Flat AD Runes) + 4.55 (Bonus AD from Masteries at level 1) + 7 (Doran's Blade) = 33.24

33.24 x 1.05 (Bonus AD 5% Increase from Masteries) = 34.9

34.9 x 1.2 (Closest Range Grief Damage Scaling) = 41.88

41.88 + 70 (Grief Closest Range Base Damage) = 111.88


111.88 x 1.03 (General Increased Damage Output from Masteries) = 115.24

Therefore, at level 1, Grief deals up to about 115.24 physical damage up close, and about 57.62 damage far away from the Beloved. That's a pretty strong level 1 nuke, and that doesn't include armor penetration, but that's what you get when you go 100% damage.

Now... let's try late-game.

21.69 (100% Flat AD Runes) + 14 (Bonus AD from Masteries at level 18) + 247 (Doran's Blade, Bloodthirster, Infinity Edge, Essence Reaver) = 282.69

282.69 x 1.05 (Bonus AD 5% Increase from Masteries) = 296.82

296.82 x 1.2 (Closest Range Grief Damage Scaling) = 356.19

356.19 + 230 (Grief Closest Range Base Damage) = 586.19


586.19 x 1.03 (General Increased Damage Output from Masteries) = 603.78

So... at level 18 and with Doran's Blade, Bloodthirster, Infinity Edge, and Essence Reaver... Grief deals 603.78 physical damage at close range, and 301.89 damage at the farthest range.

... Okay, well, I'm not sure what to make of that, honestly. It sounds balanced... if you go full damage, you're going to get damage. The numbers are within range of what I'd consider reasonable. Even though 603 is pretty high, that's when you're right next to your dead Beloved. And, in reality... Since she's melee, she couldn't have the luxury of building 100% AD damage like an ADC. Maybe in ARAM, but not where it matters. The numbers can get higher than that, though. So ultimately, I'll just leave these numbers here (again) and let you make a decision. I think everything's fine with it, especially considering that she only has access to it when her Beloved is dead, but if these numbers concern you, you can do as you please. Aimee's your champ, after all.

ggwp, math OP

22rei1 votes

Wow. Your math skills are pretty cool. :) You've given me a lot of very useful feedback, so I'm glad that you think it's well balanced right now. I think I won't make any changes to her kit unless I decide to swap her Q with E so she'd have to aim E. XD Just kidding! That's not a viable reason to switch them.

Maybe I should consider making the cooldown lower... I'll look back on it and check to see if I want to do that.

Thanks again for replying! :)

I got a friend to review my concept, and he said that Aimee's avenger Q should pull enemies to her. Would pull, stun, and damage be too op or should I change that? I'm sorry if I'm being a hassle, but you've been a big help. >.<

AMonsoonofBabies1 votes

I don't think a pull and small stun on Q would be too much, considering how it's her only ability she has (while her Beloved is alive) that can affect enemies. You see things like that with Morgana and Sona who have a lot of power in one ability because their other abilities have strong limitations or are strictly utility-based. Even my champion concept has that issue. =P

22rei1 votes

:) Who is your champion concept? (sorry for being lazy when you did all that math, but I'd have to go through things almost one-by-one with a freezy computer)

Okay, I think I might change that then, thanks!

AMonsoonofBabies1 votes

Glad to help any time.

My concept doesn't have a face yet (quite literally), so I'm still working on her, but I have the lore, stats, and abilities all in order. She's supposed to be based off of a banshee (basically Ghost Bride Morgana's concept), and she has massive disengage/reengage utility in extended teamfights. As I mentioned, she's really similar to Ghost Bride Morgana, and she's another Shadow Isles champion, so I need a bit more time to find a way to give her a unique name and look to make sure she sticks out enough for people to care. I'm also not an artist by any means, so I would need to either vividly describe her appearance (which is what I plan to do), or enlist someone who cares enough to draw something up for me for free (which I'm not counting on). I'm also really bad with names; the last time I tried to name something like this, it took me three days. ;~;

I'll try to let you know when I get everything finished, if you're interested.

22rei1 votes

Haha, that reminds me of your summoner icon. XD Since your icon has a veil, is feminine, and... well, yeah.

I could try to draw something, but my art skills are only okay with non-human-looking things. >.< I could try to help you with the naming, but I think you're just being careful/diligent.

Yeah! Your sense of champion abilities and item builds seems really thorough, so I feel like you'd have a very well thought-out champion concept. :) gl on finishing her quickly!

AMonsoonofBabies1 votes

Well, if you're willing to spend time drawing something for me, I have no reason to decline! Although, I imagine it would be difficult to assist me when you don't know exactly who it is you're drawing. =P

But, at this point, I'm probably just cluttering up your comment section. It may be best if we hold off on that until I make up my own discussion page on the boards. I'll just accept "fanart" on the page.

And thank you for the good wishes!

Kuzja12 votes

I was expecting a broken hearted psycho. I could dry my sweat with relief

PanicVis1 votes

Are you aiming to make this champion a support? i think this would be great! I have to say i do really love this concept. Nice Job!

22rei1 votes

Thanks! :)

RhysThePeaceful1 votes

Perfect support for Kalista Kalista

22rei1 votes

lol Yay :) I'm assuming you liked her?

thelastimzy1 votes

Just wanna start off with wonderful concept. It takes an interesting mechanic that was introduced with Kalista and turns it on its head for a whole new twist. The only part I'm stuck on with the whole kit would have to be the ultimate. I feel like it is just a more powerful Soraka heal but with a shield instead. I totally understand that it works really well with her concept but when you think about it she has to give up 50% of her current health. That's a lot of health for a support to give up especially if the enemy team wants to kill you first so you can't get stronger when they kill your lover. Just my thoughts on that. Still love the whole idea you have going on with this concept though. Good luck in the contest.

22rei1 votes

Hehe, I'm glad that you like my idea.

I sort of get what you mean, but I feel like Aimee's R sort of balances some of the other things that might be done with her kit. The 50% health thing sort of forces her to be more tanky and focus less on what happens after her Beloved dies. Another thing is that, if you've noticed, her R is completely off-limits after her Beloved dies. It's so then people don't just tell the Beloved "go die". I actually do see that 50% is a lot of mana, but... like you said, it goes with her concept and stuff.

Thanks! :)

Brando ta slayer1 votes

I love the concept. I like the idea of her own item because I only know of 2 people that get their own items (There are probably more thats just all I know of ) Rengar and Kha. I think this would be a great champion and I would buy her as soon as I got 6300 or maybe even use rp. I think that riot should try to incorporate more of these kinds of champions instead of their own. I feel that they are getting less and less creative every champion that is released. While I think releasing community skins is hard for their economy (business), I believe that released a well thought out champion like this would do no harm. :) Annie Vi

22rei1 votes

Awww thanks! I didn't think Aimee was that creative when I first thought her up, but I can sort of see that she's more creative than some other champions. I actually thoguht that Riot was getting better with their champions: Yasuo had a really nice lore, Jinx was a lot of fun, and other newish champions are pretty cool too. Okay, now that was just... >.< Aimee isn't that good!

Thanks for such a flattering comment! This is my first champion concept, and I'm glad that it's been receiving positive feedback so far. :) Thanks again! happy face

AMonsoonofBabies1 votes

I was looking over Aimee's stats again, and I actually just thought of a few things...

If her Avenger form is activated only when her Beloved is dead, then that duration is going to scale into the late game while death timers increase. It's going to be difficult for an enemy, ally, or even Aimee herself to know how long exactly she will stay in this aggressive form without looking at the tab screen. For clarity purposes, you may want to include some sort of visual effect for when she is about to change back into her usual form; it wouldn't be anything big, just something like Gnar's transformation visuals. It might do some good to mention that.

Also, with regard to really early game, those death timers are really low. I'm not certain about the actual times, but they couldn't be longer than 15 seconds that early. With a really small window to act, it made me wonder if the Avenger abilities have cooldowns that are separate from her standard abilities. For example, if Aimee just used Sweet Kiss to try and save her Beloved, but he dies anyway, it wouldn't feel to good to have Grief still be on cooldown from that. Of course, you can decide to make them the same cooldown, but I feel like it would be best to clarify that somewhere.

22rei1 votes

Oh. :o You're right, but I have no idea how to fix that... it'd be like Elise, Nidalee, and Jayce, but... I don't really want it to be like that. Maybe her W and E would have different cooldowns, but her Q wouldn't? Since her R doesn't exist in the Avenger form, and her Q is basically the same attack.

I suppose that having a sort of warning would be good, but wouldn't having to communicate with your teammates help promote teamwork? I can see why that might be a problem, though... maybe Aimee should say something. Like "Look there, in the distance! Is that my one true love?" or something. Visuals... maybe she could get confused-looking?

One last thing. Aimee was judged, and she sort of flopped/failed. XD I read the feedback on it, and I was thinking maybe she is too much of a bruiser support. She's only useful as a healing machine until she turns into her Avenger form. And then she goes all adc. But that probably isn't what you'd want. So I was wondering if her passive should be changed so that... in the first 2 seconds, she gets an movement speed and attack damage boost like before. Later, what if it decays until it slows her? And then maybe her passive only stops slowing her until she reaches her Beloved's dead body, or base, or something? Is that too much of a detrimental passive? I'm trying to think of ways for her to be more Beloved-dependent instead of, once he dies, she becomes the adc... >.>;;

AMonsoonofBabies1 votes

Well, I'm sorry to hear that she wasn't as successful as you'd hoped. Don't give up, though! Aimee is an idea that has great potential. If something doesn't quite work out, you can always find a different idea to replace it with. Even if you feel that you need to overhaul a large portion of her abilities or identity as a champion, you should try going through with another idea in its place; trying multiple paths for a champion concept will help you narrow down what works and what doesn't.

With that said, I don't think a passive that eventually slows Aimee would help very much. I mean, the Beloved is already dead, so being slowed after a while would only make things worse, particularly with long chases. That would ultimately come down to how she feels when played. The speed modification is a good thematic choice, but it might just end up frustrating the player. Keep trying with ideas though! I'll see if I can't think of anything myself.

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