CHAMPION DESIGN: The Elementalist.
Intro: The Elementalist - http://i.imgur.com/dGnJuwM.jpg
The premise for this champion, as the title implies, is a female elementalist who uses the forces of nature to cast powerful abilities to demolish her foes. Each of her basic abilities have three parts to them that can be cast in order and have a cooldown that starts once the first part is cast. Imagine three abilities that function in the same manner as Riven’s Q, the broken wings. In similar fashion, I wanted all of her abilities to feel as smooth as possible. The combos should feel fluid, dynamic, variable, and most importantly, capture the essence of a melee mage who can utilize multiple elements despite their different properties. This will become apparent in the kit description. So without further delay, I present to you The Elementalist.
Passive: Aspect of the Elementalist Dealing damage with any of this champions abilities applies a stack of whichever element the target was affected by. Upon reaching three stacks of the same element, the stacks are consumed and an additional effect occurs. 3 stacks of flame: deals additional damage to each target that has their stacks consumed. 3 stacks of earth: grants this champion bonus mr/armor for each target that has their stacks consumed. 3 stacks of water: heals this champion a small amount for each target that has their stacks consumed. 3 stacks of air: grants this champion movement speed for each target that has their stack consumed. So the idea is to reward players for landing abilities. Simple enough. Targets can have stacks of different elements on them at the same.
Q : (Q1/Q2/Q3) – Flamejitsu -- http://i.imgur.com/RzX9y8P.png
Q1: This champion punches in the direction of your cursor, firing a projectile skill-shot ball of flame in a straight line that collides with the first target hit and applies a stack of flame. ~ 900 units, imagine Dragonslayer Braum’s Q animation
Q2: This champion dashes a short distance towards your cursor location and all targets she moves through during her travel take damage and have a stack of flame applied to them. ~ 325 units (cannot pass through terrain), imagine Riven’s E animation
Q3: This champion kicks in the direction of your cursor, firing a cone skill-shot wave of flame that expands out from her body that passes through all units along the cone’s path, dealing damage and applying stacks of flame ~ 750 units, imagine Dragonblade Riven’s R animation
W : (W1/W2/W3) – Rockwondo -- http://i.imgur.com/j2tT8iq.png
W1: This champion stomps the ground in the direction of your cursor and after a very brief delay a pillar of earth shoots up from the ground directly in front of her, displacing and dealing damage to all targets in the affected area outwards. This pillar acts as terrain and remains for X amount of time. ~ 250 radius, imagine Traditional Trundle’s E animation (that’s his pillar btw)
W2: This ability can only be cast next to the pillar created by W1. This champion kicks the pillar forward a set distance in a straight line. The pillar travels across the ground creating a slow field behind it and stops at the end of its travel, remaining there for the rest of the pillars duration. The pillar travels through minions/monsters dealing damage and applying a stack of earth. If the pillar collides with an enemy champion(s) it stops on contact and breaks apart, dealing damage, applies a stack of earth, and stuns targets for a short duration. ~ 500 units, imagine a moving Trundle pillar with the same properties as Vi’s Q. It leaves behind a slow field similar to the one Braum’s R leaves behind.
W3: This champions leaps a short distance to target cursor location. Upon landing she creates an expanding rock aoe that deals damage around her and slows targets in the area. ~ 600 unit dash (this ability can traverse walls), ~ 400 radius expanding slow on landing Imagine a slightly slower Kha’Zix E animation that creates an AstroNautilus W on landing (but it only expands outwards once)
E : (E1/E2/E3) – Slippy Dippy Water Stuff -- http://i.imgur.com/Xiv9mmd.png
E1: This champion summons two arching projectile skill-shot streams of water that travel forward and cross at your cursor location before separating out into two streams again. This deals damage and applies a stack of water to all units either stream passes through. Units who take damage where the two streams overlap are also significantly slowed. ~ 1000 units, imagine Diana’s Q animation but comes out from both sides of this champion and crosses at your cursor location, and then splits back into two streams. Creates an hourglass shape.
E2: This champion absorbs moisture from the surrounding area to create a quick burst of water around her body, damaging any targets in a small aoe and applying a stack of water to each target hit. Also, the ground in a large radius around her when this ability is activated becomes coated with a thin layer of liquid, increasing this champion’s movement speed while she is in this zone. This zone lasts for a very short amount of time, ~ 3 seconds. ~ 175 radius aoe around this champion, imagine Riven’s W animation that leaves behind an ~ 1100 radius Trundle W (that’s his frozen domain btw)
E3: This champion fires out a skill-shot orb of water that extends out a distance, comes back in, circles around her body and then extends back outwards a second time before ending. Trajectory is: out -> in -> out, over a fixed two second animation dealing damage to enemies the orb passes through and applies a stack of water. ~ 800 units, imagine an Ahri Q that goes outwards a second time after the orb comes in and encircles her body once. In terms of FUNCTIONALITY, imagine a mini Lucian R, a Culling-esque ability that can be readjusted through movement** **IMPORTANT NOTE: ALL WATER ABILITIES CAN BE CAST WHILE MOVING.
R : Ascension of Air - (no diagram, srry)
For six seconds this champion cannot activate any of her basic abilities. She gains a huge % attack speed bonus, avoids unit collision, and empowers her auto-attacks (aa) with extra damage that applies a stack of air on hit. Each aa also creates a straight line, piercing gust of wind that hits targets dealing the same amount of damage and applying a stack of air. ~ 600 unit piercing aa’s, imagine Vi’s E animation with a straight line hit box instead of a cone
Vision behind the kit: As I’m sure you are all aware of by now I was hugely influenced by Avatar: The Last Airbender when coming up with the mechanics. The aim was to create a thematically cohesive playstyle that allows for synergistic combos between the elements. FIRE abilities are the quickest and simplest to use. EARTH are slower but feel sturdy, powerful, and have a higher impact overall, thus the hard CC. WATER abilities are the slowest of her 3 basic abilities, in terms of both travel time and animation time. They can be harder to land but are very rewarding if used properly. The ability to move while casting creates a sense of fluidity that allows you to kite enemies with controlled water spells. Because of the complexity of her basic abilities I wanted the ultimate to be straight forward but still be interesting. As a short-mid range melee caster she often only uses her autos to last hit but her ultimate forces her to enter melee range. The stacking movement speed should make her feel as nimble as Quinn’s bird form in fights and, also, I just really wanted to incorporate AIR in some way. :p
Thank you for bearing with me through this long, windy champion description! I haven’t put thought into whether her scalings would be AP or AD or a mixture of the two but in terms of resource I want her to be either resource-less or energy-based. Even clearing waves should feel fluid and amazing with her kit, and I feel like cool-down gating would be more appropriate than mana gating. I’d go into details about kit synergy but this post is long enough as it is. I strongly encourage you to look at the full sketch page and envision the potential combos yourself. There are a lot of possibilities. Thanks again!