Ophelia - The Tyrant's Daughter
LORE
Jericho Swain. Noxian leader, master tactician, proud father.
Shortly after joining the Noxian military, Swain had a brief affair with a barmaid. Five years later a child showed up at Swain's door, claiming to be his daughter. She told him her mother had died. Jericho, eternally skeptical, turned the young girl away. As she turned to leave, Swain's raven Beatrice, flew to the girl and perched on her shoulder. Jericho didn't question this, inviting the girl inside.
Growing up with Jericho Swain, leader of Noxus, as your father and Darius as your godfather makes a girl tough. Ophelia always stayed close to her father, watching him, learning from him. As months turned to years and Ophelia into a young woman, Swain insisted she not join the military, instead pushing her into academia - his belief was that once Noxus was firmly cemented in his dynasty, his daughter could lead them to an even better place. Ophelia had other plans. Ophelia has wanted for nothing her whole life - except competition.
Unbeknownst to her father (Beatrice definitely knows), Ophelia started to wander the city's streets at night - looking for trouble. She loved nothing more than to punish wrongdoers - and punish them she did. It didn't take long before reports of the "Cobblestone Siren" were whispered all over Noxus, telling of the terrifying woman who exacts street justice in blood. Ophelia's proudest day was hearing her father speak positively of the Siren, saying he "respects people who take initiative" but also that "she should be more careful, she's bound to step on the wrong toes eventually."
Her father's prediction, almost like clockwork, came true. A pickpocket lured her into a dark alley where she was beat bloody by a gang of large men. As they tried to strip her clothes, Ophelia drew a dagger, slashing one of their throats. A punch to the face from the largest of the group knocks her out cold. She wakes up, dazed, panting...and standing? She looks down at her hands, covered in blood. Her own? Judging by the four bodies on the ground, probably not. But how....? As quickly as she begins to question what happened, a searing pain courses through her right arm - she screams. Multiple black spots, under her forearm skin, are moving around - burning like hellfire as they do. They all move towards her hand - turning it completely black. The pain nearly causes her to faint again. Just then, she hears a voice in her head, distant and pained but very clear. "Host...me...we are....eternal..."
Ophelia, covering her hands with gloves pilfered from her failed-attackers, makes her way home. Ophelia comes to know her affliction affectionately. Balthur, he calls himself, escaped from the void, losing much of his physical essence in the process. He had been manifesting in bums, children and elderly in Noxus, trying to stay alive until he found a way to save himself. In Ophelia's weakened state, he bonded with her, hoping her status as the Tyrant's daughter could find him a cure. Together, Ophelia and Balthur trained, learning to synergize their actions as the tales of the Cobblestone Siren grew into the stuff of legend. When her father left for the League, Ophelia followed him, hoping she would find better competition than common thieves and urchins. Balthur agreed to go, reasoning he'd be able to better research his condition by meeting with and perhaps defeating other voidlings.
DESIGN PHILOSOPHY
Ophelia is a cc-mage. She would have low AP values and decent base values that assure her strength is in picks, controlling teamfights and trading. She is not a 1v1 duelist in any respect since her damage is frontloaded and doesn't scale incredibly well. Because of her steroids, cc, and utility - magic pen and cdr are the stats of choice for her. I imagine Ophelia being played as a midlaner, where her roam and trades are strong or as a support where her utility and cc can really shine. Ophelia's spells check enemy health on cast, not on hit, so your entire combo going backwards because of a 1% change shouldn't be too much of an issue. Ophelia shines, like Sona, when she can control the ebb and flow of the battle. By staying in the thick of things, and using good focus, you can peel and keep stacks of your passive up to stay alive and useful. Her kit might read a little strong, but remember that the intention is for low AP values.
Ophelia's is able to be a cc-mage because of her passive. It lowers the CD on spells and gives spellvamp as long as she's in combat slinging spells. Ophelia's unique mechanic is that her abilities affect enemies differently based on whether or not they are above 50% health. Ophelia has a decent base attack speed and attack damage, meaning that play as an adc is theoretically possible, with decent peel and some minor steroids.
ABILITIES
Passive - Spite Passive: Ophelia gains a stack of Spite each time she deals damage to an enemy champion, two stacks if she kills a minion, and five stacks for a champion kill/assist (max 10 stacks). Ophelia's basic abilities will consume 5 or 10 Spite if able, lowering its cooldown by 3% per stack and gaining 3% Spellvamp on that spell per stack. Enemies recently damaged by Ophelia who are below 50% health have a special indicator above their head, indicating their sub 50% health only (used in many of Ophelia's abilities).
Q - Handicap Cost - 60/65/70/75/80 Mana Cooldown - 15/13/11/9/7
Active: Ophelia's next auto-attack deals bonus Magic Damage. Enemies below 50% are slowed briefly, enemies above 50% health take extra damage.
W - Void Song Cost - 90/100/110/120/130 Cooldown - 20/19/18/17/16
Passive: Ophelia takes less damage from enemies who are below 50% health. The first time Ophelia is damaged every 10 seconds, she generates 2 stacks of Spite.
Active: For up to 1.5 seconds Ophelia will channel, creating an increasingly large AoE circle around her. Ophelia restores 20% of the damage taken during this time as Mana. After the channeling ends, CC all affected enemies based on their remaining health and deal magic damage to them. If they are above 50% health they become terrified for .5 seconds, fleeing in fear. If they are below 50% health they become charmed, walking harmlessly towards Ophelia for .25/.3/.35/.4/.45 seconds.
E - Void Lash Cost - 80/90/100/110/120 Cooldown - 16/15/14/13/12
Active: Ophelia lashes her arm out and Balthur extends into a shadowy whip, striking a small triangle-shaped area and dealing Magic Damage. Enemies above 50% health will be knocked slightly back, enemies below 50% will be pulled towards you slightly.
R - Balthur's Embrace Active: Gain max stacks of Spite until this spell has ended, these stacks are used but not expended. Ophelia becomes rooted in place, consumed entirely by balthur, she grows into a large black blob monstrosity. For the next 15 seconds your spells become empowered.
- Empowered Handicap - Range is extended greatly
- Empowered Void Song - Range is extended massively, using Void Song teleports you to the cast area before casting
- Empowered Void Lash - Range extended slightly, cooldown and mana cost are halved and damage is slightly reduced
Coming Soon
- Art approximation (I ain't no leonardo, or davinci)
- Recommended builds
- Team synergies
- Ability icons