Elizabeth - The Light's Legacy

NauticaI·11/8/2014, 6:30:00 AM·3 votes·1,491 views

Roles: Support

Stats: HP: 500 (+88HP per lv) HP regen: 6.5 (+1.8HP per lv) Mana: 450 (+47 mana per lv) Mana regen: 310 (+0.7 mana regen per lv) AD: 60 (+3 AD per lv) Attack speed: 0.625 (+0% – 23.1%) Armor: 19 (+3 per lv) Magic resist: 350 Movespeed: 350

Factions: Icathia

Lore:

Before the destruction of Icathia and before the Rune Wars, There were two brothers, Lithos and Acheron. The demigods both ruled Icathia, and it prospered under their rule untill the Rune Wars began. During the wars Archeon and Lithos broke into an argument. Lithos wanted to draw back their amries to defend Icathia while Acheron wanted to send the armies out to attack the enemies' forces. Because Lithos did not let Archeon attack He left in a fit of rage. Five years later Acheron returned with his own army and attacked Icathia. As the armies engaged Acheron charged Lithos and as they fought Icathia was ravaged. Finally after many years of fighting the two brothers fell but before Lithos died he granted the last soldier that remained loyal to him his power, the power to wield and minipulate light.

Many generations later Elizabeth the last desendant of the soldier was born. During Elizabeth's childhood, her famly was always moving due to being hunted by the followers of Acheron. Finally after many years Elizabeth and her family settled in Icathia which had been rebuilt and became a thirving trade city. While living in Icathia, Elizabeth loved to explore the ruins of the city, but the one place that she longed explore was the ancient rune temple. The only problem was that her father would not let her go. So months after months she wishfully watched the temples until one day, Elizabeth snuck out the house and went to the ruins. While exploring Elizabeth stumbled upon a blue crystal sticking out of a pile of rubble. Upon pulling it out she discovered that it was accually an iron spear covered with rune markings with crystal attached too the top of it. Excited to share her discovery she quickly ran home. While running home she bumped into a cloaked man. Droping the spear she quickly picked up the spear scurried home. When arriving home she found her parents in panic, gathering their things, packing, and preparing the wagons for movement. Suddenly the door were burst open and dark mages walked in blasting everyone away. Her father managed to deter them by charging a small blast of light energy allowing Elizabeth, her sister, and her mother to escape. Twenty years later, after finally escaping the dark mages, the guilt of her father's death still weighed heavily upon Elizabeth, so she left and returned to the house in which her father lived in. When she arrived she went inside the now burnt down mansion. While rummaging through the rubble a gold tint at the far left corner caught Elizabeth's eye. Crouching, Elizabeth brushed the ashes and found a singed golden chest. Since the lock was rusted, opening the chest was easy. Upon opening the chest, Elizabeh found an old map and a diary written by her great grandfather. With her curiosty peaked Elizabeth sat down and began to read. According to the diary their was a temple dedicated to lithos in the Plague jungles and the map would lead to it. After camping at the area Elizabeth took a ship to the Plague jungles. Once arriving in an outpost, Elizabeth took the map and followed it to the temple. Once she arrived, Elizabeth found inside five pedestals, two on each side and one in the middle. Also on each pedestal there was one runic weapon with a crystal attached to it, accept one was missing. Elizabeth grabbed the spear and placed it in the pedestal. Upon placing the spear, the spear began to glow and thousands of years of knowledge began to flow into her mind. Now armed with the knowledge of ancients and the power Lithos, Elizabeth will those who killed her father to justice.

Lore Challenge:

Three weeks, Three long weeks since Elizabeth was stranded in the Serpentine river. It all began when Elizabeth was on cannoe that on route to a outpost on the edge of the jungles. While on the cannoe a storm wipped up, ripples became waves and the swamp became a massive river. Soon the waves smashed the cannoe into the rocks destroying half of the cannoe. Forced to camp on the rocks, Elizabeth and the survivors took what was left of the boat and used it as tent. The next day they sent off one of the survivors, a hunter to get help. Days became weeks until now. For the past few day they had been hearing growls from the underwater cave nearby so they sent someone find out what it was. Minutes became hours so they sent another person. An hour later both survivors came swimming back. So finally they all went too the cave. When they arrived they saw bubbles comming out of the cave. Suddenly roaring, a giant beast rose out of the cave. The monster was unlike anything they had ever seen. It had purple scales, long claws, razor sharp fangs, three heads, but its main head had ten green eyes. They tried to run, but to no avail the beast flung them back in with its tail. Caught in its trap the beast began to spew acid all over them. Ducking behind a rock Elizabeth fired a blast of light at the monsters' eyes. Roaring in pain the beast began to rampage all over place. Destroying the rock Elizabeth and the rest of the survivors ran. Just before the beast destroyed them Elizabeth managed to wall it of with a light wall. Focusing all of her energy, Elizabeth summoned a bolt of light from the sky blasting it back into the cave. Just as the beast fell back into the cave a rescue team arrived and took them back to the outpost. After recuperating from the attack Elizabeth left and returned home having another adventure to tell her family.

Kit:

Passive: Lithos' Blessing Everytime Elizabeth casts a spell on an ally or when an ally is in the aoe of a spell she casted, the ally gains a shield for 5 seconds which blocks 100(+20 per lv) (+50% AP) damage.

Q: Blinding Glare Elizabeth summons a bolt of light from the sky at a targeted area dealing 50/60/70/80/90(+50% AP) magic damage and slowing enemies by 60% for 5 seconds. cost: 32/34/36/38/40 mana cooldown: 10/9/8/7/6 seconds range diameter: 2400 units aoe diameter: 400 units

W: Dazzling Barrier Elizabeth summons a wall of light which lasts for 3.5/4/4.5/5/5.5 seconds snaring enemies who pass through it for 1.5/2/2.5/3/3.5 seconds. cost: 70/75/80/85/90 mana cooldown: 17/16.5/16/15.5/15 seconds wall width: 400/440/480/520/560 units

E: Divine Elizabeth casts a blessing on an ally lasting for 1/2/3/4/5 seconds and during the duration of the blessing whenever the ally takes damage the ally is healed for (50% physicial damage they took)(+20% of Elizabeth's AP). cost: 70/75/80/85/90 mana cooldown: 20/19.5/19/18.5/18 seconds

R: Athar Elizabeth infuses an ally with the power of Lithos giving them an aura that gives nearby allies +10/15/20% (5% per 100 AP) movespeed and +50/55/60 AD (+10/30/50% AP) for 5/8/11 seconds. Also the ally gains cs immunity for the same amount of time as the aura. cost: 100/110/120 mana cooldown: 60/50/40 seconds

Skins:

10 Comments

PureCancer11/8/2014, 4:44:45 PM1 votes

Nice copy from my champion Hope ...

Nagirte11/9/2014, 2:27:04 PM1 votes

Hey just checking in on the contestants. On first impression it looks like the kit will satisfy the challenge requirements. Just make sure to really flesh out the powers that were granted in the lore and you should be fine. It doesn't have to be extensive, but more than just "he blessed a soldier and now all the descendants are blessed". Find a way to better demonstrate/describe the blessing. Directly or indirectly.

As far as the kit goes, I'm left with a couple questions. Do allies in the AoE of your Q get the benefit of your passive similarly to how Nami applies hers to all allies in the area of her Q and R? For the scaling on E do you mean 20% of Elizabeth's AP? or were you referring to 20% of the magic damage taken?

General comments I'm making to all contestants, so don't take this as critique. These are things that you may already have considered, but if not you should keep in mind: Make sure the kit flows well together. Would it be fun to play the champion? Do all spells make sense for your character to have based on the theme? Do all spells/skills make sense for your character to have based on his/her role? Does your champion have both weaknesses and strengths? Make sure your spells are balanced when considered individually and within the whole concept.

Nagirte12/2/2014, 12:31:09 PM1 votes

Faction Challenge: Passed

Gameplay/Balance (/25) (4 pts per basic ability, 2 pts for innate, 5 for gameplay as a whole, 2 pts Secret Challenge)

Innate: 1/2 This can create some good gameplay as some spells like Q and W gain dual usage, but this also creates a pretty large problem. The shield you grant each spell cast (because as written it would refresh with each) would give a ton of shielding for a long duration. 300 AP would give around 600 HP shield with every spell cast to every ally affected which for Q and W could be your whole team. And since it doesn’t specify minions, you just gave all of your minions immense pushing power because they would all get a 600 value shield. Your cooldows are relatively long except for Q, but with a small investment in CDR and mana regen it wouldn’t be hard to have 100% up time on the shield which would be pretty oppressive especially if it goes onto herself too. I would drop the per level scaling and the AP scaling to be a bit more in line with what you should be getting from a passive.

Q: 1/4 I normally wouldn’t hit a spell like this so hard because it’s a rather simple poke/cc tool, but there are just too many OP values. The low cooldown lets you keep your teammates permashielded or with the 5 second slow, lets you keep the enemies permanently slowed by 60% (which is among the strongest slows in the game). Your range of 1200(if I’m reading that correctly) becomes an effective range of 1400 making it longer ranged than most long-range mages. All of this combined with the extremely low mana cost means you can just spam this all day without caring. The damage is low which is a saving grace with this ability, but there’s just honestly too much. The slow really needs lowered probably in duration and strength and the range could be smaller too with a slightly higher mana cost. Adding a static cooldown between triggers of this or making it on every other or every third spell might be more fair.

W: 2/4 This creates some interesting gameplay because it functions like Jinx’s chompers but bigger with no damage. It’s good for cutting off escapes or chaining with other cc. The cooldown is reasonable for a spell like this. The cost and root duration are where I have trouble. 3.5 seconds is a looooong time in League. Morgana’s Q lasts 3 seconds at max rank and most people agree that feels like an eternity. Being able to do that to a whole team is probably too much. The mana cost could be a tad higher too. The biggest reason I gave this a 2 instead of a 3 is because you didn’t list a casting range which is pretty crucial in figuring out how powerful this would be. Also you need to address if this can be reapplied to enemies if they pass back through. If it does then champions with knock backs could potentially knock people back through the barrier making the spell effectively a 7 second root for that champion.

E: 2/4 This is an alright healing spell as it has the weakness of being much less effective against magic damage meaning AP mids/tops and hybrid adcs would be able to attack through this with impunity. It might be a little bit too strong in terms of duration because at rank 5 it would let your adc effortlessly duel theirs unless it’s a corki/kogmaw/ezreal. Lowering the duration also helps those cases where the enemy carry can just choose to disengage and burn your spell, then re-engage and blow up your carry. My only other concern is that this combined with the shield (because that would be automatically applied) would make your target pretty much impossible to kill for 5 seconds which can be half or more of a teamfight. When you set up a passive like the one on Elizabeth you have to balance all of your other spells around the combined effects that the spell and the passive would have otherwise it gets really OP without you really noticing.

R: 1/4 This kind of just feels like Sivir’s passive but targeted with an AD steroid instead of an AS one. (Does cs immunity mean you’re immune to damage from creeps? That one confused me.) The CD is way too low especially with the scaling duration of the buff. With 40% CDR you can cast this every 24 seconds with 11 seconds being the buff, meaning you have almost a 50% uptime on the buff. The AP ration on the AD buff is WAYYYY too big as well. Building 600 AP would give 360 AD and 50% MS boost to all nearby allies (again not specifying champions so this would apply to minions as well) for 11 seconds. The split push with just this buff on a lone Elizabeth would be so freaking scary. 20 minions with 50 extra MS and probably like 500 AD each plus Elizabeth probably hitting a similar mark.

Gameplay as a whole: 2/5 This champion has potential with some pretty big balance changes and a couple mechanic changes. Right now she doesn’t really interact with the enemy much. She can Q ->W ->Q and then buff her allies. Her level of enemy interaction is about the same as pre-rework Soraka where she’s mostly just waiting for her cooldowns to help her team. True the Q and W grant huge CC but they’re also broken. She also doesn’t feel like that much fun to play against at current values. And honestly just looking at the wiki and a couple quick calculations can help a lot with making sure that your ability isn’t too out of line.

Kit challenge: 0/2 None listed/declared so no points here. Sorry.

Creativity 7/15 Remember this is kit wise only, not necessarily the character/lore. The Q is basically like any other damage/slow field spell. The W is a wider Jinx E with a longer root. E is very similar to Galio’s shield, and R is very similar to Sivir’s ult. The Innate is cool though and with some balance and basic spell changes could be very interesting. It creates some gameplay similar to Nami where she can use her offensive spells to buff her allies via her passive.

Kit Cohesion 5/10 The kit could work, but the spells don’t really chain well together. It seems like a bunch of disjointed buffs/debuffs. Take a step back and make sure you know what role you want your champion to fill at different points in the game, then make sure that your kit has the tools it needs to accomplish those roles while also having weaknesses.

Total 21/50