[Champion Concept] Silva, the Conniver

floppy1000·5/23/2015, 4:11:47 AM·1 votes·559 views

I just randomly thought of this Champ concept, and I think it's one of the few I've thought of that actually has merits, so I thought I'd share it. Chances are there's a metric crap-tonne of things that makes this champion impossible for League, but hey, I thought I'd try.

Silva would be best played as a jungler, and I built her for a player who enjoys laying traps, location based fighting, and turn fighting. Silva is a champion who works hard to make the battlefield as unfair for the opponent as possible, using previously laid devices to enable her combat prowess, but is otherwise a weak skirmisher. She brings CC in healthy doses, and good damage (if correctly set up), but also offers a good amount of counter play to ensure she's not broken as all hell.

Here are the abilities I thought of:

Base Stats: HP: 585-1620 HP Regen: 7.1-12.3 Mana: 423-1024 Mana Regen: 5.7-17.5 Range: 550 AD: 74-111 Attack Speed: 0.715 (+0% - 30%) Armor: 25 Magic Resist: 25 Movement Speed: 330

[Passive] Consumed Power (I need a better name for this) Silva gains armor and magic resist as she deals damage, including damage to champions, minions, and monsters. She gains 1 armor and 1 magic resist per 800 damage dealt.

My thoughts: You may want to look at the other abilities before making judgement on this ability. I designed this ability last. Silva has exceptionally poor camp clearing in the early game, which I want to be her weakest point, when she gets very low clearing camps and has not had time to set up the battlefield. This ability will slowly ramp up, making her camp clears earlier, her sustain better, and, if allowed to really, really ramp up, will allow her to be fairly tanky without having to build a lot of defensive items.

[Q] Enslave (Range 550) (Cost: 60/80/100/120/140) (CD: 20/18/16/14/12 seconds) Silva drops a bolt of magical energy on a small point that lands after 0.75 seconds. Targets hit receive 50/75/100/125/150 (+30% AD) (+40% AP) damage over a course of 4 seconds. After 4 seconds, the mark consumes the target, fearing them for 0.5 seconds and causing them to lash out uncontrollably, dealing 50/75/100/125/150 (+100% target AD) (+100% target AP) damage to the nearest 3 units (the marked targets do not receive additional damage) within a range of 175.

My idea with this ability is a floor targeted skill shot that is extremely difficult to land, but deals significant damage, while still offering counter play. This ability would probably have a 75 unit diameter hit-box (3/4 of a Teemo) and have a very obvious warning laser, much like Veigar's Q's warning. If the opponents are not hit by CC, they will have no difficulty dodging the ability (unless they're really, really bad), especially since it takes 0.75s to fall after being cast, which I think should be enough time. Additionally, even if a someone was hit by the mark, all the opponents would have to do is move away from the marked target to avoid extra damage. Poorly used Enslaves could also deter the user's team, as the second damage wave of Enslave also damages allies that are too close.

[W] Bladed Strings (Range 550) (Cost: 20/25/30/35/40) (CD: 24/20/16/12/8 seconds) Active (If cursor is pointed at a wall): Silva attaches a magical, metallic string between 2 walls, invisible to enemy units. (This would be casted much like Viktor's Death Ray. Toggle (If cursor is not pointed at a wall): If active, Silva arms all Bladed Strings in a wide radius (range 3500). Passive: If a champion passes through a Bladed String that is not armed, the string creates an audible pitch, whose volume is determined by how far the Bladed String is from Silva, whose pitch is determined by the length of the Bladed String, and whose perceived direction is determined by the location of the Bladed String based on Silva's position. (So basically, if it's far away, it will be softer. If it's longer, it'll be lower. If it's to Silva's left, it'll be heard by the player as to their left. (This would work best with stereo based audio, which I assume the majority of players use?)) If a champion passes through a Bladed String that is armed, the two ends of the Bladed String launch of the walls and fly towards the opposite wall, becoming visible. If the Bladed String wraps around the champion, it snares and reveals them for 1.25 seconds and deals 60/70/80/90/100 (+70% AD) (+30% AP) damage over 1.5 seconds. The tightening string also pulls the champion to the centre of the path. Bladed Strings have a lifespan of 10 minutes, or until they are tripped by an enemy champion, or destroyed.

This is the key ability of Silva's kit. The Bladed Strings will be long enough to be placed in most places in the jungle, but will 100% not be able to be placed in lanes unless the string was placed between a wall and a tower. This ensures her ability to zone and control lanes is almost non-existent. Skilled players or players that have played Silva very often will be able to use the unarmed passive to identify where a champion might be based on the sounds they hear from the vibrating Bladed Strings; however, an opponent could use this to put a Silva player on edge when there is nothing to be worried about. When armed, the Bladed Strings set up the rest of Silva's abilities, especially her Q. Rooting the target ensures she can hit them, and repeated roots can ensure the second wave of damage will also affect other opponents. Bladed Strings is not without counter play though. If the enemy champion reacts well, when they trip the string, they can turn around and step back the way they came to avoid being wrapped up by the string, avoiding the damage, CC, and reveal. Bladed Strings can also be revealed and destroyed using a item 3341 , item 2043 , or item 3364 , just like Teemo 's mushrooms.

[E] String Slide (Range 150) (Cost: 60/50/40/30/20) (CD: 5/4/3/2/1 seconds) Silva grabs onto a Bladed String and slides to the specified end of the string, destroyed the Bladed String in the process. If Silva collides with an enemy champion, she deals 10/20/30/40/50 (+100% AD) (+10% AP) damage to them and briefly interrupts them. Silva then launches herself back to her maximum attack range.

String Slide gives Silva a good amount of mobility areas were she has set up Bladed Strings; however, if over-used, Silva could destroy too many Bladed Strings to be effective in combat. It should be noted that Silva is not invulnerable/untargetable when using String Slide, much like Quinn 's Vault, allowing any possible opponents to fight back. Silva could potentially put herself in a very bad position with this ablity, especially if she cannot use String Slide again to escape afterwards.

[R] Entanglement (Range 700) (Cost: 100/100/100) (CD: 150/120/90 seconds) Silva ruptures the ground around the target, sending Bladed Strings from the ground that then converge on the target. Bladed Strings connect any struck targets with Silva, dealing 120/160/200 (+140% AD) (+60% AP) damage to the target over a course of 1.5 seconds. Additionally, the targets are rooted and revealed for 3 seconds, and are slowly pulled toward Silva for the duration. However, Silva is slowed by 20% by each target she hits with Entanglement, up to a maximum of 99%.

This is basically an on-demand, buffed up version of Bladed Strings, applying good CC, decent damage, and offering a slight displacement. Even though Silva could potentially slow herself for 99%, that does not limit her mobility at all, as she can still use String Slide to move around. Since she is attached to any targets she strikes, she is guaranteed to have at least a couple Bladed Strings she can slide along, as well as almost guaranteeing she'll collide with a target and deal damage to them. Chaining together Entanglement and String Slide allows Silva to be extremely mobile and inflict decent amounts of damage. However, she can also cripple herself doing so. If she runs out of Bladed Strings to slide along, she'll have no means of escape having slowed herself. She can also be hit with hard CC when using String Slide, and get blown up even though she's snared an opponent. It is also possible to avoid this ability with a well timed flash, or with a voluntary meat-shield that could be a minion or other champion.

[Strategy and Tactics] Silva's weakest point is her early game, as she has only 1 ability that can effectively be used to clear camps: Enslave. She will get very low with early clears, making invading Silva very worthwhile... assuming Silva is not able to detect you first with early, well placed Bladed Strings lying in dormant state. However, soon, Silva's armor and magic resist will get to a point where she won't be almost executed clearing camps. Based on ballpark figures, a full jungle clear from the 1:55 camp spawn will give Silva 16 armor and magic resist, which isn't all that bad. Silva's ganks will be reliant on the laner to land CC pre-6, as Silva's W and E are both pretty useless in lanes. However, if Silva can land her Enslave, she will apply hard CC (albeit for only 0.5 a second), and a decent amount of damage, as well as supplying some auto attack damage. While Silva's ganks are sufficient to sway lane pressure, she will not likely be able to guarantee kills on an opponent unless the opponent could be baited into the jungle where they could walk into an active Bladed String. However, Silva could use her Bladed Strings to trap gank paths towards the lane, allowing the laner to play aggressively, even if the opposing jungler has unusual gank paths (hello RekSai ). Silva exerts pressure and reduces opposing pressure, but is not exactly capable of snowballing lanes super hard. Silva's early mid game weakness is also her strength. While she is very susceptible to being shut down by invades, she also thrives in her own jungle... It's kind of like her den. Successful invades will set Silva very far behind, especially since Silva will still be getting low in her clears until a bit later in the game. However, the risk of invading is great, as it is very easy to get collapsed on. Silva can keep her Bladed Strings unarmed and detect you coming into her jungle, and call in her laners to collapse on the invader. Then, when the invader has already entered her jungle, Silva can arm the Bladed Strings that crisscross her jungle, trapping the invader inside. This will either result in a pick, or a full out teamfight in which Silva has all the tools she needs: Bladed Strings to reliably land Enslave, and to use String Slide to maneuver around the battlefield. Silva's objective control will also be quite good, as she can use Bladed Strings to locate people getting to these objectives, and then have the required setup to fight.

[Conclusion] This is my basic idea of Silva. I haven't considered appearances/animations in any way. I just think her gameplay would be unique, as it focuses on creating complex paths and plans. Silva can make people look like complete fools, but can also be completely useless if played by the incompetent. She is a champion that takes practice, especially with the positioning of Bladed Strings and the unarmed passive of it, as well as usage of String Slide and Entanglement to avoid self-sabotage. All her abilities have counter play, which means that when an opponent gets beaten by Silva, they cannot honestly say they couldn't do anything about it.

Please let me know what you think of my champion idea, and feel free to chip in and ask questions. floppy1000

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