Amani, the Keeper of Faith

Just2Wet·6/3/2017, 4:35:07 PM·1 votes·492 views

Amani is an old wanderer with a staff that searches for people on the wrong path of life. He originates from freljord where he worshipped Lisandra,(not knowing what she was really doing) only to realize that her teachings were wrong. He split away from lissandra and freljord searching for answers to life and helping people that needed to find the path to a better life with his wisdom and intellect. He has earned the name of the Keeper of Faith because of his belief of good in the world.

Amani is a mage/support. He relies on utility more than just brute ability power.

Basic Attack range: 550 units Movement: 340 units per second

(Passive) Unfair Advantage : Every fifth attack, Amani marks the next person he attacks for 5 sec. The enemy that is marked receives 5% more damage.

(Q) Enlightenment: Cooldown, 12 seconds Cost, 80/70/60/60/60 mana. Amani throws out a burst with his wand in a outspread cone with a range of 620 units at all ranks that can heal the lowest allied champion hit for 5% of their maximum health and do damage to enemies for 50/60/70/80/90 (+50% of ability power) and slowing enemies hit for 30/40/50/60/70% of movement speed.

(W) Wall Lash: Cooldown, 15 seconds Cost, 100 mana Range 600 units. Amani charges up for 1.5 sec, then throws out his staff that latches onto the enemy, and throws them at the nearest wall in a very fast motion that stuns the enemy for 1 sec and does damage equal to 40/50/60/70/80 (+10% of ability power)

(E) Sheild of Hope: Cooldown, 7.5 sec, Cost , 50, range, 720. Amani shields himself and an ally of choice for 100/150/180/200/250 damage while also giving each of them +10% armor and mr for 3 sec.

(R) Circle of Faith: Cooldown, 120/110/100 sec Cost, 100 mana Range: 700 units. Amani charges for 1.5 sec, then creates a circle with his staff that pulls all enemy champions to the center for 2/2.5/3 sec. The circle reduces enemy champions Magic resist and armor by 40% while they are caught by it. The circle is about at big as malphites Rs circle.

3 Comments

BenParadox6/4/2017, 5:33:32 AM1 votes

Review It is hard to judge a champs design without a full kit, but I'll give you what I can.

General

  • It is possible the base damage is a little low, even for a support. I haven't compared him to the other Controllers (and I'm not going to right now b/c it is REALLY late), but his damage seems excessively low.

Q

  • Having the range increase with rank on an ability can be dangerous and makes it hard for opponents to learn/adapt to its range. I recommend making it 575, 600 or 625 range at all ranks, based on your current range numbers.
  • Shouldn't Q have 2 more ranks? It has only 3 mana costs listed.
  • Abilities that can damage enemies and heal allies at the same time seem a little weird to me. Its hard to get an optimal situation on them.
  • Speaking of the heal, most heals given to allies are for a flat amount of health. I think this is because champs with more health usually have higher resists and/or built-in ways to tank damage. It could work but it is an odd choice, especially since Controllers usually lane with Marksmen.
  • Also why does a wanderer yawn? I get that he's old but why does he do it? It seems like his other abilities' powers have something to do with his staff.

W

  • W seems really interesting. It should give him a bit of niche with allies that have abilities empowered by terrain (Bard, Vayne, Poppy, Mega Gnar, etc.).
  • The stun may be a little long. Increasing the cooldown and/or mana cost could also work. You probably won't get the balance perfectly initially though.

R

  • If I'm reading/understanding this correctly, his R pulls enemies towards its center as if they were walking towards it. I'm enemies can still move (fighting the R's pull effect) and use mobility spells in it. Getting an idea of the pull's strength would be useful for analysis. You may also want to consider adding a grounding affect to the circle if mobile enemies escape too easily.
  • The debuff to resists seems a little high.

Regarding some possible future improvements/directions:

  • Based on his current kit, I recommend designing Amani around being a Catcher, with W being his main catching tool.

  • Given his lore, it would also make a reasonable amount of sense to make him an Enchanter hybrid. That being said, most of the Catchers (Zyra doesn't count IMO) have shields or heals that can be used on allies.

  • CATCHER DESIGNING ADVICE Common factors between the Catchers (Bard, Blitzcrank, Ivern (Enchanter hybrid), Morgana, Rakan (Enchanter hybrid?), and Thresh) seem to include: 1: Pick making potential, obviously. 3 second snares, a rocket hand, grand entrances, etc. 2: Ways to help allies follow up on picks or join/escape some other sort of party. Magical journeys, vines giving dashes, lanterns, black shields (can't be peeled off/kited if CC immune). Rakan and Blitz admittedly don't have any, but Blitz pulls them into his team and can keep them there with E and R's silence, so he doesn't need the tools the others do. He is also an older design. 3: Additional (but less reliable and/or shorter range) ways to make/enhance picks. Thresh's E and R, Bard's R, Rakan's R, Morg's R, Ivern's E and R, Blitz's E. 4: A little shielding/healing potential. Morg's E, Thresh's W, Bard's W, Rakan's Q. Blitz can't do this, but he is old. Nothing approaching an Enchanter's strength, unless they are an Enchanter hybrid like Ivern and maybe Rakan. 5: Relatively low damage (higher then Enchanter's lower then Disruptors). Morg is a bit of an exception here, but she could be some sort of mage hybrid. Also her kit is old, and W and P are boring.

  • For Q, maybe something like Rakan's Q, Nami's W, Lulu's W and E, or Karma's pre-5.10 RE (RIP shieldbomb. If only it had been given counter play instead) could work better.

  • For W, give it a delay before it pulls (have the enemy be rooted, stunned, or suppressed during the delay), and have it telegraph where the enemy will be pulled. This should allow enemies and allies to prepare for it. It will also make it harder to accidentally screw up ally skillshots. You can also plan your R placement around where W will send them.

  • Make his abilities connect to his personality/beliefs/motives if possible. What is his character arc? What themes do his story explore? What makes him realize the errors of his ways? How exactly does he try to bring out the good in humanity? What is the source of his powers? What are/were his flaws?

  • Keep in mind that Lissandra rules the Frostguard by killing and disguising herself as their queen. I'm not sure if it is still canon, but you should consider it. Granted I'm not sure if you are seeing he was a member of the Frostguard who followed the queen or someone who knew who Lissandra really was and followed her anyway. Link to Lissandra's biography. http://universe.leagueoflegends.com/en_US/story/champion/lissandra/ Also Nunu used to be in the Frostguard if I remember correctly.

  • Make sure he is fair to play against, satisfying to play, and is not overloaded.

  • Try to make his abilities flow together nicely and/or have multiple combos.

I think I've said just about everything I could think of. Good luck! Always try to grow stronger!

(By the way the following tangent was made to explain why I did not include Zyra. I also guess she doesn't really have most of the elements the other Catchers do. All the catchers except Blitz have at least 3 of the 4 elements, while Zyra has 2 at best (E for 1 and R for 3 (though I think E's duration and range would not support R, especially since R isn't instant, is really short range, can't move with enemies like Morg's R, and doesn't provide a slow like Morg's R). She has no shields or boosts to allies. I also feel like she is better to play with some damage. Could be a Catcher hybrid, but deserves to be better in Mid lane)) ...Actually now that I think about it Disruptor/Catcher makes a decent amount of sense. Disruption fills the plant queen fantasy, and Catching fits her carnivorous plant nature (along with how she caught the sorceress and gained her human body).

An Irrelevant Tangent about My Belief in the Disruptor/Utility Mage Class

  • The utility mages should be Zyra (Catcher hybrid?), Taliyah, Anivia (Burst Mage hy-bird hybrid?), Heimerdinger (Burst Mage hybrid b/c of E + RW), Orianna, Gangplank (hybrid Skirmisher b/c of melee status, W, and MS boosts. Not tanky enough to be a Juggernaut, doesn't play like a Diver or Assassin), and maybe Viktor.
  • Azir could also be one but I temporarily have him as a Marksman first, Disruptor second. Probably should be the other way around.
  • All have a lot of zone control (gravity fields, laser shockwaves, artificial storms, turrets/plants/soldiers?/barrels, cannon fire, walls, rock mine fields, snowstorms, sun discs?, giant vine circles, and a ball that can control a surprisingly high amount of area) and some utility (the zone control, plant vision, shields, massive stun grenades, ally speed boosts from balls [clockwork and cannon. Also wall soldiers if you count Azir ]), but don't necessarily have the burst of a Burst Mage (except maybe Viktor, but I put him as a maybe for a reason) or the sustained damage of a Battle Mage. They can still chunk your health, but they have to follow up their burst with more damage.
  • There are also a bunch of champs that could be considered Utility Mage hybrids (like Brand b/c of his Passive, Illaoi b/c of her tentacles and E, and Katarina b/c of her daggers and R)

Also the removal of Teemo and Morgana from the class is for the best. Morgana's placement in the Catcher class makes perfect sense to me, and Teemo should probably be filed under unique playstyle.

Edit: Fixed a typo.