[Champion Concept] Demiya, the Darkin Scourge

Eranell··2 votes·489 views

Here is one of my Concepts for another Darkin, which I had in mind for a couple of months now. I wanted Darkin to have a very special kind of weapon which weren't seen in League of legends yet so my first thoughts went to Scythe and Whip (or rather something similar to a Cat-O-Ninetails). Well with Kayn comming out soon I had to scrap my thought on a Scythe wielder so I concentrated on polishing my Domina ;P

I had a lore for her too which included that the Darkin are actually a race of people who served the holy mission to cleanse evil souls in a very specific way, blablabla, dont want to bore you with the specifics ... but I had to scrap that as well because it seems like Riot wants to make the Darkin just bloodthirsty people who murder for fun(?). Maybe she just likes to bring pain without killing like a true Sadist? We will see.

But let's get to the real deal. Here is my concept of Demiya, the Darkin Scourge. I may repost this a couple of weeks later when I thought of a proper background.

(Passive) Slavedriver

Though Demiya has a "high" attack range (450) her basic attacks are considered melee. She also gains 1/2/3/4 gold off of killed nearby allied minions if they are NOT killed by an enemy champion. (Earned money increases with her ults lvl)

(Q) Whiplash (Cooldown: 8/7.5/7/6.5/6; Mana costs: 30/35/40/45/50)

Demiya cracks her Scourge on either an enemy unit or an allied minion. If she hits an enemy minion or monster she deals 20/40/60/80/100 (+100% AD) and all nearby enemy minions/monsters are scared for 1 second. When she hits an allied minion it is damaged for 30% of its current health, all nearby allied minions gain 30%/35%/40%/45%/50% attack and movement speed for 3 seconds and the cooldown is reduced by 50%. When she hits a "Scapegoat" minion it also gets scared for 1 second, running away from her. This skill activates on-hit effects.

(W) Pain Rain (Cooldown: Toggle; Mana costs: 15 per second)

(Passive) Demiya regenerates 0.5%/1%/1.5%/2%/2.5% of the damage dealt to near allied minions and 8% of damage dealt to Scapegoats as health.

(Active) Demiya holds her Scourge in the air, unleashing a volley of lashes in an area around her, dealing 20/30/40/50/60 (+40% bonus attack damage) normal damage per second to all enemies inside, causing herself and allied units to increase in movement speed by 10%/12.5%/15%/17.5%/20% and enemy units to decrease in movement speed by the same amount as long as they are inside the area. If allied minions affected by Pain Rain kill an enemy minion Demiya gains the gold. While this skill is active her auto attack range is reduced to 125 and cant cast other skills with the exception of "Let Fear become Fury!". Recasting Pain Rain deactivates it.

(E) Scapegoat (Cooldown: 25; Mana costs: 100)

Demiya places a still standing, not attacking "Scapegoat" minion. This minion can block skillshots and has 100/200/300/400/500 (+10% max health) hp. If your team kills the minion it explodes in a gruesome fashion after a 1 second delay, dealing 80/130/180/230/280 (+80% AP)(+10% bonus health) magic damage to enemies around the explosion and scares them away from the explosion for 1/1.15/1.3/1.45/1.6 seconds. Demiya always deals 30%/35%/40%/45/50%/ of the Scapegoat's maximum health on it as bonus true damage when hitting it with her auto attack or whiplash. Scapegoats do not give gold and are highly prioritized by towers but take 200% damage from them.

(R) Let Fear become Fury! (Cooldown: 150/125/100; Mana costs: 100)

Demiya taunts every enemy that was scared within the last 2 seconds for 1.5 seconds and deals 150/250/350 (+75% bonus AD) to them. For every minion she taunts she gains 5 armor and magic resist (up to 20 from minions) as well as 10/20/30 armor and magic resist for every champion she taunts for 8/12/16 seconds.

Playstyle:

Demiya is a very new take on the support role as she has a bigger access to gold than most support. This enables her to buy bruiser items like Titanic Hydra and Frozen Mallet, as most of her abilities scale with AD as well as health, and help her true purpose in game, which is shoving lanes as quickly as possible (even alone), split pushing and deny enemies the access to gold by hurting her own minions and shoo them under the enemy tower. The more reliable way of split pushing and sieging though is to buy a Banner of Command and/or Zz'Rot Protal early on as she has defensive stats that sholdn't be underestimated and to increase her survivability when split pushing by giving her Armor, Magic Resist and Movement Speed around towers. Also by giving the support the task to split push, your team has a stronger midlane in a 1/3/1 playstyle. Maybe you even want to run TP instead of Flash as she cant execute her E in any flashy way if used offensively. But that is up to you.

Strenghts:

Her strenghts lie in the relatively high damage from her Q on early lvls and the shoving power in the laning phase if paired with fast clearing ADCs like Jinx or Sivir. She can also easily block play making abilities like Blitzcrank's, Morgana's or Thresh's Q with her "Scapegoat" ability. Speaking of her Scapegoat, this ability has, paired with her Q as last hit and her ult afterwards, a very strong playmaking potential, maybe even comparable to an Orianna ult CC wise.

Weaknesses:

She has nearly no utility (which is uncommon for supports) as her hard cc is very hard to land and is very immobile, making her and her ADC an easy target for ganks if they push, which is Demiya's main purpose after all, so prepare with counter ganks. Also her playmaking potential is very predictable and hard to execute if not paired with other fears from her team or at least other CC to reliably land her E.

Builds:

  • Damage/Health mixed

  • Eye of the Equinox

  • Ninja-Tabi/Mercuries

  • Titanic Hydra

  • Frozen Mallet

  • Black Cleaver

  • Sterak's Gage

  • Full defense/Siege

  • Eye of the Equinox

  • Ninjy-Tabi/Mecuries

  • Banner of Command

  • Zz'Rot Portal

  • Deadman's Plate

  • Rightious Glory

Of cause you can always go for a more traditional support items like "Knight's Vow" or "Locket of the Iron Solari" but "Zz'Rot Portal" and "Banner of Command" synergize extremely well with her Q and W especially when having baron and fighting a waveclear heavy team as increased attackspeed on a baron + banner buffed Siege Minion make it really shine and increasing the speed of Voidspawns ensures them to reach their destination, which is the enemy turret. One slap from her q on a Voidspawn should make it fast enough to ignore a tower shot and even if not she can place a Scapegoat to catch the shots for it.

Note: As I'm bad with balancing and not really familiar with fair base stats there is of course room for dabate on that but I think I at least did a good job on creating a champion with a unique playstyle, fitting identity as a Darkin and fair strenghts and weaknesses.

Feel free to leave suggestions and critique in the comments. See you on the Fields of Justice.

5 Comments

LuaDotExe1 votes

An interesting concept; a couple of things, though:

From what most have gathered, the Darkkin are the sentient weapons, which live for blood and take control of a host. They are not just "bloodthirsty people who murder for fun." On top of this, they seem to be going for a "blood for blood" trend-- this fits in well with your character, despite not healing off damage, since you're sacrificing minion's health to augment yourself.

Secondly, however much it fits, the kit itself is rather complex, and I feel as though a system similar to Gangplank's barrels could be more fitting for the Scapegoat. Dealing so much of its health could make it quite hard to counterplay; after all, you could always just place it down in the enemy team and have somebody throw out a high-damage AoE nuke (Nunu ultimate or something) and they wouldn't have too much time to react. In my opinion, both sides should have an equal chance of killing it. It also doesn't really help that you should want to either get away from it or kill it yourselves, and if you DO kill it yourselves, it heals Demiya.

Finally, is Whiplash a target spell? If it is, that may cause counterplay issues; 100(+100% AD) physical damage that you can't dodge can turn out to be a lot, and it wouldn't be quite fair if you couldn't avoid it some way.

Eranell2 votes

Like I said I'm not good with balancing. I actually had in mind to make her Q a skill shot. Don't know why I didn't make it one myself. But you are right it does seem quite unfair and it sould be a non balistic skill shot with some sort of indicator like Jhin's W or cast time like Caitlyn's Q. After all the point and click spells were what made the Ryze remakes a meme.

The Gangplank Barrel mechanic is actually worth a though and the Scapegoat should probably not be killable by allies but only Demiya herself and enemies. Imagine placing a Scapegoat just when the Dark Matter of a Veigar hits. The balancing of her Ws healing also probably needs some tweaking.

I probably put to much thought into her identity as a Darkin and sadistic Slavedriver and to few into her playability and balance.

And the thing you said about the Darkin, that they are sentient weapons, I heard that myself. I think it is more likely that they are sealed inside weapons as they are refered to as an actual race in Aatrox's lore and become stronger and ultimately able to posses the body of their wielder when bloodlust overcomes the wielder or the wielder spread enough blood in proximity to the weapon. Who knows at this point?. We dont know how Aatrox became what he is now. But without some confirmation from Riot this will remain a theory either way.

Anyway thanks for the suggestions. I'll take them into consideration.

J4 Ulted Mexico1 votes

Her passive seems pretty damn useless the higher up the ladder you go, and downright non-existent in pro-play. You might be able to make bank in bronze where people can't last hit.

Eranell2 votes

Well, I played with the thought of making her able to kill her own minions with her Q and to be honest I didn't put much thought in the amount she gains from her passive. But killing your own minions to deny the enemy gold seems unfair to me especially when used on an own cannon minion. Gangplank used to have a skill like that if I remember correctely. Maybe increasing the vulnerability of the minions from tower shots could be the solution to make farming under tower harder? As of now there is mostly a clear pattern on how to farm under tower. 2 tower shots and maybe an aa from your supp for melee minions and one tower shot and an aa from your supp for caster minions. The gold gaining passive came along from the concept of permanent shoving and a support who evolves around Attack Damage needs some other source of income.

Anyway, critique is what the comment section should be about, more so in the comment section of a Champion Concept.

Chillee1 votes

(Passive) Slavedriver Though Demiya has a "high" attack range (450) her basic attacks are considered melee. She also gains 1/2/3/4 gold off of killed nearby allied minions if they are NOT killed by an enemy champion. (Earned money increases with her ults lvl)

Wields a whip and has a passive called slave driver... yikes

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