[Champion Concept] Ayrel, the Fae Regent
Jokingly, to a friend, I suggested that I could play any champion, so long as it was a carry.
So what if it was a support...?
The idea of calling back to the fae with their horrific creature of mythology roots is too strong to pass up. I think it creates an interesting opportunity to introduce something alien into the game. Not like the Void kind of alien, but something that looks almost too good to be true.
Appearance
Ayrel is intimidatingly tall, at least 6 feet. Not that you'd be able to tell given she hovers about a foot off the ground with her emerald dragonfly wings. She's clad in a brilliant green breastplate, with ornate patterns carved into every square inch. Silver gloves and leggings adorn her arms and legs. In her hands, a thin, curved sword with a faint purple glow. Her face is as fair and beautiful as you would imagine a fae to be...once you get past the horribly creepy all-black eyes. Two small fae spirits, much like Pix, orbit around her.
Her autoattacks launch purple sword beams as she swings her blade. Her critical hits involve a two-handed swing with a more brilliantly-shining sword beam.
Stats
Health: 512 (+83) Health Regen: 5.6 (+0.52) Mana: 300 (+38) Mana Regen: 7.2 (+0.43) Attack Damage: 52.81 (+2.22) Attack Speed: 0.658 (+3.33%) Armor: 20 (+3.3) Magic Resistance: 30 (+0) Range: 525 Movement Speed: 325
Abilities
Passive: Noble Command - Ayrel attracts fae spirits to her every 20/17/14/11 seconds (affected by CDR, numbers at 1/6/11/16). When she has at least one fae spirit with her, her next ability expends one fae spirit to apply fae spirits to all targets hit, revealing them for 4 seconds. The next allied, non-Ayrel basic attack to hit the target restores 10 (+3 per level) (+0.1 AP) health and consumes the debuff. Ayrel can stock up to three fae spirits.
Ayrel's critical hits, instead of dealing increased damage, apply a debuff for 4 seconds that increases all incoming damage by 10% (15% with Infinity Edge). This debuff refreshes and stacks with repeated crits.
Q: Fae Circle - Creates a circle on the ground that drains health from enemies. Allies inside the circle are healed for a portion of the damage dealt to enemies. Healing value drops by 20% of its current value for each tick of healing that ally has received. (See Galio's Bulwark if you're confused)
Duration: 3 seconds Total Magic Damage: 60/100/140/180/220 (+0.6 AP) Heal on Champion Damage: 50% Heal on Minion Damage: 25% Range: 600 Radius: 225 Mana Cost: 70/75/80/85/90 Cooldown: 12/11.5/11/10.5/10 seconds
W: Regal Glare - Deals damage in a cone and applies a stack on all targets hit. On three stacks, deals doubled damage and stuns for one second.
Magic Damage: 20/50/80/110/140 (+0.2 AP) Stack Duration: 4 seconds Cone Length: 400 Cone Arc: 80 degrees Mana Cost: 30 Cooldown: 2.5 seconds
E: Come Forth - Creates a wall of impassible terrain at target area that slowly moves toward Ayrel, pushing anyone in the way with it.
Wall Speed: 250 Wall Length: 300/325/350/375/400 Range: 850 Mana Cost: 50 Cooldown: 20/19/18/17/16 seconds
R: Regent's Wrath - Causes a furious storm to erupt around Ayrel for 6 seconds, slowly increasing her attack damage over the time and dealing increasing damage to all enemies within.
Attack Damage: 2.5/3.5/4.5 per .25 seconds, persists for 3 seconds after the ult ends. Magic Damage: 30/45/60 (+0.1 AP) per second, increased by 20% each second. Radius: 300 Mana Cost: 100/125/150 Cooldown: 90/80/70 seconds
Lore
Long before any of the modern nations were formed, Ayrel was a wandering girl seeking refuge from her dismal life in her town. Stumbling onto the Glade and meeting the fae inside changed her. She took up residence in the Glade, having found something to make her life cheery and wonderful again. Time passed outside, and Ayrel continued to enjoy herself, oblivious to the change in herself.
Out of curiosity, Ayrel left the Glade to see how her old town had fared, and was utterly surprised - both that her town no longer existed, and that people reacted with shock and fear to her. A quick look in the mirror revealed her new physical appearance, her pitch black eyes in particular. Saddened by this fate, she happened upon a girl much like herself on her way back to the Glade. Being reminded of her original life from before the Glade, Ayrel led the girl back to the Glade, where she knew she could enjoy herself amongst the fae.
As time passed and the new girl changed as well, Ayrel came to the conclusion that the outside world only contained suffering that could be averted if they would abandon time entirely and join her within the Glade. Crafting her own sword and set of armor, she crowned herself the Fae Regent. With several loyal retainers, Ayrel set out to liberate the miserable children of Runeterra from strife, stress, and time itself.
While her progress has been slowed by these awful rumors of a horrible monster shaped like a winged woman that lures children away from their homes with purple lights, Ayrel continues undaunted. No child should have to suffer like she did.
Playstyle
Ayrel is a supporting marksman able to provide both helpful healing and zoning while still being able to pose a threat with her autoattacks. With an absolutely silly synergy with Zeke's Harbinger and strong area-of-effect tools, Ayrel can keep a melee bot laner very safe, opening up new opportunities in team composition.
Early game is a matter of managing her range carefully. Ayrel can't self-heal from her passive, and her only hard CC requires three hits from her shortest-ranged spell. She can keep an enemy zoned with the threat of being stunned by Regal Glare, but an all-in before she can apply stacks would quickly stop that plan before she can get the stun off. Once the fight goes her way, however, she can easily cut off the enemy's escape with Come Forth, ensuring a Flash or a kill.
In team fights, Ayrel's Draining Circle can provide impressive increases to her front line's lasting power, especially if her passive is up, and Come Forth can break up a team and impair retreat. By the time team fights start, Ayrel should have at least some crit, allowing her to lead her team in dismantling targets. With no escape, and an ult that requires time to build up, Ayrel needs to be careful at all times to avoid being quickly killed.
Comments of any sort are welcome.
