Angel, the Child of Light

Stacona··1 votes·1,734 views

Angel is a celestial creature of blinding light, all cute and fluffy with great magical powers! Though she may not be able to directly harm others, mostly by choice, she relies on her spirit companion of light, Sean, to do the dirty work for her. Sean however needs to rely on Angel's power to both survive and thrive.

The reason why Angel is on Runeterra is because of her hatred of the void. Her job as a child of light is to destroy all darkness by any means necessary. So finding Sean and Sean finding her was almost destiny one might say, plus Sean is able to speak the native tongue of humans and yordles, which is handy as Angel can only communicate with animals.

Sean is a small fairy brimming with bright white light. Angel is yordle sized on four legs, has an adorable little snout, and a long tail and topped off with snow white short fur.


Angel is a highly mobile, but very short range, ability power marksman.

Angel can mark enemies the same way she would attack, if she could, but she cannot attack targets directly and instead relies on Sean to do the work for her as her basic attacks. This offers Angel to freely dart around the battlefield as Sean lights up the enemy (quite literally) with his bolts of light!


Attack Range: 450 units Attack Speed: 0.700 +2.5% per level Movement: 330 units per second Attack Damage: Low


Sean, the Loyal Companion (Passive):

Angel cannot attack targets directly, instead Sean flies near Angel and automatically sends bolts of light to the closest enemy to him. Sean's attacks deal (+100%AD)(+45%AP) magic damage.

This allows Angel to freely move while still attacking enemies. Angel however can mark an enemy for 1 second, causing Sean to prioritize his attacks when he is within range.

Flutter Jumps (Q):

Cooldown: 7/6.5/6/5.5/5 seconds; Range: 400 / 200 units

Angel jumps and magically flutters in the target direction over 0.5 second.

While in the air, Angel can keep fluttering for half the distance over 0.3 second, up to 1/2/3/4/5(+1 per 100AP) times. This can be held down to continuously keep on fluttering as soon as the current flutter jump finishes.

Safety Light (W):

Cooldown: 20 seconds

Passive: Standing still without taking damage or under enemy crowd control for 2.5/2/1.5/1/0.5 second will create a Safety Light indefinitely and heal Angel for 15/20/25/30/35(+15%AP) health. Only one Safety Light can be in play at a time.

Every 7/6/5/4/3 attacks from Sean also heals Angel for the same amount.

Active: While within 700/775/850/925/1000 range to your Safety Light, quickly dash to it and heal for 45/60/75/90/105(+45%AP) health.

Stay Sean (E):

Cooldown: 4 seconds

Angel gets Sean to stay at his current location for 2 seconds and then he dashes to Angel, dealing 20/75/130/185/240(+100%AP) magic damage to struck enemies.

Charge Blast (R):

Cooldown: 60 seconds; Range: 600 units

Sean charges up power over 1 second and then unleashes a blast of light around him, dealing 100/175/250(+75%AP) magic damage and stunning enemies for 1.5/2/2.5 seconds.


UPDATE NOTES (0):

Other: Reworked this champion to be more streamlined and update them to be more in line with my current champion concept standard.

Focused the kit better over one play pattern with multiple ways the player can go about using each ability. Gave them somewhat a proper lore. Gave them a better description.


StaconaConcept

8 Comments

LuthianDelphi2 votes

idk if im missing it or not but if there isn't you may wanna consider adding a cooldown inbetween being able to place checkpoints, being able to heal for just 50 mana with a 70% AP scaling can get really annoying with something like a sona/nami/soraka/taric to help heal the ADC as well. Just having a CD on the ability would help tho considering it essentially doubles as a TP to get back to lane.

Stacona1 votes

120 mana is like half your pool in the early game where mana is the most restrictive due to lack of mana regen and smallest mana pools before getting mana items. Besides for that, there is longish cooldown for each, but it allows her to have very short range and get to late game without winning the early game.

The passive has a cooldown and so does your Q. The check points can be destroyed by the enemy, with only one in play at a time. If anything I can increase the cooldowns for the early game for passive and Q so she has the sustain less often early on.

LuthianDelphi1 votes

{quoted}

120 mana is like half your pool in the early game where mana is the most restrictive due to lack of mana regen and smallest mana pools before getting mana items. Besides for that, there is longish cooldown for each, but it allows her to have very short range and get to late game without winning the early game.

The passive has a cooldown and so does your Q. The check points can be destroyed by the enemy, with only one in play at a time. If anything I can increase the cooldowns for the early game for passive and Q so she has the sustain less often early on.

yah, my worry is just that it might be a little to safe for her to get to late game you know? she has 2 dashes w/ a heal that doubles as a free TP. Not saying thats OP and awful but the heal definitly should be kept in check, afterall she could pull a bard and just constantly keep a pad undertower to heal w/ and use her W to dash in lane over her Q.

Stacona1 votes

I could tone back the dash range, the range is so high because it was originally about creating the check point and then going in with Q jumps and go back with a charged W for the damage and return to a saver place. But giving an active way to create a check point with Q does not need such a long dash range.

I want to give the tools to somewhat consistently get to late game by surviving the early game, but not win the early game which means the opponent can win before her hyper scaling kicks in.

LuthianDelphi1 votes

{quoted}

I could tone back the dash range, the range is so high because it was originally about creating the check point and then going in with Q jumps and go back with a charged W for the damage and return to a saver place. But giving an active way to create a check point with Q does not need such a long dash range.

I want to give the tools to somewhat consistently get to late game by surviving the early game, but not win the early game which means the opponent can win before her hyper scaling kicks in.

oh, also w/ 2 dashes and a built in TP for large map presence/ sustain and a really reliable way to kite w/ her passive she might end up being more of a jungler. shes mobile enough for it, and shes a ranged marksmen meaning her clear as long as her base damages aren't awful won't be bad especially w/ the heal *just look at kindred/kaisa or even tristana jungle for reference. Also her passive is global w/ the whole random drop thing so thats another incentive for her to jungle. idk if she'd get played botlane at all if there was an innate reason for her NOT to jungle

Stacona1 votes

I already said she is a jungle and duo-lane marksman.

Stacona1 votes

Reserved to update and make balance tweaks.

Stacona1 votes

UPDATE NOTES (0):

Other: Reworked this champion to be more streamlined and update them to be more in line with my current champion concept standard.

Focused the kit better over one play pattern with multiple ways the player can go about using each ability. Gave them somewhat a proper lore. Gave them a better description.


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