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(Champion concept, Splash art, Suggested skillset, Lore) Azulynn

Dadango··17 votes·6,763 views

A really talented friend and I have made a champion which we would love to see on the fields of justice. We know that you (Riot) don't want to take fan made champion concepts and make them into real playable ones, but we would truly and ever so humbly appreciate if you would make an exception. A lot of thought and hard work has been put into this project, and you can hopyfully, at the very least, take a look at it. Also if it could somehow become a real champion with a few alterations we would gladly offer our work just as a source of inspiration and we desire no acknowledgement/credits whatsoever, simply a messaging replying whether or not it can be used. (Damage and range on spells are only guidelines towards the kit we wanted the champion to have and probably needs a few modifications, twitches and/or nerfs.) I had some problems with the splash art and it might not be attached to this post/discussion for some reason, so here is a link with a screenshot in case: http://prntscr.com/4zkt68. Also this is the first time im using the forums/boards, so if I'm doing it wrong somehow please let me know. My personal account is on EUW servers with Summoner name "Christian2500", in case it is somehow needed.

Azulynn the voodoo witch

Q (Name of skill): Azulynn lets her voodoo doll run toward a nearby champion either dealing 20/40/60/80/100(+45% AP) magic damage against enemy champions or healing an allied champion for 30/40/60/70/80(+25% AP). (Range 800) W (Name of skill): Azulynn puts a needle in her doll making her target bleed for 90/135/180/225/270 (+100% AP) magic damage over 10 seconds. E (Name of skill): Azulynn tosses her doll to the ground stunning her target for 2 seconds with the sheer force, dealing 80/110/140/170/200 (+75% AP) (1, 5 seconds channel) R (BURN!): Azulynn sets fire to her doll dealing 100/150/200/300/500 (+110% AP) magic damage to her target over 3 seconds and inflicting fear on nearby enemy champions lasting 2 seconds. If “BURN!” kills her target the cooldown is reduced to half. Passive (Voodoo mastery): Azulynn’s doll takes the form of the champion she attacks allowing Azulynn to use her spells against this champion given it is within range. (Range: 4500)   Lore: Not much is known about the Shadow Isles or of the creatures that live there, but Azulynn isn’t nearly as secretive as the others. What is known by most is that her sister, Evelynn, always competed with Azulynn in every way possible. Yet as the older sister usually does, Evelynn always bested Azulynn. Azulynn was slowly filled with hatred against her once beloved sister. One day, after a competition with her younger sister, Evelynn travelled to Runeterra for reasons unknown. Completely filled by rage and confusion Azulynn felt a sense of desolation. She loved her sister and felt sad that she left without saying why or where, but she also hated her sister and felt glad that she could have peace and some time alone. However the feeling of complete desolation was the one filling her the most, it had replaced all the rage inside her. And so, as many hollow people do, she created a substitute, a doll. Eventually Azulynn became immensely bored and with every day that went by she felt more and more hollow, until one point where the desolation had almost consumed her frail soul, Azulynn punctured the doll with her nails sticking them deep into it in a sense of anger against her sister. Azulynn threw the doll away and started crying. On the Shadow Isles you don’t show weakness and Azulynn knew that as much as all others. But she had never felt so sad and lonely. Days went on like that, Azulynn crying and barely surviving each day without her sister. But one day she saw her again. Evelynn was horribly wounded and could hardly walk, however she managed to get to her sister for her help. Azulynn knew a bit of healing and cured Evelynn after a few days’ rest. Evelynn thanked her sister and said her goodbyes before leaving for Runeterra once again. Azulynn quickly grabbed her doll again, remembering old tales of an ancient sacred art, called voodoo. She had experimented with the doll on Evelynn while she was sick, and had discovered her talent for the art of voodoo. She now sought to master it, to master the art of voodoo and finally best her sister, and as such she fled deeper into the Shadow Isles and with every step deeper she improved her art. The doll she made of her sister, she kept beside her at all times, and made new ones to progress in her learning. Unlike many others who seek teachers and masters of their art styles Azulynn had no one and therefor had to keep trying and failing until finally succeeding and mastering the art of voodoo. Many had died and suffered for the sake of her goals, but she didn’t mind. She had finally become good enough to compete with her sister once again. Azulynn knew that her sister was no longer on the Shadow Isles and she therefor roamed the shores for days looking for a way to cross the waters. Eventually she came across and expedition of adventurers seeking the mysteries of the Shadow Isles. She decided to ask them to take her to wherever they came from. She casually and peacefully walked up the group and tried to use her charm to convince the men to return away from the dangers of the Shadow Isles. However even with her beauty she could not convince the brave adventurers and used her powers to kill half of them and force the others to sail her back. And as such she arrived in the Freljord and here she asked about her sister, Evelynn. Evelynn was by then already a famous assassin however no one seemed to know of her whereabouts. So Azulynn kept travelling. But when she eventually arrived at the Institute of War and saw the League of Legends, she knew that this was where she would compete with her sister, and win.

Second draft: Azulynn the voodoo witch 2.0 (Damage and range on spells are only guidelines towards the kit we wanted the champion to have and probably needs a few modifications, twitches and nerfs.) Q (CD: 21/19/17/15/13s Mana cost: 30/40/50/60/70): Azulynn lets her voodoo doll run for 3 seconds toward a nearby enemy champion dealing 20/40/60/80/100(+30% AP) magic damage over 2 seconds if the champion is caught. The doll then returns to Azulynn healing her for half of that amount (10/20/30/40/50(+15% AP). (Range 800 if doll goes further than 800 units away from Azulynn or it doesn’t catch its target, it returns to her) W (CD: 20/18/16/14/12s Mana cost: 70/85/100/115/130): Azulynn puts a needle in her doll making her target bleed for 60/85/110/135/160 (+55% AP) magic damage over 5 seconds. E (CD: 18s Mana cost: 50/60/70/80/90): Azulynn tosses her doll to the ground stunning her target for 1,5 second with the sheer force, dealing 50/75/100/125/150 (+40% AP). R (CD: 130/110/90s Mana: 100/120/150): Azulynn sets fire to her doll dealing 100/150/200/300/500 (+90% AP) magic damage to her target over 3 seconds and burns Azulynn’s doll in the process, removing the mark from the target. Passive (Voodoo mastery): Azulynn can mark an enemy champion with her basic attack with an added 3 seconds channel. Only one mark may be applied and only to one champion at a time and any other basic attacks while her current mark is still active are treated as normal basic attack. The mark disappears if it is inactive/not being used for 6 seconds, allowing for a new target to be marked. Azulynn can use her spells against marked targets and only marked targets.

55 Comments

AF Shogun3 votes

she seems to op. Way to many good spells on her. With a Azir like mechanic.

Dadango1 votes

We are trying to get away from Azir and Heimers commanding mechanics, however i had a lot of trouble phrasing the skills and i will try to make her more compatible over the course of a week's time Ty for your feedback

Dreddeth3 votes

She's got Voodoo She's got Hoodoo She's got things I wanna try 'Cause she's got friends on the other side She's got friends on the other side

ULTRAF0RCE2 votes

The spells and lore sound really awesome only problem with the lore is that they retconned the IOW and League, also did you think about maybe her being from the Voodoo lands. Because she would fit and we need someone else from the voodoo lands

Dadango1 votes

I never knew about the "voodoo lands", but that does sound nice. However the idea with Azulynn being Evelynn's sister would be changed if she was from the voodoo lands. If you can come up with a more detailed idea I would definitely rewrite the lore :D (or if you have skills in writing you could write it yourself :P )

ULTRAF0RCE1 votes

Probably not since I am just a student, the only reason I talked about that was the whole thing where Evelynn is probably going to have some changes and is supposed to be an enigmatic character, so having relatives in the game might affect that whole idea. I like your lore though

Dadango1 votes

Well we are students too :P Also i get what you are saying and personally i don't dislike Evelynn's mysterious and "uninformative" lore, but i have seen lots of ppl complaining about her not being interesting enough.

ULTRAF0RCE2 votes

I know and I do have to say it was at first disapointing when I found out that a very interesting champion has no story other than kills people if you don't know about JoJ. It would be nice to know what Eve is though before we start asking what Eves's sister is :)

Dadango1 votes

True that. JoJ is a bit too much reading for me, and while i do love the lore and find it truly interesting the JoJ is just too much of my time :/. If it states anything you think i should know, please do let me know. :)

ULTRAF0RCE1 votes

Haven't read most of them but basically Eve and TF dated

Dadango1 votes

Yeah I've read that aswell, which is why, if you look closely (and the quality i uploaded is good enough , you can see TF as one of the dolls flying around :) I tried to read as much from JoJ about Eve as I could so Eve and her relations i think i've got covered. Thanks for telling nonetheless :D

ULTRAF0RCE2 votes

So she wants to punish evelynn and the person who is close to her, as well as teemo because screw Teemo

doubleguac2 votes

The art is awesome, the passive mechanic is interesting, and I love the theme (I would be super excited for a witch/voodoo themed support).

That being said, her abilities are a little boring, the numbers are way too high, and she lacks counterplay.

Correct me if I'm wrong, but it seems like her W, E, and R are all undodgable and can be cast from up to 4500 range on whoever she auto attacked last. It doesn't seem like there is any duration on it, and I can't tell if casting a spell consumes the mark (do you have to re-tag them with an auto every time you cast a spell?)

Imagine her in lane. She get in range for one auto attack. From that point on, whenever she wants, she can blast the target for a total of 970 (+280% AP) and stun them for 2 seconds. Once you've been tagged with her passive, what's the counter play to her just repeatedly burning down your health with her W from a ridiculous range, and instantly stunning you/ulting you when the jungler comes in to gank?

She would be a little less oppressive if casting a spell DOES consume her passive mark. But even then, she still has an undodgable 2 second stun that she can instantly apply after landing an auto attack. And a 2 second fear on her ult.

She needs to deal far less damage. Her stun needs to be avoidable. Her max range needs to be heavily, heavily reduced (her range right now is nearly as long as a pantheon ult). And she needs to be made more consistently interactive.

Shamont2 votes

maybe she has to root her self to apply a mark? or maybe she has to stun the target the target before she can do any damage, and she has to be super close to stun, and after the stun has to wait befor she can do anymore damage. As for her location origin, just make it one of the islands from the shadow isles, that fits her perfectly

Dadango1 votes

The lore doesn't specificly mentioned where from Shadow Isles she is from, I didn't think it would matter which island she was from, as Elise's lore doesn't reveal specifc locations either. I might just have missed something, and I'm not a good writer, so a few mistakes might have been made there, however i wil look into it. The root while applying her mark is a good idea and has been mentioned before in another reply i believe. Thank you for your feedback, it is gladly recieved

Shamont2 votes

you really do need to give her some disadvantages though, to balance her. there need to be available counter plays. How about a really short range to use any of her abilities, mana starvation, and really squishy, you could also reduce the damage for abilities that have extra effects

Dadango1 votes

I see that the range on her is quite far, but I didn't read up on how the "range unit" in LoL works like, i just took the range on Xerath ult and thought, meh that's about right :D Her stats I havn't made because i thought someone at Riot's champion design might be quite a lot better for that than myself. And as mentioned in other replies i will see to look into it, and hopefully Riot will too :D Thank you for the feedback

Shamont2 votes

ok i got it, she has to root her self to create a doll of the champion she plans to attack

Dadango1 votes

For how long tho? Too long would really make her vulnerable for a midlaner, and would give alot of oppertunities for champions like Xerath or Ziggs to hit her hard. And if it was not made as a mark, it would simply be too often that she would get that disadvantage. Nice thought tho, plz try to find a time frame or something, otherwise i might do so myself over the course of a week's time.

Shamont2 votes

Im changing my previous root suggestion to a channel, that way she could still move but, but moving would interrupt the channel, so its not a real root. Before she can use any ability (besides q) on her enemy champ, she must channel for 2-3 sec. An enemy ability could interrupt her, but she could just move away to avoid damage, and start the channel again.

Lets say her passive, is that after 3 basic attacks, a mark is placed on the enemy champ (it could disappear in 6 sec if not used, or range of the mark is exceeded (up to you) ), and making a voodoo doll consumes that mark, (its up to you if you want to make her have to be within a certain (close or far) range to be able to make the doll without the mark disappearing and having to start over) If you do decide to do this, you could have the mark stack: if she stays and does 3 more basic attacks within the first 6 sec that the first mark is made, then another mark is added. This means that when she makes her doll (no time added to the channel), that it will consume both marks to do 10% more damage with spells(more risk more reward). Or she could save the second mark for later.

i mean, she needs some counter play for those powerful abilities, and a channel is perfect, because she has to make the doll after she has attacked the enemy champ, and that would take time, and concentration, it also allows the other side to make a fair retaliation, because they are about to get hit with some seriously painful skills, at a possible very far range, so its only fair. I'd also make her super squishy, like a friggen plush toy, with all the damage she puts out.

Also I think after her ult Burn!!, that she has to make another doll, so she'd have to start the process over, i also think that her ult could have a map wide range

Dadango1 votes

Really nice suggestions. I will look into that and reply here as soon as I implement them (as I most certainly will). I was also thinking last night, instead of a root, how about 80-90% slow instead? so she could move although slow enough for spells to hit her. However a channel seems in place aswell. I'll look over both mechanics and perhaps make seperate kits. Thank you for your contribution Velkoz

Not2nightDad2 votes

want, seems like oriana to me more than azir

Dadango1 votes

Glad I'm not the only one who doesn't see her as a "puppeteer" :)

Shamont2 votes

First you need to explain it more so people can understand it better to critique it better. So does that mean that her Q would become an ability that toggles, like Jinx's Q? Or is it a passive, where she doesn't activate it, the doll, (after she has made it) it just goes out every 2nd AA? Or is it every time "another" of any of the abilities is used 2 times? (which I think may be a little weird and awkward, since she'd have to wait). Or maybe its a way to balance her? having an uncontrollable passive, but then I feel that the heal is too OP unless its balanced, but then again having to wait balances, it unless it not a passive. If it’s a toggling ability, It would heal herself in one form, and damaging an enemy in the other? Is an ability that you could voluntarily toggle to decide which one you want when? or does it toggle on its own, as a passive? Also during the time that the doll is away getting herbs for the heal, (say 5 sec) She wouldn't be able to use any abilities! she'd only be able to AA, assuming that her AA is melee or some ranged magic, and not stabbing the doll from a mile away, (then she couldn’t do anything, which I guess is another balance, but an unfair one). Was this an intended balance for the heal, or her as a whole, or did you not intend this? Maybe a Passive is better, IDK If it were up to me (and mind you, it isn't, its your choice), using what you have given me, I would have it toggle between a heal ability (where after making the doll of the enemy, then by activating Q it would walk away, and come back, all within, say, 7 sec, to heal her for a short amount) and a damage ability (where the doll walks up to the enemy and maybe punches them, doing a little damage) But having two Q abilities, one being a heal, may be a little OP Other idea you could do is that the doll runs toward the enemy champ. But instead of dealing damage the doll could lifesteal. This technically gives you a heal, and damages them at the same time, simplifying the spell. There are two ways that I see this happening. In both, after activating Q, and selecting the enemy champ, the doll walks toward the enemy champ at a moderate speed giving them time to react. The thing to balance this ability is that, the enemy champ can target the doll with AA, (or maybe abilities as well) and destroy the doll before it reaches them, denying the spell (Think of the doll as a slightly stronger minion). Thus Azulynn would have to start her doll making process over. I think that this is a good balance. Also the doll will have a moderate range in a straight line, so she'd have to get in a bit closer to use Q to balance the life steal. Or it can be a moderately low range based on Azulynn's position (the doll can only walk so far from the center of the circle Azulynn being the center, so if she walks forward the doll gains range, technically, if she stands still then the doll will reach the end of its range) so that if the enemy runs out of range before the doll reaches them, then the doll would fall down, Azulynn would have to pick it up within 20 sec, or it will fall apart, and she will have to start the doll making process over. The instant that she picks it up she can use her other abilities again, because while the doll is out walking she can’t use her abilities on that one champ (Although, it does leave room for a loop hole, that being its a voodoo doll of the enemy, and damaging it would be the same as damaging themselves, so you could make it an ability that has no escape (unless they run), where either they take the damage from it or damage themselves, we could make it so if they kill the doll they only receive a fraction of the damage) but originally I wrote this, so that they can stop the attack). If the doll reaches the enemy then it would attach itself to their leg and life steal for 5 sec, drawing a (high or low) amount of life.

Dadango1 votes

I like the idea of lifesteal and I'm sorry for not writing in much detail, I thought I would keep it short so more would bother reading it :) Really nice of you to come up with those ideas, I have taken note of them and I hope I'll be done with the changes at the end of the week. To clarify what I thought with the spell, I'll try to describe it here: Azulynn's first Q would be a damage attack where the doll would run towards an enemy champion and if the champion would run far enough away the doll would return to Azulynn the moment it reached it's range indicator's limit. And passively she would change between a heal and a damage spell whenever she casts it (I know it's a weird mechanic, but meh :P). I definitely will implement the lifesteal instead of the passively changing Q, and I think a mechanic similar to Ori's with her balls could be in place for her doll and it's run. If the doll where to go out of range it would simply fall to the ground seems fair giving her the weakness that she must pick it up or make a new one, getting her in range of enemy damage. However it might be making her too weak, as I'm already nerfing her damage quite a lot and making her CC last 1 sec less and also giving her cooldowns a look. The fact that she can only damage 1 champion at a time, makes her decent for taking out high priority targets given she can get into range for an AA. However in most teamfights that wouldn't do much as the enemy support or tank would keep Azulynn at bay, protecting the ADC or whatever target she might choose. So yes, her laning phase might be a bit OP, however she falls off late unless her team lets her get close enough for an AA. Furthermore since I'm implementing a channel/root whenever she has to choose a champion to attack she gets (I believe I've written 3 seconds or so) where she is vulnerable and still in range, giving the enemy team an easy kill if she has no protection. As you mention in your other post (I'll reply to both here if you don't mind ^^) she can only have 1 doll which as mentioned above really ruins her power in teamfight unless she makes a doll before the fight begins, but since she can only have her mark/doll made/applied for 6 seconds (new update) she will have a small window of opportunity to make her doll and if her burst doesn't kill the target she probably has to make another doll making her weaker aswell. Also if the doll is to "hug" the target and steal life I really don't think it should be killable on the way back as she already can't use spells without the doll, and it, as you say, goes against the voodoo :) I forgot what more I was going to write here so I'll just end this here. Thank you for your feedback and brilliant ideas, I hope to hear more from you, it's much needed :) . I'll post again when I'm done with the updated kit.

Shamont2 votes

In the first version, the life that is drawn by the doll is instantly transferred to Azulynn, and then it walks back to Azulynn. In the second version the doll must walk back to Azulynn with the life that its stolen from the enemy to give it to her. If Azulynn ever leaves the range of the doll (radius or straight line - wise) then either the doll will fall immediately down and she will have to pick it up within 20 sec, or It will stop life stealing and remain on the enemy’s leg until she returns to range or until the 20 sec runs out, and she has to start the doll making process over. Either way, in both versions the doll must walk back to Azulynn, its just a matter of what order in events she gets the heal from the life steal. But on the way back the doll runs faster than when it walking towards the enemy. Because the doll must walk to the enemy and runs back this could give (your choice) the enemy two chances (although the second one is less of a chance) to kill the doll (again this is on the premise that killing it will not hurt them, cause if it did, it would hurt them a fraction, but it would still be OP). And if they do kill the doll then, Azulynn would have to start her process over. I personally like the 2nd option because it gives the enemy a chance to deny Azulynn the lifesteal heal, but it wouldn’t be a complete lost for her because the enemy still lost health. Or you could further balance the spell, by making it so if the enemy damges the doll on its way back for (option 2) that they take a percent of life stolen back, until the doll is destroyed, where they get it all back. (All of these different variations will be up to you to decide how you want to do it, or not do it at all). For both versions, the beginning is the same.

I hope i did an ok job in this post, I had a lot of complicated ideas, and if you need clarification I will gladly give it

Also shes a person who can only damage one person at a time, right ? or can she have multiple dolls, for each champ, that she has her voodoo mark on? How would she switch between dolls if she did? Would she just click on a different champion, and then the next spell would only damage that on champ right. I think I just discovered her big flaw, that is the perfect balance! Now no one can complain about her being OP. Even if her spells do a lot of damage, and she can be relatively safe, the whole time, she has no crowd control, she can only hurt one enemy at a time. And to champs to her doll collection she has to get close to do so, and making the dolls takes time. BING!!! insta perfectly balanced champ!

Shamont2 votes

whaaat her name is fiiine, I likes it. Its incredibly unique, and thats what Riot values. HEAR THAT RIOT? VALUE THIS CHARACTER AND HER AWESOME CREATOR'S TALENT!!!!!!

Kitsuki052 votes

The theme seems really good for a new league champ (somehow she reminds me of Ryze's spurned lover though) and the artwork is impressive. However, I believe the kit could use a little tweaking. Instead auto-attack gating as a method for spell delivery, which is both frustrating for the caster who just wants to cast, and the opponent who feels there's no counter play to her spells, consider using it as a lever.

For example, change the passive something like: Azulynn's attacks deal 1/2/4% (+3%/100 AP) of her attack damage as bonus magic damage. This damage accumulates into a sphere of life-force that is absorbed into her own health if nothing is attacked for 3 seconds.

This enables you to create some pretty neat interplay between her abilities and this passive, and it also reinforce the idea that she's sucking out a little piece of your soul with her every attack.

Instead of throwing her doll with Q, it could instead be changed to: CD- 6/5/4/3/2 Mana cost- 30 Azulynn channels for 1 second to weave a wicked voodoo doll and imbuing it with her accumulated life force. Half the damage received by Azulynn while channeling or while carrying the doll afterwards will also apply to the doll, and it's health will also slowly decay over time. Casting this spell while a doll is still held will instead cause Azulynn to choke the doll, dealing 20/30/45/60/80(+30% AP) magic damage, to both the doll and cursed champion, and slowing, the cursed champion by 10% for 2 seconds.

Now how much health a doll gains per unit of life force, and how fast it decays is definitely a pivotal piece balance-wise, and frankly I just don't feel like crunching the numbers, but I feel like they should only last about as long as Yorick ghouls. When loose, and maybe half as longer when held.

The rest of the changes to her kit would just be minor tweaks, change the W so that it can be used as a projectile, or cast on the doll to affect the cursed automatically. Make E an aoe that throws her doll/life force sphere, slowing enemies or stunning someone if they're struck by their own doll. (The doll will just mindlessly chase down and attack their target at that point). And change the ult so that instead of just a straight burn, it deals more damage and possibly some CC, but can be blocked by another champion as she tosses the blazing doll-missile on an unerring path towards its victim.

Dadango1 votes

Really good feedback, I like the idea with the q and passive and I will attempt to implement them sometime soon. I think however you misinterprehented the ult, she sets the doll on fire dealing damage to the cursed/targeted champion, she doesn't toss a burning doll after them xD Purely kit-wise (so to speak?) I like that idea, but it's a bit too much like Cait ult or Jinx ult or something, and animation-wise it just doesn't look as creepy if it's a flaming rocket of doom instead of a burning little creepy doll :D Thank you for your reply, I hope you will take a look at the next draft for her kit when I release it (probably as a comment or just in the main post, idk maybe both) :3

Dadango1 votes

I've started making the new draft however something i misread last time came to mind now when reading your comment. If her passive is more damage on basic attacks and an orb to heal from and her Q is well a healing thornmail, it takes away her single target hate so to speak. Her passive as it is now, makes sure she can only damage 1 champion at a time, and in return makes that damage bloody huge. I ask if you could clarify how you want to implement you idea of the passive without removing that feature. Still nice to get ideas but I as said, misread your comment, sorry. :)

Kitsuki051 votes

But her Q doesn't heal her at all? If anything the change adds more single target damage because you can use your Q to repeatedly deal damage on a champion, so long as you have your doll. The old passive is moved to the Q, the new passive makes her gameplay more interesting as there's a reason to want to focus fire with auto-attacks other than just "I have to do this or else no spells"

Dadango1 votes

If you look at the new draft: "Q (CD: 21/19/17/15/13s Mana cost: 30/40/50/60/70): Azulynn absorbs a bit of her target’s lifeforce into her doll dealing 20/40/60/80/100 (+30% AP) magic damage. If Azulynn doesn’t use any spells or basic attacks for 3 seconds she will absorb the health the doll has stolen from her target, healing half the total damage (10/20/30/40/50(+15% AP) but removing the doll in the process." I took some of what you said in use, with the healing process, however kept somewhat the same damage and scalings as before. Also with the idea you had, I think her heal would either be too much per heal, or too little, and you wouldn't bother trying to utilize it.

SeekerK1 votes

There is a puppet master kind of champion comeing, but when and whos the source im not allowed to say :)

Dadango1 votes

There is already "puppet master kind of champions". Just look at heimer or azir :)

Dadango1 votes

Fun little thing I noticed the other day. Azulynn's needles look alot like the summoner icon with the skull darts/needles

Dadango1 votes

I have a problem with the skillset rewrite and would love some ideas, before I finalize. Instead of Azulynn's Q healing and allied champion OR damage and enemy champion, how about she sends out the doll every 2nd attack to gather herbs for healing herself instead of an ally and then only dealing damage on every second cast. Furthermore with a long cd (probably like 10-12 seconds with no CDR) that would nerf her heal and damage output on that spell quite alot (of course I'm changing the values aswell). Would love some feedback on that, as I'm not sure how well recieved it would be as a spell.

Dadango1 votes

So here it is, the second draft, and as always, feedback is much appreciated: Azulynn the voodoo witch 2.0 (Damage and range on spells are only guidelines towards the kit we wanted the champion to have and probably needs a few modifications, twitches and nerfs.) Q (CD: 21/19/17/15/13s Mana cost: 30/40/50/60/70): Azulynn lets her voodoo doll run for 3 seconds toward a nearby enemy champion dealing 20/40/60/80/100(+30% AP) magic damage over 2 seconds if the champion is caught. The doll then returns to Azulynn healing her for half of that amount (10/20/30/40/50(+15% AP). (Range 800 if doll goes further than 800 units away from Azulynn or it doesn’t catch its target, it returns to her) W (CD: 20/18/16/14/12s Mana cost: 70/85/100/115/130): Azulynn puts a needle in her doll making her target bleed for 60/85/110/135/160 (+55% AP) magic damage over 5 seconds. E (CD: 18s Mana cost: 50/60/70/80/90): Azulynn tosses her doll to the ground stunning her target for 1,5 second with the sheer force, dealing 50/75/100/125/150 (+40% AP). R (CD: 130/110/90s Mana: 100/120/150): Azulynn sets fire to her doll dealing 100/150/200/300/500 (+90% AP) magic damage to her target over 3 seconds and burns Azulynn’s doll in the process, removing the mark from the target. Passive (Voodoo mastery): Azulynn can mark an enemy champion with her basic attack with an added 3 seconds channel. Only one mark may be applied and only to one champion at a time and any other basic attacks while her current mark is still active are treated as normal basic attack. The mark disappears if it is inactive/not being used for 6 seconds, allowing for a new target to be marked. Azulynn can use her spells against marked targets and only marked targets.

Shamont1 votes

I feel that you could un-nerf her damage a bit now that we have given her some balance. She has to get in close to AA, and then she has to channel for 3 sec (say within 500 units of the enemy she just AA'd) to apply the mark and make the doll. Also is her main ability, Q is stoppable on the first phase (while the doll is walking towards the enemy, before it starts dealing damage and sending some life steal to Azulynn)? Im guessing you chose the first version of the Q, which is cool. It would be harder to land a combo, if the Q is stopped. Now that she has some real risks I think it'd be ok for her to be able to absolutely be able to 1v1 if she has the mark on them and lands a combo. I also think that she should be able to mark multiple enemies, but she can only damage one at a time, to pick another champ she'd just click on them and use another ability. That way she can't really spam abilities of she wants to get multiple targets, but if she wants burst then she has to focus on one person. I think that, that makes her more versatile and fun to play, and still balanced. I think her marks should stay active until the enemy dies or she does, but she can only damage them within range. I think that this would balance out her early and late game because, in the beginning she could just run to all the lanes, and her team mates would help her land her marks in early, then she goes back to her lane. Then if there's going to be a skirmish, her team calls her in for an assist, she runs to that lane, clicks them does a little damage, then runs back off (this is based on her being a mid laner, or can she Jung?). Once her team kills that enemy, they could call her back when that enemy comes back, to place another mark and save it for another team fight.

I guess I kinda see her as the person who is trying to stay on the edge of a fight to deal a lot of damage, and not die but still has to be kinda near. I also feel that she may need some quick, but low damage move, that could damage any one person that is trying to initiate on her, or a kind of get away move or shield? Would that make her OP? because now I feel she'd be kinda squishy and I have to protect her. I know that this would be bad, and be unfair and unbalance her but I cant help it. I guess I am trying to cover her intended weaknesses. Maybe being squishy and not being able to damage a random target on command was part of her weakness, and it comes with the voodoo arch-type, but I might as well tell you my idea. What if part of her passive is if: Within 3 (or maybe 6) sec of placing her first mark, and making the doll after the channel (within 500 unit?, she'd be able to interrupt her own channel after AA 3X to place the mark, to put some distance after being in very close, to make the doll, but its ur choice, it does take away from her intended weakness) if she does another 3X AA she will place another mark on them and herself, that is visible to both teams (youll kno why in a sec). This mark means that if any enemy (besides the one that the second mark is on) damages her with an AA and/or/both Ability then 10% (or maybe just 5%) of that damage will be redirected to the enemy that has the second mark (or maybe changes the damage received as a slow or AS reducer for the person with the 2nd mark). Or if multiple enemies have 2 marks then the doll she is currently holding gets the mark effect, as long as it isn’t the attacker, (or maybe it can be, hurt yourself hahahaha), and they have 2 marks. Hows that for a passive. Another idea, is that her damage to one target increases based on how many marks she has on other enemies. In terms of a quick spell that can hit anybody (I kno u prob wont like this) what if she can use Q on any enemy, but it only damages a tiny bit, if its not a doll of the enemy currently being attacked, and it doesn’t life steal. Have you given thought to what her AA would be after making a doll for an enemy, would she go from melee, to just stabbing the doll in a slightly close ranged range?

I had some other ideas but I forgot em, sorry <:)

Dadango1 votes

It's nice with different ideas. I already thought about the Q not relying on her mark, however I really want the whole "Voodoo on one unlucky fella" theme to go through. Also having her simply use 3 AA makes it too easy to place the mark, as it takes about 3 seconds uninterrupted and she can simply interrupt and come back after a dodge to place the last 1 or 2 AA. A channel is better here i think. Also I really know your pain with wanting to give her an escape tool and remove her intended weaknesses. I too had the idea of multiple dolls, but letting her change between them goes against the theme aswell, even though it could be an interesting mechanic. It might also be quite OP, as i see Azulynn she is evil in laning phase but worthless in teamfight/late game if her team doesn't help her out, by providing cover for her doll making process etc.. The idea of her is that she can be a bully in the laning phase dealing continuous damage and in the late game/team fights she would require her team to protect her while making a doll essentially taking out the person she was making a doll of. However due to comments on her being OP i nerfed her damage. Most of what you are commenting here are my same initial thoughts about her, but they all contribute to her becoming way too strong. I like to keep her ranged on her AA otherwise it would complicate things too much. I think my/our work here is done, and I probably won't be checking this post nearly as often as I have. Instead I'll just hope someone from Riot sees this and then we can work with him/her to make Azulynn become a champion. However it might take a bloody long time for them to see this post, I hope you will help me cooperate with Riot to making her a champion, because otherwise all this work would pretty much have gone to waste. Thank you for all your lovely ideas so far, and your great help. I miight make a new draft but i doubt it. Cheers and do come back if Riot does :) Have a nice day

Shamont1 votes

Right I like the idea of a 3X AA and a channel. Your whole post is full of things done right, she is very much balanced right now. And even if her early game doesnt match her late game without help (a good balance) if she completely shuts down her lane then she has done her job. That mean that in the late game her tesm will have one less enemy to worry about because Azulynn did her intended job. And you have done a good job! Now its the waiting game, GJ and good luck ! :)

Dadango1 votes

Thank you, truly. Your support has helped shape her quite a bit, just need better name and a Riot member now :)

Dadango1 votes

Alt. support passive: Steals 6% of a random stat (movement speed, attack speed, armor, etc.) And gives the stats stolen to the next champion to basic attack the target.

Shamont1 votes

niiiiice :)

Shamont1 votes

thanx

Dadango1 votes

Made a new draft, however while there has been a good amount of ideas I decide not to change much. Taria5 gave me an idea to change her Q a bit and I've tweaked a little bit on her damage (her ult and cd on her E by like 1 seconds xD) This is not because I am lazy but instead because I am satified with Azulynn as her kit looks now. I'm ready to argue her spells or whatnot if people still find her OP, but keep in mind that I have NOT made her stats, such as movement speed and start AD and so on, mainly because that's too much math for me (>_>) and because I generally don't know how they should look other than her health should be low and her movement speed aswell. Her attack speed wouldn't matter because she only needs to attack once and her AD should be low like idk most other AP mages? Nevetheless here is the 3rd and probably final draft for Azulynn, The Voodoo Witch: (Damage and range on spells are only guidelines towards the kit we wanted the champion to have and probably needs a few modifications, twitches and nerfs.) Passive (Voodoo mastery): Azulynn can mark an enemy champion with her basic attack with an added 3 seconds channel. Only one mark may be applied and only to one champion at a time and any other basic attacks while her current mark is still active are treated as normal basic attack. The mark disappears if it is inactive/not being used for 6 seconds, allowing for a new target to be marked. Azulynn can use her spells against marked targets and only marked targets. Q (CD: 21/19/17/15/13s Mana cost: 30/40/50/60/70): Azulynn absorbs a bit of her target’s lifeforce into her doll dealing 20/40/60/80/100 (+30% AP) magic damage. If Azulynn doesn’t use any spells or basic attacks for 3 seconds she will absorb the health the doll has stolen from her target, healing half the total damage (10/20/30/40/50(+15% AP) but removing the doll in the process. W (CD: 20/18/16/14/12s Mana cost: 70/85/100/115/130): Azulynn puts a needle in her doll making her target bleed for 60/85/110/135/160 (+55% AP) magic damage over 5 seconds. E (CD: 17s Mana cost: 50/60/70/80/90): Azulynn tosses her doll to the ground stunning her target for 1.5 second with the sheer force, dealing 50/75/100/125/150 (+40% AP). R (CD: 130/110/90s Mana: 100/120/150): Azulynn sets fire to her doll dealing 100/150/200/300/500 (+80% AP) magic damage to her target over 3 seconds and burns Azulynn’s doll in the process, removing the mark from the target and fearing enemies around the burning targe for 0.5/1/1.5 seconds.

Shamont1 votes

hmm you both have a point...

Shamont1 votes

ok cool thanks, i just like helping out

You have inspired me to do great things. please come take look at the product you help create! http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/zWVzZnLk-champion-concept-gryndheim-the-usurper

Shamont extends a gracious welcome for you to come check out his concept

unstable irl1 votes

Damn that champion is cool, i did think that such a long range stun, DOT and such is way too op, but then realized that she can only use it on a marked champion, which could be very problematic if she's a squishy champion overall. So you would kinda have to go defensive AP items to get close to those enemies :) Anyhow, very interesting concept and i freaking LOVE the lore, man whoever wrote that should write more! =) Wish i wrote like that. I have made some champs of my own, but are afraid to do it concistantly as i do not draw the art myself, i just find it on google. So my final question is, who drew that art, and can you help me? :) If you can thanks, and if you can't.. Thanks anyway ;-) Champion: 7,5/10 - Lore: 9,5/10. Hope to hear from you soon!

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