Lilly and the Flourishing Garden
A magical plant from Ionia that uprooted herself one day to freely roam the world! Her appearance is more flower and barely humanoid, unlike Zyra who has mostly the appearance of a human woman, Lilly is more joyous and slender like a child - her feet are plant roots, leafs for arms and hands, and hair of flower petals.
Lilly's quest is one to create a garden of peace and tranquility all throughout Runeterra. To do this, all cities and technology are not safe, she will come to destroy anything that gets in the way of her goals. Though her desires may be pure, the ways she goes about to get what she wants is not.
"Not all that appears good, is good."
Lilly is a mobile healing mage. Swinging from ledge to ledge with her vines to get around the map, great for getting out wards or making plays in the side lanes, pending on what position you are playing Lilly as. Of course, the mobility is great for quickly rushing over to save a low health ally!
Her ultimate is something special with growing a massive tree! Both for helping her to heal more and aid in her mobility with its terrain aspect to it, but be careful about improper usage as it can be damaged and turned into mulch by the enemy team.
NOTE: I am trying to make basic attacks more interesting as of late. For mages, treating the basic attack like another spell, rather than a thing that is just there, make the basic attack feel more relevant and feel alive on the champion and with purpose!
Attack Range: 250 to 700 units, always ranged, but is not a true projectile Attack Speed: 0.875 +2% per level Attack Damage: Average Movement: 330 units per second Health Regen: None
Leaf Lashing (Passive):
Ranks: @levels 1/5/9/13
Lilly stores up energy for her vines can extend out further when she goes to attack, up to 450 bonus attack range over 3 seconds of not attacking.
Lilly's attacks slam her target into the ground, rooting them in place for 0.75/1/1.25/1.5 seconds. This can occur once every 6 seconds against the same target.
Lilly deals 3%(+1.5% per 100AP) of the target's maximum health as bonus magic damage on hit to those that are movement impaired.
Fast Grow (Q):
Cooldown: None; Cost: 37/44/51/58/65 mana; Radius: 100 units
Hold: Lilly immobilizes herself to summon roots that travel in the direction she is facing. The further out the roots travel, the slower they move. Disrupting the channel will automatically create the release effect.
Release: Lilly sprouts out a plant above ground based on the roots' current location, dealing 50/75/100/125/150(+70%AP) magic damage to struck enemies and briefly knocking them up, keeping them grounded and slowed by 15/25/35/45/55% while within reach of the plant. These plants last for 2.5 seconds.
Lilly can latch on to these plants with Vine Toss and pull herself to it.
Vine Toss (W):
Cooldown: 3 seconds; Cost: 25 mana; Range: 1000 units
Lilly throws out a vine in the target direction, stopping at the first piece of terrain in its path and pulling her to it. The speed Lilly is pulled at is increased by 0/25/50/75/100%.
Deadly Blossom (E):
Cooldown: 5 seconds; Cost: 80/85/90/95/100 mana; Range: 700 units
Lilly blooms out and damages enemies around her for up to 100/135/170/205/240(+120%AP) magic damage based on her own missing health, max at below 35% health. Minimum 20/27/34/41/48(+24%AP) magic damage.
Passive: Lilly creates flowers as she moves around for 3 seconds, healing those inside by 8/11/14/17/20(+5%AP) health per second, Lilly is unaffected. Lilly heals for 2/3/4/5/6(+10%AP) health per second. This healing is increased by 50/75/100/125/150% while Deadly Blossom is on cooldown.
The Great Tree (R):
Cooldown: 180/150/120 seconds; Cost: 100 mana; Range: Global / 700 units (from outer bark)
Lilly grows a massive tree at the target location that has a radius of 300/450/600 units, acting as impassable terrain for all units, stopping enemies on contact, and remaining in play indefinitely until replaced or destroyed. Only one The Great Tree can be in play at a time.
The Great Tree has 1200/1500/1800(+250%AP) health and heals those nearby for 20/40/60(+20%AP) health per second.
UPDATE NOTES:
Fast Grow: Cost lowered to 37/44/51/58/65 from 45/50/55/60/65 mana Base damage lowered to 50/75/100/125/150 from 60/90/120/150/180 Ratio increased to 70% from 60% Slow reduced to 15/25/35/45/55% from 55% at all ranks
Deadly Blossom: Cooldown lowered to 5 from 10 seconds Base damage lowered to 100/135/170/205/240 from 100/150/200/250/300 Max damage stated at 35% or less of Lilly's health Minimum damage stated at 20% damage or 20/27/34/41/48 +24%AP magic damage at roughly 90% or greater of Lilly's health
NOTES: Fast Grow mana cost seemed a little high early on without any mana items, especially being intended as a spam ability, while having the slow being too good during the early game, even with a smallish area that the plants affect.
Base damage reduced and ratio increased since this ability is naturally a lot stronger the closer you are to your target, both for the fact that it moves the fastest at close ranges which also means you can ready the next one sooner with less wait time for the travel. In other words, this is to remove tank build exploits since this champion is balanced around the idea of being squishy for that high risk and high reward gameplay, valuing proper skill usage and positioning because of the squishiness and a damage sponge build would compromise that premise and vision.
Deadly Blossom base damage goes along the lines of discouraging tank builds, juicy AP ratios should encourage the squishiness, along with mana draining spells to get the player to go for ability power and mana. The lowered cooldown may seem like a buff, but in this case is actually a nerf, since the amplified heal is based on while the ability is on cooldown so less downtime means you need to spend more mana for the increased healing and being healthier means the ability does less damage. So there is quite a bit of decision making and skill involved in a very simple to use ability, these are my favourite type of abilities, where the skill is about being smart and not about mechanical skill.
Just a general statement, between her sustain healing and anti-mobility, she is very strong against poke and hit-and-run champions, but weak against all in champions due to the inability to stop champions from dealing damage - especially ranged champions - and having no burst healing on her kit, not even a burst shield. And without terrain nearby, she cannot escape easily or at all, especially being a short range mage.
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