Iris, The Alleviating Archer (Champion Concept)

sad þoy·9/27/2019, 8:31:01 PM·2 votes·3,009 views

Hey there! I don't really have a backstory or anything like that for this concept yet. I just know I was really into the idea of an archer who could uniquely crit heal, so after some brainstorming I built a kit around it. The numbers aren't exact nor finalized, nor is any of the tuning I put into it but this all seemed to make sense. I do know that I'd prefer the character to be a male, humanoid, visually petite, shy, with a big heckin bow that appears pretty and fantasy-like-- but over the course of the game gains confidence (think Ezreal, but much less cocky). I was thinking for a faction/region something like Ionia or Bandle City (the first non-yordle to live there)? I wanna say maybe even.. twinkish, but not feminine? There's not really an introduced gay male champion (there's Varus, but his lore was updated to be the embodiment of a gay couple.. not really the same), inb4 "WHY DOES THIS CHAMPION HAVE TO GAY, OR IN FACT, ANY CHAMPION-- there doesn't NEED to be but I think it'd be a unique personality trait. Kind of biased though because I was a pre-Ezreal rework Taric x Ezreal stan.. Anyway, I'll probably update this thread here and there when stars align over time.. here's the kit!


Base stats: Health: 490 > 1850 (level 1>18) Health regen: 3.0 > 12.0 Mana: 440 > 1400 Mana regen: 12 > 19.5 Armor: 30 > 42 Magic Resist: 30 > 98 Move. Speed: 340 Attack Range: 580 > 605 > 630 (1 > 11 > 16) Attack Damage: 55 > 102 Attack Speed: 0.6 > 1


**Passive ** Healing abilities have a chance to critically heal based on Iris' current critical strike chance (this only applies to Iris' abilities, not to items). For every time that Iris critically heals, his's Q and E ability cooldowns are lowered and Iris gains a stack for his E ability.

Q - Requires 50/65/75/85/100 mana to cast (13/11.5/9/7.5/5 second cooldown) Lunge range: 350 Iris lunges to his desired direction, becoming immune to crowd control and damage from start to finish of the lunge. If an opponent attacks Iris while he's in duration of this skill, the opponent becomes slowed by 15/20/25/30/40%.

W - Requires 35/40/45/55/65 mana to cast, allies must be radius to use. Effect Radius: 500(10/8.5/7/5.5/4 second cooldown)
Iris motivates his allies, increasing their movement speed by 25/35/45/55/65% for 3.5 seconds and their tenacity by 40% at all ranks.

E (TOGGLE SKILL) - Requires 65/75/85/100/120 mana to cast, Range: 1100 (Each charge has a 16/14/11.5/9/7 second cooldown ) Healing Spec. - Iris charges and launches an arrow to an ally he chooses that'll heal them for 20%(+25% AD) of their max health per charge, up to a maximum of 60%(+25% AD) at 3 charges as well as granting them .25/.5/.75 (stack dependent) seconds of CC immunity (hold down E then release to consume more than 1 charge).

Damage Spec. - Damage the target for 45/80/115/130/170 (+40% AD) as well as stun for .5/1/1.5/1.75/2 seconds. This part of the skill doesn't have a charge system.

R - Requires 100/150/225 mana to cast (160/140/125 cooldown) Range: 1200 Effect Radius: 250 Iris grounds himself, locks himself into animation to release a barrage of arrows into the sky that rain downward onto both allies and foe-- arrows that hit allies heal them and arrows that hit opponents damage, slow for 10/18/26/35/42%, and gradually cripple their defense by 8/16/24/32/40% for 5 seconds (for every arrow that hits them). The arrows used in this ability can also critically strike.

A single arrow can either heal an ally for for 175 (+40% AD) and/or damage an opponent for 250 (+45%), slows them for 10/18/26/35/42%, and cripple their defense by 8/16/24/32/40% for 5 seconds. This applies to all allies and opponents in the area.

Healing mechanic scales; Level 6 => 175 (+40% AD) Level 11 = > 250 (+45% AD) Level 16 => 380 (+50% AD)

Slowing mechanic scales; Level 6 => 10/18/26/35/42% Level 11 => 26/37/45/52/65% Level 16 => 45/56/65/72/85%

Defense cripple mechanic scales; Level 6 => 8/16/24/32/40 Level 11 => 16/24/32/40/48 Level 16 => 24/32/40/48/ 56


Example Build item 3508 item 3161 item 3222 item 3107 item 3009 item 3094

4 Comments

Posui Gart9/27/2019, 9:22:01 PM2 votes

Overall interesting mechanic, however I don't think of what role he could have, he is too supportish to be an adc, and too item-reliant to be a support

Q: 5 sec cd short invulnerability will be hated by everyone W: Somewhat boring but also really strong spell, could even be op with current numbers E: 20% maxhp heal with 7 sec cd is somewhat too much, and it can be used at 3 stacks for 60% hp heal. Compared to that, 25% ad scaling per charge is somewhat weak. Using it with 400 ad(full build) on a 1500 hp target(non-tank teammate, most champions have more at max lvl) results in 300 base heal and 100 additional heal. There is like no point for building ad for this spell To compare, CC immunity is rather weak, considering its delayed(arrow takes time to reach the target, and you also need time to charge) and will usually ust go to waste as enemies can wait for that 0.25-0.75 sec Enemy cast is basically a 2 sec targeted stun with 7 sec cd, thats obviously op Also, with 100% crit chance his E will always crit, refreshing itself because of his passive, which is probably not how it is supposed to work R: How are arrows falling exactly? Does this work like Xerath's ultimate, so every arrow falls where the caster pointed them? If that's the case, at lvl16 hitting enemy once means he will take all 5 shots with that 45% slow(unless they have mobility spells).

Overall I think this is an unusual idea of a supportish marksman who has to predict enemies attacks to maximise his spells effect and has quite a variety of builds. My suggestions to improve this would be:

  1. If you want him to be played as ADC. consider adding some AS scaling somewhere on his healing. Could be either direct one(like -10% cd on his E charge for every 100 AS from items) or indirect(normal critical strikes on champions also reduce his cooldowns, but weaker).
  2. Remove either damage or CC immunity on his Q, and in return maybe remove that growing manacost.
  3. Make W more focused. Instead of some speed for all allies for a long time, something like 50-250 heal(that can crit because of his passive), +100% speed(that will also crit if healing crits) and slow immunity for Iris and his nearest ally for 1 sec would make the ability feel "stronger" and more meaningful, while removing extreme hard-to-balance cases of 5 man speed boosts.
  4. Some rework for enemy E cast. Targeted stun needs to go, but the idea of a "supportish" arrow could stay. I thought about effect that absorbs damage done by targeted enemy, something like "damages the target for X and absorbs next Y damage done by it to champions for Z seconds", where both damage and absorbtion part could also critically strike

Your way of showing spell cds, scalings etc is a bit strange and hard to read. Instead of

Healing mechanic scales; Level 6 => 175 (+40% AD) Level 11 = > 250 (+45% AD) Level 16 => 380 (+50% AD)

you could write

heals for 175/250/380 +40%/45%/50% AD

or instead of

Defense cripple mechanic scales; Level 6 => 8/16/24/32/40 Level 11 => 16/24/32/40/48 Level 16 => 24/32/40/48/ 56

you could write

Defence cripple: 8/16/24 after first hit +8 per every other arrow hit, up to 40/48/56 (5 hits max)

This means the same thing but is somewhat easier to understand

I say Facts9/29/2019, 2:50:54 PM1 votes

Is she Olgierd's sister? if so then a good concept. I may as well make Olgierd champion concept

BitterFeetFungus9/29/2019, 2:57:45 PM1 votes

that's so shit lol there's a reason why only intellectuals like certainlyT work at riot champ design team ofc that guy quit because he ascended to a higher place