Sylph - Denizen of the Woods [Full Abilities/Lore/Tips/Strategies]
Sylph - Denizen of the Woods Primary Role: Support **Secondary Role: **Mage
Lore: I can barely believe it - I doubt anyone would believe me if they heard it. I probably wouldn't believe me if I haven't seen what I had seen! I know what I saw. I don't care if you believe me, this is the truth.
Where about? The woods just outside Ionia I tell you! Strange place; locals say it brings a sense of calm to their lands. I say it just plain creeps me out! There are things in the woods, things you wouldn't believe. I can never forget what happened, never!
What happened? Well let me tell you, it isn't something one can easily forget. In all my wisdom I thought a shortcut through the woods was a good idea - it wasn't! Things roam the woods. I can scarcely believe it. Things with claws bigger than a mans leg, things with eyes that shine in the dark, things that growl and howl in every corner, around every tree.
My skin was crawling with every step I took. This place was not natural - not to me. When one of the monsters suddenly jumped out at me, I was already well and truly beginning to regret stepping into those damned woods. Let me tell you, I was sure regretting it by then.
*It slashed at me with it's claws as it knocked me over - sliced me nicely. I would have been a goner, but the strangest thing happened! Roots burst up from the ground! Roots I tell you! They came from everywhere, crawling all over that monster! It picked it up, and - and then, I just don't remember. Must have passed out. But I remember seeing a face, seeming almost ethreal. I don't know if I imagined it, but when I woke I was outside the woods. Not a scratch on me. Not one! *
Crazy you say? Hah! I may just be, but I know what I saw. There are things in those woods, things that defy belief. May I never see those woods again, for I think it'll be too soon. Mark my words - whether you believe me or not, it doesn't matter. Just don't go into the woods, it isn't a place for any human anymore. I know what I saw...
Attributes Attack Damage: 50 (+3.0 x level) Ability Power: 0 (+0 x level) Health: 350 (+78 x level) Health Regeneration: 4.9 (+0.58 x level) Resource: 100 (+20 x level) Resource Regeneration: See passive Life Force Armor: 12 (+4 x level) Magic Resist: 30 (+0 x level) Movement Speed: 335 (+0 x level) Attack Range: 550
Abilities Passive Ability - Life Force **First Ability (Q) **- Soul Shift Second Ability (W) - Forest Floor Third Ability (E) - Spirit Tether Ultimate Ability (R) - Entanglement
Passive Ability - Life Force
Sylph's resource bar is replace with Life. The Life bar size is 100 (+20 x level)*** [Do not mix up her Health with her Life]***. Whenever an enemy or allied minion, champion, or neutral monster dies around Sylph [within 750 distance], she absorbs their life force. This takes 2.5% (+1.5% per 100 Ability Power) of the unit's maximum health and adds it to her Life. Sylph radiates a power passively, causing her and her nearby teammates [within 600 distance] to gain 1.25% increased base health regeneration for every 1% her Life bar is filled (up to a maximum of 150%).
First Ability - Soul Shift
Enemy Cast: Sylph steals part of her target enemy's spirit, dealing 50/90/130/170/210 (+0.6 Ability Power) magic damage and converting 35% of the damage dealt into Life.
Allied Cast: Sylph expends all of her Life to heal her target allied champion, healing 40/60/80/100/120 (+0.45 Ability Power) health. This heal is increased by 55/60/65/70/75% of the Life expended to cast Soul Shift. Sylph can cast this on herself.
Cast Range: 550 Cooldown: 8.0/7.5/7.0/6.5/6.0 seconds
Second Ability - Forest Floor
Sylph causes roots to blast out from a target location to cover an area [500 distance radius] for 6 seconds. While on it, allied champions gain 35% increased effects from healing and health regeneration effects. Sylph can then cast Forest Floor again to cause a tree to spawn out from any point on the forest floor. This tree is immovable, cannot be past through, but can be destroyed with a single basic attack or spell (and are about 3/4 the size of a Trundle Pillar Of Ice). Sylph can cause 1/1/2/2/3 trees to spawn from the ground while Forest Floor is active, with a 0.5 second cooldown between each tree cast (not affected by cooldown reduction). Once the field has expired, all trees dissapate.
Cast Range: 400 Cooldown: 24/22/20/18/16 seconds
Third Ability - Spirit Tether
Enemy Cast: Sylph causes a spirit bond to attach itself to an enemy champion that will spread to up to two other champions. In this time, if the initial champion is attacked they take 2.5/4.0/5.5/6.0/7.5% increased damage, and 15/20/25/30/35% of the damage taken (after applying armor and magic resist) is spread among the other two champions. If the connecting enemy champions run out of range [600 distance] of each other, the bond is broken between the two.
Allied Cast: Sylph creates a spirit bond between herself and a target allied champion. In this time, if her partner takes damage then 20/25/30/35/40% of the damage is reduced and Sylph will take 50% of the reduced damage instead. If Sylph gets below 10% health, the spirit bond automatically breaks and cannot be cast unless Sylph is above 15% health. The bond breaks upon Sylph and her bonded partner leaving beyond range of the tether [600 distance].
Spirit Tether lasts up to 5 seconds.
Cast Range: 500 **Cooldown: **18/16/14/12/10 seconds
Ultimate Ability - Entanglement
Normal Cast: Sylph causes roots to burst from the ground and trap a single target, rooting them for 1.0/1.25/1.5 seconds and dealing 40/55/70 (+0.15 Ability Power) magic damage every half second. Sylph then gains Life per second equal to 50% of the damage dealt to the target by Entanglement.
Forest Floor Cast: Sylph causes roots to burst from the forest floor, entangling an enemy and rooting them for 1.5/2.0/2.5 seconds and dealing 40/55/70 (+0.25 Ability Power) magic damage every half second. Roots immediately spill out [with a 350 Area Of Effect of the original target] and grab hold of other enemy champions, rooting them for half the duration and dealing half the damage per half second. Sylph gains Life equal to 50% of the damage dealt by Entanglement to all targets struck.
**Cast Range: **550 Cooldown: 82/74/66 seconds
In Lane Sylph's power is all in keeping her lane partner down in the bottom lane in the game. Her healing capabilities are strong, but multi-purpose between poke and restoration. She is a weaker caster on her own, so being caught out without back-up can be a dangerous game. She can be as useful in combat as she is out of combat. With her life regeneration, she can help bring allies' health back up quickly depending on her life she has stored. This can be increased by the use of Forest Floor. While in combat with her partner, she can dominate the battlefield with her Spirit Link, making enemies consider if it is worth fighting when either they are vulnerable or Sylph and her ally are at an advantage. Her trade off potential with a lane partner is tough, but leaves her susceptible to a full on assault if caught with her main abilities on cooldown.
In Teamfights Sylph has the advantage of assisting in a counter engage while she has her abilities active. Her ability to assist partners in damaging not one, but multiple targets is invaluable. Enemies caught in a tight group can be caught and held with Entanglement while over a Forest Floor, giving her team the advantage while they are locked down temporarily. Her healing properties have to be timed right, as they are restricted to only one target - be them enemy or ally.
Tips when playing as Sylph:
- Use your Soul Shift to poke when possible and fill the Life bar - but don't be stingy with your heal too.
- Save your Forest Floor as a counter-engage measure against enemy champion engages.
- Your self-survivability is low, so co-ordinate with your lane partner to make your presence effective.
Tips when playing against Sylph:
- Sylph has long cooldowns on her Forest Floor, Spirit Tether, and Entanglement - catch her out while they're on cooldown!
- Baiting Sylph into using a heal will cause the health regeneration bonuses to drop dramatically.
- Sylph has strong counter-engage properties, so be careful when you engage against her while she is with her team.
Visual Note Sylph looks like a spirit, small in size - almost to that of a Yordle. Her ethereal state gives her a spirit-like property. She glows a slight greenish hue which gets stronger the more Life she has stored. Her attacks are her throwing/casting out small green spirits that take the shape of a bird.
Sylph's Soul Shift looks like a brown-green spirit drain that either gets cast out from an enemy to Sylph, or Sylph to an ally. Her Forest Floor looks like a huge platform of overgrown roots have burst forward, with autumn oak leaves to cover over the top of the roots - giving it a 'forest' like quality. The trees summoned out of Forest Floor are small overgrown oak trees, that give a 'chopped down' animation when they are destroyed. Her Spirit Tether is a green bond the same hue as Sylph is, which pulses slightly when bonded to an ally. The tether is a browner color with a slight greenish hue when it is tethered between enemies. Her Entanglement is similar to that of Zyra's Grasping Roots, but the roots are more prominent and cover most of the champion's model.
Potential Skin Note
- Haunted Sylph Sylph takes on the properties of a ghost more than a forest spirit, giving her ethereal look a more - well, 'haunted' appearance. Her Soul Shift physically looks like she is stealing the target's soul or giving her soul to another ally, the color more light grey/white if there is not much Life used in the heal, or charcoal/black with a blue-ish hue if there is lots of Life used in the heal. Her Forest Floor becomes a ground of dead roots and dead leaves, and any trees summoned are blackened and stripped of leaves - giving it the air of a graveyard more than a forest. Might consider putting in tombstones over dead trees, whatever takes the fancy there. Her Spirit Tether is a bond that changes color between white to grey to black and back again, emanating a haunted blue-ish hue. Her Entanglement could be dead roots bursting from the ground to entangle an enemy, or (when over Forest Floor) skeletal hands reach up through the dirt to grasp enemies and root them where they stand.
Skin Price: 975 - 1350 RP
Side Note: Sylph was just a concept created within a few moments and developed on very quickly. I enjoy creating champions who run off a different resource that is not Mana or - well, nothing. If you like Sylph, think her in need of some serious work, or just plain dislike her - feel free to comment below! All feedback is appreciated and taken on board objectively! Oh and I do apologize for not being an artist - I'd love to be, but I hope you can look at Sylph just as well without the art!
If you liked Sylph or are just the plain curious, feel free to check out my other work under my name! Thanks!
Taucentauri