Ghela, the Fairy Queen
I made this in response to a challenge I saw on the boards, and I decided not to just leave it in their comment section. I was psycho enough to try to complete every challenge they offered in one champion and, well... I'll let you guys decide how it went. I do admit I threw the thing together a bit fast, so I'll take any suggestions you guys have on improving this champion since most likely some MAJOR adjustments will be necessary to make this workable.
Ghela, the Fairy Queen
Origin: The Glade
Roles: Support, Mage, Fighter
Stats: Health: 300 (+66 per level) Mana: 348 (+48 per level) Mana Regen: 12.2 (+0.6) Attack Damage: 43.2 (+1.1 per level) Attack Speed: 0.511 (+1.9% per level) Attack Range: 350 units Movement Speed: 340 Health Regen: 5.27 (+0.49 per level) Armor: 19.441 (+2.5 per level) Magic Resist: 23 (+0 per level)
Passive:
Fae Mirage Fairies are known for being tricksters, and one of their more well-known abilities is the power to create illusions. Gael in particular loves casting mirage spells, so both in an attempt to protect his "queen" and just for the fun of it he creates an aura that makes it difficult for people to aim at his queen, especially from a distance. Gael has 100 (+10 per level) health, plus a quarter of any health items Ghela has. His attack speed is half of Ghela’s and his attack damage is a quarter of hers. His attack range is 250 units, and he will target anyone that Ghela has targeted for her basic attacks, but only if he is within range. Gael can be attacked and targeted for abilities, and when not attacking an enemy he is circling slowly around the champion he is assigned to. While alive, Gael will be assigned to Ghela by default. Whatever champion he is assigned to will be shrouded in a magic veil, making it impossible for basic attacks and targeted abilities to be used on the champion from more than 250 units away from the champion. When killed, he will remain dead for 20 seconds before reviving in front of Ghela.
Q:
Reassignment Ghela sends Gael to protect a target allied champion within 400 units, offering them both the effects of her passive and a small magical shield protecting them from 100/125/150/175/200 (+15% AD, +15% AP) damage. The shield lasts for 5 seconds, after which it will heal the selected champion for whatever amount of damage protection was left on the shield. While this ability is active, Gael's Mirage causes the affected ally to "fluxuate", making it possible for their hitbox to very briefly move to another location within 250 units of their actual location. Gael remains on the champion for 10 seconds or until he dies, the champion dies, Ghela has less than half the health she had upon casting the ability, or Ghela reactivates the ability. The shield is not removed if Gael returns to Ghela before 5 seconds have gone by. Ghela can cast this ability on herself to give herself the shield This ability only goes on cooldown once the shield disappears and Gael is assigned to Ghela again. Cooldown: 12/11/10/9/8 seconds Mana Cost: 90
W:
Catch Me if you Can! Ghela may be a queen, but that doesn’t mean she doesn’t like to play tricks herself, nor does it mean she’s afraid to get her hands dirty. Her favorite trick is to offer a reward in exchange for capturing her within a certain time limit, then continuously teleporting behind the person so they can’t catch her. While this ability is active, Ghela’s basic attack range becomes 150 (melee), but her attack damage is increased by 8%/10%/12%/14%/16%, her armor penetration increases 4%/5%/6%/7%/8%, and half of the damage she deals is treated as magic damage. In addition, whenever she basic attacks a target, she teleports exactly behind them once she is within 300 units of them, and continues to do so as she basic attacks them. Basic attacks from her target will be aimed where she was when the basic attack started, but will only land if she is in front of them at the time. Targeted abilities will still land on her. Enemies she has targeted for basic attacks will earn 1 gold each time they successfully basic attack her. Every 5 times they miss she will receive 2 gold. This ability lasts for 5/6/7/8/9 seconds, or until Ghela reactivates the ability. The cooldown begins only after this ability is no longer active. **Cooldown: **10/9.5/9/8.5/8 seconds Mana Cost: 85
E:
Possibility #1 I’m Over Here! Ghela places a charm on a target allied champion (this can include herself). When the target champion uses a targeted ability or basic attack and the ability activates (on Garen’s decisive strike, this effect will occur when he attacks the target, not while running up to them), four of the selected ally will appear in a square around their target (one exactly in front, one exactly behind, one to their left, and one to their right). The targeted champion will be one of the four, teleported to a random location within the formation. The formation will retain orientation as their target moves, ignoring unit collision and walls as they follow the target (the square will not turn, but will keep the target in the center of the square; teleporting abilities will move the formation to keep the target at the center; ramming abilities will move the target in the direction the real copy is pushing it, unfortunately giving their location within the formation away). All four copies of the ally are targetable, but when the ability ends the ally will only receive a third of the damage done in total to the other three copies (they will retain 100% of the damage done to them). All copies will mimic whatever actions the original performs, but the ally’s target will only receive damage from the real one. If the ally dis-selects their target by moving or selecting a new one, the square around the (previous) target will disappear, the ally moving from whatever location they were in when they dis-selected their target. The ability will end in 3/3.5/4/4.5/5 seconds, or until all 3 clones are killed or the selected ally is killed. The cooldown will only begin once the ability has ended. If this ability is used on Ghela while Catch Me if you Can! is active, she will be behind her target by default. Cooldown: 10/9.75/9.5/9.25/9 seconds Mana Cost: 100
Possibility #2 Too Slow! One of Gael's favorite tricks to play on someone is to challenge them to a race and then create an illusion that only lets his opponent see his past self, so they think they're winning up until seconds before the end of the race. Gael has now learned to use this illusion on others as well, and to use it for combat purposes (not that it's any less fun than when he used it for games, but now it helps his friends). Ghela assigns Gael to a target ally (this can include herself) within 400 units. That ally gains both the effect of Gael's Mirage and an additional effect: For 4/4.5/5/5.5/6 seconds, enemies do not see the assigned champion, but rather the actions of that champion from 0.75/1/1.25/1.5/1.75 seconds ago, and can only target the fake version of the champion, rather than the real version. Dealing damage to the afterimage deals no damage to the real version. After this effect ends, Gael remains assigned to the target champion for 10 more seconds before returning to Ghela. Gael will also return to Ghela if the assigned champion dies, Ghela's health is reduced below half of what it was at the time this ability was cast, or Ghela re-activates this ability. Re-activating this ability does not remove the afterimage effect if done before the timer is gone. Cooldown will only activate once this ability ends. Cooldown: 10/9.5/9/8.5/8 seconds Mana Cost 90
R:
Because the Queen Demands It! Queens get bored, too, and nothing is funnier to Ghela than seeing someone stumble over themselves after they’ve been transformed into another animal. She doesn’t even care how grotesque of a beast they turn into; she just enjoys watching the results. For this reason, she loves telling her servants to transform people into random monsters. Even war is made funnier by turning someone into a lizard or a weird rock creature. Ghela has Gael transform a target champion into a monster. She first selects either an ally or an enemy to do this to. If an ally is selected, Gael is reassigned to the selected ally; if it is an enemy, Gael retains his current assignment. She then selects a monster to turn them into, choosing between a Red Brambleback and a Big Golem (selection process similar to Twisted Fate’s “Pick A Card”). Allies retain their original stats, but with the following effects: Big Golem: Health increased by 80%/100%/120%, Armor and Magic resist increased 10%/15%/20% Red Brambleback: Attack damage increased 25%/30%/35%, Magic damage increased 20%/25%/30% Attack speed increased 20%/30%/40% Enemies retain their original stats, but with the following effects: Big Golem: Attack damage decreased 20%/35%/50%, Movement speed decreased 10%/15%/20% Red Brambleback: Health decreased 20%/35%/50%, Armor and Magic resist decreased 8%/12%/16% Enemies’ abilities also gain a 0.25/0.5/0.75-second (increased) warm-up time. Enemies transformed by this ability are treated as both champions and monsters by ability effects. This lasts 5/6/7 seconds or until Ghela dies. This ability gains a 1/1.25/1.5-second warm-up time if Gael is dead when it is activated. Cooldown: 200/119/118 seconds Mana Cost: 150
Lore: Short Version:
The fae find politics incredibly boring, and have chosen not to have any formal system of government. Instead, being the fun-loving creatures that they are, they unofficially choose a "queen" based on whoever is the most fun to play with. Currently, their queen is Ghela, a fun-loving fairy that always knows how to cheer people up. She is always followed by her best friend and most loyal "subject", Gael. Ghela could not understand why people outside of the Glade always seemed so unhappy, so one day she and Gael decided to go out and try to cheer up the people of this land known as "Runeterra". Unfortunately, her games and jokes only seemed to make everyone upset, and it became clear that the only thing people in this world seemed to know how to do was fight one another. Ghela and Gael became very discouraged, but then they heard about a group known as the "Ministry of War", which seemed to be trying to keep peace throughout Runeterra. Ghela learned that they do this only through more war, and was very unhappy with this, but from what she had seen it seemed like the only way to get through to people, so she and Gael signed up as champions to fight on the Fields of Justice, but only on the condition that they not be forced to fight, but instead be allowed to play their own little tricks and games on the battlefield, which the Ministry allowed so long as these "games" assisted the other champions.
Long Version:
The Glade is a magical world where all of reality seems strange and distant, with only bliss and mirth being of any importance to the inhabitants. It is also the home of the fae, a magical race that love nothing more than to play games and tricks, especially on people from the outside world. Often times they will deceive people and lure them into the Glade just to play with them for however long they feel like it. Once inside the Glade, many people never want to leave; the Glade takes away all of their stress, and the outside world simply does not seem worth being in anymore. Everyone lured into the Glade is met with a world filled with so much joy that they become happier than they've ever been in their entire lives, and this happiness in turn makes the fae happy and encourages them to lure more people into the Glade. The fae have no rigid system of government; politics is too boring, and they'd much rather play around than discuss laws. No fairy has ever done anything too terrible anyways, and there are not many bad things that one can do to a fairy in the first place, so laws are rather annoying to them, as well as law enforcement. Because of this, rather than hold any official election, they simply pick a queen based on who's the most fun to play with. This queen does not necessarily have to be the best at playing tricks, but they have to be fun-loving and rarely ever serious. Currently, the unrivalled queen of the fae is Ghela, a queen who could not be serious for five seconds even if she were on her deathbed. She always encourages everyone to play, and she makes a point of learning what makes each one of her subjects smile so she can cheer them up if they look like they're down. Ghela has never understood why the real world is so unnecessarily complicated and boring, or why people are so unhappy when they don't have to be. Everyone that lives in the Glade lives in perfect bliss and harmony; why can't people do that? Why is there so much arguing, so much fighting, so much evil and sorrow and even death? She just can't understand why anyone would want to live in a world like that. That is why one day she decided to enter the real world and try to cheer everyone up as much as she can. She brings her best tricks and practical jokes with the sole intention of making everyone in the world smile, no matter how cold-hearted they might be. Caring very much for her, one of her more loyal subjects and her best friend Gael decided to come with her and help her however he can. Unfortunately, things were much more difficult in the real world than she thought. She knew that people were unhappy and didn't like each other very much, but she never imagined how much fighting she would see, or how much war there was in the world. Every time she tried to cheer people up, they just seemed to get more and more upset with her, until eventually she had to just run away and hide. She cried for the first time in her entire life. She just couldn't understand why people were so upset with her. But rather than scare her away, this only made her realize just how much unhappiness she had to eliminate from the world, and she was more determined to make it happen. She wandered the lands of this strange "Runeterra" for days, cheering up whoever she could, focusing especially on the children who seemed much kinder and more willing to play games and joke around. Over the course of her travels Ghela found that people from all over this land seem to be at constant war with each other; even when they say they're allies, the peace is rarely ever steady and the two sides are typically far from friendly with each other. Fighting seemed to be the only thing that these "adults" understood, so she and Gael agreed to try and change their harmless tricks into something that can be used in combat, if for no other reason then to defend themselves when someone can't seem to take a joke. Months pass and they get better at figuring out what cheers most people up, but they still cannot seem to keep people from fighting. They decide that if they are to cheer up this world, the first thing they are going to have to do is end these petty "wars" that these people get into, but unfortunately these people won't seem to listen to polite requests to end the fighting. Ghela and Gael are at a loss as to what to do, when they hear about an institution known as the Ministry of War, which seems to be attempting to keep some sort of peace to this land. If they are going to have any luck in ending wars altogether, they decide that this would be a good place to start. They ask around until they find someone who knows the way to the Ministry, tell him a quick joke and make him laugh, and then head off to the Ministry. Upon arrival, they ask around to find out if there is anything that they can do to help end wars and keep people happy, but they are offered only one unfortunate option: to join the League of Legends and fight on the Fields of Justice to defend the world. They definitely want to help, but fighting seems far from the appropriate method to end fighting, but given that they can't seem to make anything major happen otherwise, they agree on the condition that they never be told to fight, only to "play". And so they join the League of Legends as the trickster duo that fights solely using playful magic, on a mission not to kill but rather to make their opponents "die" of laughter.
Gameplay (rough initial analysis)
Ghela's major function is to enable her melee partners against longer-ranged opponents. While her Q does give her ally a shield and possible heal, its main function is to give the ally Gael's Mirage, forcing longer-ranged opponents to come closer for basic attacks and targeted abilities and giving melee champions more of a chance to deal damage right back. E (Possibility #1) then makes it impossible for enemies that get too close to escape from Ghela's ally and makes it difficult for them to figure out what to even attack, giving the ally more time to make sure they're close enough and then deal as much damage as they can. E (Possibility #2) offers another chance for the ally to get closer to unsuspecting enemies, tricking the enemy into thinking they have more of a land gap between them and their opponent than they actually do. In addition, her W can act as a distraction to the opponent, forcing them to focus on two enemies at the same time, one of which will almost certainly force them to use up one of their abilities to get rid of them, hopefully sparing Ghela's partner from whatever effects that ability might have had. Her R can perform a wide range of functions that can all help her allies depending on the situation, either increasing their damage output or damage resistance or lowering the damage output or defenses of the opponent, helping with both advances and escapes. With Possibility #1 of E in bot lane, Ghela can use her Q on her ally, helping them get closer by preventing abilities targeting the ally from great distances and even making it difficult to use skill shots on them by randomly moving their hitbox just outside of their actual location; then she can place her E charm on them so their target cannot escape, and then follow her ally into the fight with her W, forcing the enemy to split their attention. Her R can weaken the opponent even further, either making it harder for them to deal damage and thus harder to get rid of Ghela or her ally, or making it easier to deal damage to them, killing them faster, especially if she or her ally has Smite. This would be best executed if performed while concealed in tall grass, so a Sweeping Lens would be advised to ensure that Ghela and her ally have proper coverage and are not within the vision of a ward. It would also help if an enemy could be isolated, offering Ghela and her ally more uninterrupted "quality time" with their opponent. Thus, an ideal ally would be one that could push a target in a certain direction, isolating them from any nearby allies at least temporarily. With Possibility #2 of E in bot lane, the strategy would be very similar, but her best plan would be to use E on her ally first while they are hidden in the bushes so enemies won't know that they are seeing an afterimage, then using Q on her ally when the afterimage effect wears off to give them both an extra damage buffer as they attack their opponent and an increased amount of time with Gael's Mirage in place so the enemy can't put distance between themselves and Ghela's ally and still expect an easy time attacking them. Once again, R makes it far easier for Ghela and her ally to deal as much damage as they can, especially if one of them or a visiting allied Jungler has Smite. Ghela's abilities allow for other playstyles as well. Build up her attack damage, attack speed, and/or magic penetration, and her W could become quite dangerous. Combine this ability with her R and Smite, and she could become devastating to her opponents in 1-on-1 combat, and her Q and E (either version) could give her both an opportunity to advance and an opportunity to retreat if necessary by making it harder for opponents to accurately hit her at close range, and Gael's Mirage combined with fluxuations from the Q making it harder for them to hit her from a distance. Giving Ghela higher attack speed can also be helpful for jungling, making it harder for jungle monsters to hit her, and then her E (either possibility) can distract them and make it even harder for them to hurt her as she deals her damage. Then she can gank other lanes, cast her abilities to screw with the target, and help allies in that lane devastate their opponents. In the right hands and with enough early farming, this champion is actually fairly well-rounded as a support, mage, and fighter, though she is by no means a master of any of these categories, and her true power typically comes from the allies she is placed with. Once again her primary goal is to assist her allies and especially her melee allies in getting closer to their opponents.
Like I said at the top, this was thrown together kinda quickly so it might have a few under-powered things and a few over-powered things, especially with the ult, and I recognize that it was trying to fill a few too many roles at once, so if you guys have any preferences/suggestions on what to change I'll take them.
Edit #1 Now I've added a lore, but it might need some tweeking. Suggestions are still appreciated on everything.
Edit #2 A shorter lore has been added above the longer one.
Edit #3 Both the shorter and the longer lore have been updated to remove the Ministry of War.
Edit #4 An alternative version of E has been created.
Edit #5 Adjusted some abilities, added a "fluxuation" effect to Q, and added a personal analysis of Ghela's gameplay. As always, suggestions are appreciated.
Edit #6 After 2 years I finally realized that the passive said enemies won't be able to cast a spell on Gael's assigned champion from "less" than 250 units when I clearly meant from "more" than 250 units. Can't believe it took me this long to see it. Not that anyone's even still looking at this at this point, but I just couldn't leave it once I saw that.