[CHAMPION] Assira, the Desert Mirage

Velzard of Koz·9/18/2015, 10:06:42 PM·1 votes·620 views

INTRO: With Bard, new meta of solo/1v2 botlaner and roamer could be brought through reworks (APC AoE-based Miss or roaming Taric) and new champs. It's hard to balance someone who isn't supposed to be OP yet can handle 1v2 by not just defing, yet I wanted to try it. Also I am not good with game core and numbers, so in case some number seems too OP for you, imagine something nerfed there. The idea is based more on kit than actual numbers. I hope you'd like it.

BACKGROUND: Arcane godness from Shurima, based on godness Attarah/Asharah.

Passive: Miracle Omen Assira's basic abilities mark enemy champions with Miracle Omen for 4 seconds. Next basic ability againts the enemy champion within the time consumes the mark and gives the ability extra effect.

Q: Arcane Fire Assira skillshots into given direction into medium distance at high speed, piercing through the skillshot's targets on its way, dealing medium magic damage (+AP/3) to each unit it passes through. Passive Killing enemy minion or neutral monster this way grants Assira permanently 1 extra Attack damage. The ability's tooltip shows current bonus. Miracle Omen Burns the enemy champion for 3 seconds, dealing 1.5 - 4% of their Maximum Health as true damage each second.

W: Trinity Spheres Assira chooses one targeted enemy champion within colse area around her and summons three arcane spheres after 1 second delay to fly around the enemy champion for 3 seconds. Assira's basic attacks consume an arcane sphere to deal additional **(AD) as physical damage **and grant the enemy a stack of Fatigue.

Consuming all 3 spheres makes Fatigue last for further 2 seconds, grants the enemy the final extra stack of Fatigue and refunds 20% of the Mana used for this ability. Cast of this ability (even before the 1 second delay) debuffs the enemy with Fatigue with the first initial stack. The Fatigue lasts at least for the 3 seconds of the ability's duration. Fatigue Each stack slows the enemy by 3.5% and decreases their Armor and Magic resistance by 5 points. Miracle Omen Starts the Fatigue with extra stack.

E: Mirage Assira makes herself invulnerable for 1.5 - 2 seconds. If any enemy unit attacks Assira in any way during this time, the enemy unit takes medium magic damage (+AP/2) (the enemy unit can be damaged this way only once per one Mirage). Passive For each 5% of extra Attack Speed built, Assira recieves bonus 1.5 - 3% Cooldown reduction. Miracle Omen Attacking enemy unit is additionaly stunned for 1.5 seconds.

R: Dune Assira summons a dune in medium area around her, slowing all enemies inside by 10% while blinding them (reveals herself only to the enemy unit she attacks at the moment) until she toggles the ability off (drains her mana per second).

NOTES:

  • Assira is 1v2 solo botlaner

  • Assira has low Armor and Magic resistance and Health even for Carry, making her extremly fragile while trading huge damage in return

  • Assira has low Attack damage and Ability Power grows better by leveling, making her addicted to AP builds, leaving her with lower focus on AD (rather than being classic ADC she's APC marksman) - to make her more marksmenlike, she compenstates it by farming, thus the passive on Q

  • Assira must "waste" her mana in order to farm Q, which could balance Q's passive not to be that equal to AD build (which would mean she would became both ADC and APC)

  • I find 4% MH per second at specific circumstances be low damage compared to Varus' W for example, thus unlike Varus' W I prefered it to be true damage this way

  • I think 1 second delay on W is enough for counterplay, so she doesn't immediately go double AD (hello, Blitz), while passive+Fatigue can be enough slow to not let enemy run away that easily

  • With tri-double AD on W, note that she's not focused on AD, I don't expect her to go more than 150, which would result in 300 per sphere. Taking Ashe's passive, that is decent midgame marksman damage limited to three attacks once in circa 25 seconds

  • W is supposed to have huge Mana cost and huge cooldown to make players think of economics when to use it, with reward by finishing it successfully

  • W's Fatigue decreases A/MR globally for ganks and teamfights (so teammates benefit from the debuff too)

  • W merely scales with ability rank, thus leveling it is for CDR sake

  • E is designed to backstorms and runaways from support

  • E leveling focuses on its passive

  • E passive CDR should help for spamming Q lategame and less economic issues with W lategame

  • R works like Anivia's ult

  • R is supposed to supress enemy support and create 1v1 from original 1v2 or 1v3

  • Assira's kit's focused on poking enemy support (thus the passive) or assasinating enemy ADC while running from enemy support

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