[Champion Concept] Demara the Shadow Oracle
My previous concepts either get too technical, or too dry. For this one, I'm trying something new. I started with a clear concept of a Champion who I believe would be interesting in League. From there, I developed only necessary information - ignoring things like an in-depth biography, or exact spell cooldowns/costs/damages.
>DEMARA - THE SHADOW ORACLE "I see only shadows." Demara's entire village was slaughtered as a infant, being the youngest she was spared and adopted. She was raised by the Mystic of the conquering tribe. At 10 years of age, Demara was forced to take the "Shadow's Blessing". A dagger made of shadows was stabbed into both of her eyes - blinding her. Over the next 10 years, the mystic taught her to use and develop her Shadow Sight. Through it, she saw the world again, not the colorful majesty of before - but a cold world of swirling shadow. Demara stole away in the dead of night to join the League of Legends, hoping to raise an army and wealth to overthrow the tribe who ruined her. "Such a beautiful shadow, I bet your real face is even more so..."
>ABILITIES
>PASSIVE - Shadow Sight >Demara gains maximum mana for destroying wards, and for placing wards in unrevealed places while not at her limit. >At 100/200/300, she gains additional bonuses such as increased sight radius and attack range. At maximum, warding/destroying wards now restores % missing mana.
>Q - Fetch >Demara channels as a long-range skillshot extends in front of her. Upon release, Demara tosses the shadow of her dagger to the end of the cast area, dealing magic damage to any enemy in the effect area. After a moment, the shadow of a large wolf will grab the dagger and leap back to Demara, knocking any enemies hit towards her.
>W - Soothing Shadows >Toggle On: Demara drains mana each second, leaving a swirling black cloud behind her. Allies standing in this cloud will consume it each second, gaining movement speed and restoring health. >Toggle Off: Enemies who die near Demara leave their shadow behind for a few moments, Demara can walk over it to gain a small increase to hp and mana regen, and a small amount of ms.
>E - Tollbooth >Demara places a gate on the ground. It is made up of 2 pillars and a wall. Enemies who walk into the wall have their shadows ripped from them, decreasing their movement speed as they move further away from the gate, until they get far enough that it snaps back to them. Enemies who walk into a pillar will be stunned briefly and take magic damage. Enemies who walk though the wall can walk back through it to regain their shadows. Each piece of the gate that hits an enemy will make the other pieces less effective against that same enemy. Hit pieces disappear after their effects trigger, or a few seconds.
>R - Curse of Shadow >Demara begins to channel for 1.5 seconds, marking all currently revealed enemies. Enemies still revealed at the end of the channel are permanently marked (for 15/20/25 seconds). Demara's first attack against any Cursed enemy is Empowered, and will strike at the enemies shadow for extra effects. (For this animation, Demara extends a large shadow mouth to bite the enemies shadow, instead of her usual thrown-shadow-dagger aa). This attack will slow them = to their remaining health% for 2 seconds, after that 2 seconds they will take additional %health damage (scaling based on their distance from Demara, the closer they are, the more damage they take. 5-20%ish)
>Every 10 seconds while this ability is on cooldown, it will reduce it's own cooldown by an additional 1-5 seconds based on the amount of enemies currently revealed on your minimap.
>Demara is a character designed as a support or a mid-laner. She has powerful vision control, good cc and rewards good positioning. She is hampered by low base-stats, long cooldowns and expensive abilities.
>Demara excels at leading her team into well-picked fights. Her kit promotes good vision and warding, which means you can get the jump on the enemy team with your AOE CC from Q and E. W helps your team keep their edge in an engagement, and R makes you a terror to be respected. However, if your team isn't on the same page, expect to get blown up. Demara likes Mana Regen and CDR, her abilities have low AP ratios and are more about utility than raw damage. This isn't to say a full damage build would be useless, she should be able to blow people up like many other immobile mages after getting 2-3 items. (roa, rylai, sorcs seems like a good build for non-support).