Champion Concept: Elizabeth The Seamstress

CollinQ·2/2/2016, 10:51:20 PM·1 votes·367 views

Elizabeth is a happy woman, just a good old lady. She sits at home and patches nice quilts and sews clothes for her husband. She takes a nap and wakes up. A mental asylum, on the wall marked, "Day 248". She has pain in her temples from shock therapy, the voices in her head grow ever so loud. "Help, I don't deserve to be in here!" She screams, a lady comes to check on her. As she reaches down, Elizabeth screams out as she stabs the nurse with a needle in the chest several times and runs. She escapes and finds a place to take care of her, the league. They help calm her down, but nothing can silence the voices.

Elizabeth is an Insane woman, she doesn't know who she is most of the time, nor do you want her too. "Local Woman Escapes: Mid 40's, Long hair, patched up dress, flat black shoes." Insanity level: Shock therapy patient from a 1950's Hospital. Often Interacts with others Ultimate's, ex: Nocturne, "I can see clearly."

Joke 1: "I would ask for help, but I cant say the same for you." Normal Joke 2: "I'm not usually this angry, or sane." Normal Taunt 1: "I like your outfit, needs more red." Happy Taunt 2: "You might feel a slight pinch." Calming Taunt 3: "Everything stitched so neat, neat, neat." Concerned lunatic Dance: Dances with needle, twirling it around carelessly. Laugh: Laugh's Uncontrollably, horribly.

Attack:Low-Low/Mid Defense: Low Ability: Very High Difficulty: High-Very High

Role: Support/Utility/Mid

Passive: Elizabeth Controls a needle (Short Sword Length) which when thrown, changes her auto attack to melee afterwards and will recharge the needle after 5 seconds. When an Opponent is higher health than you, tossed pin will mark your opponent with Pin Prick. Abilities now have extra effects. Removes itself after 20 seconds. Only 1 CHAMPION may be affected by pinprick at any given time. Anything with Pin Prick will deal 50% more damage to you but supply 30%Spell Vamp.

Q: Patch Work (Targeted): Causes opponent to bleed, dealing 55(+60%AP) increasing your teams damage to them by 1.5x for 2/2.5/3/3.5/4 seconds. If they are marked will cause slow (20/25/30/35/40%) for 1/1.25/1.5/1.75/2 seconds. Cool down of 12 seconds (scale down).

W: Stitched Together (Skill-Shot) 2/3 Lux Q range: Throw out a needle and thread, dealing 75(+30%AP) and reducing their Armour by 60% for 2.5/2.75/3/3.25/3.5 seconds. If marked, will stitch both them and their closest team mate together, dragging both of them together and stunning them both for 1.5/2/2.5/3/3.5 seconds. Can also be used on your team mate to drag you out of a fight. Cool down of 20 seconds (scale down).

E: All Eyes (AoE): Anyone who steps in the AoE will take 25(+50%AP) damage a second, and will be visible by the whole team for 3/4/5/6/7 seconds. If marked, your opponent will take 80% of your missing health in magic damage and will be blinded for the duration of the sight. Cool down of 15 seconds

R: Sacrificial Curse (AoE on Self) little larger than Amumu Ult : You will damage yourself for 95% of current health and will channel for 3 seconds, anyone after that who is marked with your passive will then trade your current health and be silenced for 2/2.5/3/3.5/4 seconds. Cool down of 120 Seconds.

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