Amari, The Animated Armor [Champion Concept]

Èlisé··1 votes·1,478 views

Amari, The Animated Armor

Choice of the Soul: Passive: Amari selects a weapon at the fountain to use at the start of the game between either a sword and shield or a longbow[Can’t be changed after the choice is selected.], Amari gets a different passive base on her choice.

Ghostly Knight(Shield and Sword): Amari gains 10 bonus armor and 10 bonus magic resist for each unique death, capping at 50 bonus armor and magic resist.

Doomed Marksman(longbow): Every tenth basic attack fears for 0.1-0.5 seconds(Based on level) on one target.

Q: Quickening Fear (cdr: 8 seconds) (Mana: 40/45/50/55/60)

Passive: Slows are 20% less effective against Amari.

Active: Amari gains 10/15/20/25/30% movement speed for 4 seconds and at the end of the duration fears all nearby enemy champions for 0.5/0.75/1/1.25/1.5. Ability can be reactivated to end the duration earlier.

W: Endless Battle (cdr: 14 seconds) (Mana: 60/70/80/90/100)

Active: Amari gains 10/18/26/34/42 bonus AD(+ 0.25 per 1% bonus attack speed) and a 50/80/110/140/170 shield(+20% bonus health) for 3/3.5/4/4.5/5 seconds, during the duration the next basic attacks deals 20/40/60/80/100 bonus magic damage.

E: Shard of Corruption (cdr: 28 seconds) (Mana: None) (Target Range: 1000 units)

Active: Amari places a Shard of Corruption on an area lasting for 44 seconds with four health (similar to how a ward has health), Amari and her allies can right click on the shard to heal 40/55/70/85/100 health(+20% missing health) over three seconds with a 10 second cooldown for the champion who recently healed or Amari can auto attack the shard which releases energy dealing 35/70/105/140/175(+0.75 per 1% bonus attack speed) AD damage in a circle. Healing consumes 1 health from the shard while attacking the shard consumes 2 health. Only one Shard of Corruption can be up at a time.

[Note: Enemies can’t attack the shard.]

R: Unshackled Soul (cdr: 240 seconds) (Mana: 200/300/400)

Passive: Upon death, Amari soul is free to move around while waiting to respawn she is intangible and unable to do damage, she is unable to use spells or auto attack, her recall only takes two seconds to take her soul to the fountain. Upon the end of the respawn timer, Amari respawn at her current location.

Active: Upon death, after 0.5 seconds Amari can revive herself instantly with 75/87.5/100% of her heatlh at her current location and deal 60/120/180(+1.2 per 1% bonus attack speed)(+10% bonus heath) AD damage in a 400 unit circle. Mana for usage of this ability is consumed after being revived.

HEALTH: 578 –2016 ATTACK DAMAGE: 63.5 – 126.9 HEALTH REGEN: 5.8 – 15.2 ATTACK SPEED: 0.642  (+ 0 – 53%) MANA: 271.5 – 862.3 ARMOR: 31 – 85.4 MANA REGEN: 6.8 – 13.2 MAGIC RESIST: 31.1 – 46 RANGE: 150/550 MOVE. SPEED: 340

Note: The whole idea behind this champion concept is it be a flex pick and I tried to make the abilities usable for a tank or adc build depending on what the team needs, I think its a pretty unique idea but I think the passive for the range weapon maybe needs to be changed a bit, unsure yet will see how this goes on here.

[sg-zephyr]

10 Comments

Rektagon1 votes

Choice of the Soul: Passive: Amari selects a weapon at the fountain to use at the start of the game between either a sword and shield or a longbow[Can’t be changed after the choice is selected.], Amari gets a different passive base on her choice.

I like this already. It's a bit like my Omen concept where the range is variable, but here you actually get a choice of range (between melee and ranged). This adaptability also means she will probably be viable in multiple lanes.

Ghostly Knight(Shield and Sword): Amari gains 20 bonus armor and 20 bonus magic resist for each death she has from enemy champions capping at bonus 120 armor and magic resist.

The idea is good, but the numbers and execution are poor. First - why is she rewarded for dying? Would this not simply encourage less fastidious play, and reward those who secure a high number of deaths in lane? If she's a carry, Amari should be rewarded for securing kills/assists and thus making successful plays around the map. Also, 20 bonus armour and MR per death is too damn high - even for a bruiser. The reason is because at 6 deaths, she will have 120 armour, on top of her base armour (85) effectively pushing her into tank territory at 205 armour. Many bruisers at full build don't even have 150.

Doomed Marksman(longbow): Every tenth basic attack fears for 0.1-0.5 seconds(Based on level).

Where's the fear radius? As in, is it only going to fear the target or everyone in an area?

Q: Quickening Fear (cdr: 8 seconds) (Mana: 40/45/50/55/60)

Passive: Slows are 20% less effective against Amari.

Active: Amari gains 10/15/20/25/30% movement speed for 4 seconds and at the end of the duration fears all nearby enemy champions for 0.5/0.75/1/1.25/1.5. Ability can be reactivated to end the duration earlier.

This is a fair ability, you even have Yi's passive in this Q so she will be a good pick against AsheAshe in Marksman form, or Glacial Augment users in general.

W: Endless Battle (cdr: 14 seconds) (Mana: 60/70/80/90/100) Active: Amari gains 10/18/26/34/42 bonus AD(+ 0.25 AD per 1% bonus attack speed) and a 50/80/110/140/170 shield(+25% bonus health) for 3/3.5/4/4.5/5 seconds, during the duration the next basic attacks deals 20/40/60/80/100 bonus magic damage.

Amari deploys this ability when she's about to make an attack, right? So why does the shield last for 5 at max seconds and scale with bonus health? It shouldn't make her into a tank, and will be busted if she's in bow form because her lane opponent cannot retaliate.

Alternatively, you could simply raise the cooldown slightly.

E: Shard of Corruption (cdr: 28 seconds) (Mana: None) (Target Range: 1000 units)

Active: Amari places a Shard of Corruption on an area lasting for 36 seconds with four health (similar to how a ward has health), Amari and her allies can right click on the shard to heal 40/55/70/85/100 health(+20% missing health) over three seconds or Amari can auto attack the shard which releases energy dealing 35/70/105/140/175(+0.75 AD per 1% bonus attack speed) AD damage in a circle. Healing consumes 1 health from the shard while attacking the shard consumes 2 health. Only one Shard of Corruption can be up at a time.

This is a nice, unique ability. However, is the heal applied after every 1 health is depleted? If so, then this heal could possibly be applied 4 times, making the numbers you've provided busted. You should try to clarify how it works a bit more in this section.

R: Unshackled Soul (cdr: 240 seconds) (Mana: 200/300/400)

Passive: Upon death, Amari soul is free to move around while waiting to respawn she is intangible and unable to do damage, she is unable to use spells or auto attack, her recall only takes two seconds. Upon the end of the respawn timer, Amari respawn at her current location.

Active: Upon death, after 0.5 seconds Amari can revive herself instantly at her current location and deal 60/120/180(+1.2 AD per 1% bonus attack speed)(+10% bonus heath) AD damage in a 400 unit circle. Mana is consumed after being revived.

You should make it so that if she does not cast this ability after death, she respawns at the fountain like a normal champion - unless that's what you've already done here. I mean, I'm not sure what it means by 'her recall only takes 2 seconds' unless you mean she can back while dead. I like the revive, but:

  1. Can Amari's allies and enemies see her soul? So when she's about to respawn, they can see her?
  2. How much health does she revive with?

Overall this is a niche concept and something I haven't seen on the boards before, but the numbers will need some cleaning up to prevent her from being a Zoe on release.

Èlisé1 votes

Where's the fear radius? As in, is it only going to fear the target or everyone in an area?

The fear is targeted so only one person at a time.

The idea is good, but the numbers and execution are poor. First - why is she rewarded for dying? Would this not simply encourage less fastidious play, and reward those who secure a high number of deaths in lane? If she's a carry, Amari should be rewarded for securing kills/assists and thus making successful plays around the map. Also, 20 bonus armour and MR per death is too damn high - even for a bruiser. The reason is because at 6 deaths, she will have 120 armour, on top of her base armour (85) effectively pushing her into tank territory at 205 armour. Many bruisers at full build don't even have 150.

Your right I will reduce the armor and magic resist at a capped 60 instead.

Amari deploys this ability when she's about to make an attack, right? So why does the shield last for 5 at max seconds and scale with bonus health? It shouldn't make her into a tank, and will be busted if she's in bow form because her lane opponent cannot retaliate.

Alternatively, you could simply raise the cooldown slightly.

The idea behind w she so if she picks the sword and shield so she can be a tank since the w shield scales with bonus health and the damage scales with attack speed. I will however lower the duration.

This is a nice, unique ability. However, is the heal applied after every 1 health is depleted? If so, then this heal could possibly be applied 4 times, making the numbers you've provided busted. You should try to clarify how it works a bit more in this section.

I'll add a timer for this.

You should make it so that if she does not cast this ability after death, she respawns at the fountain like a normal champion - unless that's what you've already done here. I mean, I'm not sure what it means by 'her recall only takes 2 seconds' unless you mean she can back while dead. I like the revive, but:

  1. Can Amari's allies and enemies see her soul? So when she's about to respawn, they can see her?
  2. How much health does she revive with?

Overall this is a niche concept and something I haven't seen on the boards before, but the numbers will need some cleaning up to prevent her from being a on release.

The idea behind this r so she can scout an area or find a more suitable location to respawn or finish a fight, yes enemies and allies can see her, like how you can see the bodies of champions when they are died until they respawn. I made the cool down 4 minutes because its a fairly powerful ult in some situations.

Rektagon1 votes

{quoted}

The fear is targeted so only one person at a time. First - why is she rewarded for dying? Would this not simply encourage less fastidious play, and reward those who secure a high number of deaths in lane? If she's a carry, Amari should be rewarded for securing kills/assists and thus making successful plays around the map. Also, 20 bonus armour and MR per death is too damn high - even for a bruiser. The reason is because at 6 deaths, she will have 120 armour, on top of her base armour (85) effectively pushing her into tank territory at 205 armour. Many bruisers at full build don't even have 150.

Your right I will reduce the armor and magic resist at a capped 60 instead.

Alternatively, you could simply raise the cooldown slightly.

The idea behind w she so if she picks tgw sword and shield so she can be a tank since the w shield scales with bonus health and the damage scales with attack speed. I will however lower the duration.

I'll add a timer for this. I like the revive, but:

  1. Can Amari's allies and enemies see her soul? So when she's about to respawn, they can see her?
  2. How much health does she revive with?

Overall this is a niche concept and something I haven't seen on the boards before, but the numbers will need some cleaning up to prevent her from being a on release.

The idea behind this r so she can scout an area or find a more suitable location to respawn or finish a fight, yes enemies and allies can see her, like how you can see the bodies of champions when they are died until they respawn. I made tge cool down 4 minutes because its a fairly powerful ult in some situations.

Thanks for making that more clear. It's just that some of the abilities may be balanced on one form and not balanced on another.

Èlisé1 votes

Update: changed the ghostly knight passive to be base on unique death so kinda like a reverse rengar passive.

Yeah It is why I am adjusting some of the numbers a bit, scaling with attack speed was only way I could think of people not using a brusier build on her. Also tried getting abiltiies that would be useful for a tank and an adc build.

Good to know you liked the concept though and that its the first time you hear about an ult like that.

The concept is to be a tank or a Adc

Mr Voidling1 votes

Quick question before I dive deeper into the kit and whatnot. If she chooses to revive after 0.5 seconds, near instantly, and then dies AGAIN immediately after. Would that give the enemy gold for killing her twice? Or would killing gold only be granted after she revives naturally/doesn't use R?

Èlisé1 votes

gets the gold for killing her again. its why the effect is optional and you have to play smart using it.

So far the people in the reddit isn't a fan of the concept, they think because of the passive the ghost knight will just int for those free stats. its 10 armor and 10 magic resist that isn't worth dying on purpose for giving enemy laner 300 gold and experience.

Mr Voidling1 votes

Well actually you wouldn't per-say "int", you'd just execute yourself repeatedly? Early-game 10/10 is a HUGE stat advantage. Think of it this way: item 1029 15 AR = 300g | 1 AR = 20g item 1033 25 MR = 450g | 1 MR = 18g This means that 10/10 = 380g worth of stats. Not being tied to an item slot I think technically makes it a little more worth it as well. So you execute at tower like 2-3 times before the game really starts and you get 1,140g worth of stats. Total is 1,900g worth of stats. Early on this is really strong, but of course it DOES fade fairly quickly if you don't start snow-balling(which this champ isn't really designed to do). You can at least have 3 unique deaths not tied to champs; jungle, minion, and tower.


My mine issue would be that her kit is overall lacking, no clear reason why you'd want to pick her over other champs? Best role I can think for her would honestly be Jungle, since she could R+Smite Baron and use her E to clear camps and sustain herself. Need to back? Get killed by a jungle camp. ADC might also work, but not better than other ADC's, same with support(though R+Q>Q would be pretty good).

Èlisé1 votes

Should i buff some of her numbers or add more stuff into the kit?

I changed it per unique death someone gave me that idea in the reddit, so now its not a problem anymore. I think a solid 50 armor and 50 magic resist should be good i believe anyhow.

I can also change her w and place the first two effects of it on her q making it an escape/offensive thing depending on she wants to use it but not sure what the new w would be.

Decided to edit the e completely to remake it. going to be posting amari 2.0 soon.

Èlisé1 votes

E: Shard of Corruption (cdr: 28 seconds) (Mana: None) (Effect Radius: Self/1000 units)

Active: Amari shatters a Shard of Corruption which corrupts her soul, she gains 10/12.5/15/17.5/20% more attack speed, 10/12.5/15/17.5/20 bonus movement speed and temporarily immune to soft crowd control for five seconds. However, she loses 10% of her current health over the duration. At the end of the duration the corruption discharges and all surrounding ally champions restores 5% of their missing heatlh over 10 seconds.

How does this sounds like?

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