Support Champion Concept: Aleira - Guardian of the Weak (Ionian/Noxian Support)

ACupForTea··5 votes·3,721 views

Hey everyone and greetings from EUW! Made a support champ concept that I'd personally like to play. This was already posted on the EUW forums but there are more people here, so here I am. It's a bit long but yeah, enjoy! Let me know your thoughts :)

Rough Lore:

As a baby her parents were killed in the Noxian invasion of Ionia. After battle where her home village was over-run, a weary Noxian soldier stumbled into her parents house. With the roar of battle gone, the soldier heard her cries. He turned to her lying in her cot, with a necklace around her neck. The necklace was of a simple design with writing he could not read on the back, probably not worth too much, but he took as loot anyway. And so tired and with bloodlust subsided, the soldier slumped in a nearby chair. The next morning, with pity in his heart for the helpless baby, he decided to take her in as his own. A baby surviving in the midst of war must be a strong one after all, he figured, she'd make a fine Noxian indeed...

And so she was raised a Noxian. Her father, the soldier, was a good man and taught her the Noxus Principles of Strength "Might, Vision and Guile". However, her father was also a kind man. And often in private would pity or help, in small ways, the weak and the poor. Citing in his journal that the day he found Aleira, was the day he let softness and weakness into his life. But he'd grown to love is daughter too much to be angry about it. She grew up into a strong, resilient woman, a skilled soldier of Noxus with a sometimes rash temper; the quarterstaff was her weapon of choice. She also followed in her father's footsteps, discreetly helping the poor and the weak, and grew to value kindness as much as strength.

However as time went on rumours of a striking slightly foreign-looking woman, attacking those who kicked and beat beggars and the poor, began to surface. Her temper and unorthodox ideology had gotten her noticed.

One day the she saw a child, a street urchin it seemed, curled on the ground. He was being beaten by others like him, for scraps he'd presumably stolen. A couple of nearby guards also noticed the commotion and laughed at the boy, too weak to defend himself. Waiting until the other street children were done with their sport, the soldiers then went to apprehend the boy for the theft. Angered by lack of humanity in the situation she turned on her fellow soldiers staff in hand, telling the child "run kid! run!". The fight was short, just long enough for the boy to get away cleanly, and for her to barely escape with her life as well.

That night there was a knock at the door, a demand to "hand over the girl!". Her father, now in his 50's and retired from war, slowly got up from his chair. "You have to go", he said to her calmly, "And keep this safe for me will ya? Now take your staff and go! GO!" he whispered urgently, handing her the necklace he took 20 years prior. Then as she rushed out through the back, he drew his old sword a last time and answered the door.

And from that moment Aleira went into hiding, a rebel on the run. A vigilante protecting those who were too weak to do so themselves. Believing in the strength of kindness and building up those who thought too little of themselves to be strong.

Where her power for her abilities come from:

Besides being skilled with the quarterstaff, she is naturally imbued with a bit of magic as she is of Ionian origin. However not knowing this means that she requires her necklace, a magical totem given to her by her real parents before there death, to perform the additional effects she does with her staff.

Rough Base stats:

(Stats based on champs with similar mobility, tank, weapon type and playstyle. Rakan, Thresh, Wukong) Health: 550 - 2000 \ Armour: 40 - 110 \ Magic Resist: 30 - 45 \ Mana: 300 - 1100 \ Move Speed: 340 \ Range: 175 \ AD: 58 - 110 \ AS: 0.625 (+ 0 - 59.5%) \ Health Regen: 6 - 18 \ Mana Regen: 7 - 20

P: Fight Back! & The Orphans Child

Fight Back!: After taking a certain amount of damage the next ability used becomes "charged". 10 second cooldown

The Orphans Child: Bind to an ally, effects of bind require ally to be in the vicinity of Aleira (like kalista bind).

Q: Vault: \ Cost - 50/52/54/56/58 mana \ Cooldown - 20/18/16/14/12 seconds (Edit: Range - 600)

Ally: Click on an ally and select a direction. Aleira vaults to ally and upon landing projectiles, from the selected direction, are swatted out the air for 0.8 seconds. When "Fight Back!" is charged, 70/72/74/76/78% of damage dealt to Aleira, is reflected back at the end of the cast in a narrow cone shaped shock wave scaling with 0.5% of armour and magic resist, knocking back nearby enemies a small distance.

Successfully blocking a projectile for bound ally cuts the cooldown by 30/35/40/45/50%.

Enemy: Click on enemy and select a direction (think taliyah w), vaulting to the enemy. Upon landing enemies in the area are swiped (displaced) in the prescribed direction. During the swipe enemies are arranged in a line along the staff. Enemies that collide with terrain are stunned for 0.2/0.25/0.3/0.35/0.4 seconds. When "Fight Back" is charged Aleira smacks her staff down in the direction of the displacement, creating a shock wave dealing damage in a line to all enemies in its path.

W: Fortify: \ Cost - 60/65/70/75/80 mana + 5 mana per second \ Cooldown - 18/17/16/15/14 seconds (Edit: Effect Radius - 350)

Waving her staff over her she sends out an AoE shockwave that taunts all enemies near her for 0.5 second and then slows them for 0.4//0.5/0.6/0.8/1 seconds for 80% after a brief delay. In the next second she can reactivate to enter her defensive stance for a maximum 3/3.5/4/4.5/5 seconds. During her defensive stance Aleira is slowed by 60/55/50/45/40%, she may only use ally versions of abilities whilst in her defensive stance.

During her defensive stance she gains 50/52/54/56/58% damage reduction and taking the same % of the damage dealt to your adc, applying to all damage types. Both scaling with 0.2% bonus health.

When "Fight Back!" is charged slowed enemies take 5% more damage from bound ally [+ 3% of bound ally's missing % health] (ie if ally has 20% hp they do + 2.4% more damage to slowed enemies giving a total of 7.4% more damage).

E: Get Back!: \ Cost - 50 mana \ Cooldown - 16/15/14/13/12 seconds (Edit: Range - 300 & 650 for bound ally)

Ally: Skillshot, Aleira swipes an ally a short distance in front of her towards and behind her, and move forward and past them in the process (almost switching places with them). Both gaining 60% movement speed for 0.5/0.75/1/1.25/1.5 seconds. (ability prioritises champions)

Slightly outside of skill shot range (but still a shorter radius than a rakan e) "Get Back!" becomes a point and click ability for binded ally, as Aleira leaps before swiping them back rushing to get them to safety. Binded ally's movement speed buff is halved in this circumstance.

Enemy: Skillshot, Aleira swipes an enemy a short distance in front of her towards her, she does not move. Ability does not do damage. When charged she simultaneously bashes them against her knee stunning them for 0.5/0.55/0.6/0.65/0.7 seconds. (is an auto attack reset).

R: The Final Stand:\ Cost - 100 mana \ Cooldown - 150/130/110 seconds (Edit: Displacement in a cone infront and behind for enemies and allies respectively. Enemy Displacement Range - 600. Ally Displacement Range - 1200)

A shockwave that divides all champions in a large radius, pushing all allies behind you and pushing all enemies in front of you. Creating a large barrier you carry for 10 seconds (barrier does not block projectiles), enemies crossing the barrier become taunted for 1.5 seconds.

For 2 seconds running from the enemy slows you for 50%, but going towards the enemy gains you 50% movement speed.

Instantly gain a shield that lasts 6/8/10 seconds. Shielding you for 60/100/140 per enemy displaced + 8/10/12% of your max health.

Instantly supercharges abilities permanently for 10 seconds.

Gains cooldown reduction on QWE based on your missing health 1/1.2/1.5 missing health% = cooldown reduction %.

Bound Ally gains 60% decaying movement speed if displaced with ult.

Pros:

• High CC, each ability has a form of it • Has high burst mobility • Numerous combo's for offence and defence • High skill ceiling • Potential for playmaking • Big teamfight/team saving ult

Cons:

• Poor sustain, relic reliant • Potential for a fight to go very wrong if you don't time your passive and ability combos correctly • Risky playstyle • Low damage output/reliant on passive and Q to do any damage • Long cooldowns in lane make her vulnerable • High mana cost on abilities

Potential Voice Lines:

• "I fight for those who cannot" • "Get back!" • "Run! I'll hold them off!" • "Back in Line!" • "It's ok, I got your back" • "A child should never be beaten for scraps" • "You can step on them, but you can't step on me!" • "Though I know it's hard, my path is right"

After Death:

• "Father..." • "They are saved... at least..." • "Oh..."

To an (Edit: Enemy) Noxian champ:

• "Do you feel strong when you stamp on those unable to stand!?" • "True strength is defending those who can't defend you in return" • "Strong? You keep telling yourself that..."

To an Ionian (Edit: Enemy) champ:

• "Maybe... we're more similar than I thought..." • "Peaceful, but insufferable!" • "Do I... know you?" (Edit: Additional quotes have been added in this list below) • "No! NO! We are nothing alike!" • "Are you always this irritating?"

To an ally Noxian champ:

• "Brother/Sister! It's good to fight along side you again." • "Your strength is admirable brother/sister" • "I hope you one day see the world as I do" • "You are strong, you can help the others be stronger too. Only then will Noxus truly take its place in the world." • "I know there is kindness in you, somewhere..."

To an ally Ionian Champ

• "Fine, I'll work with you" • "Do I really have to spend another minute listening to you yabbering on about this crap!?" • "oOOoHHH! sWIsH! SwIsH! loOK aT mY FloWY RibBOnS! LoOK aT mE DaNCe! OH PLEASE WOULD YOU CUT THE CRAP!! I'm trying to work over here..." • "Not bad, for an Ionian." (this may be re-uploaded in the future if I get round to doing artwork for her)

12 Comments

deathpet2 votes

Nice work. I am not sure I understood all of her abilities. I have a poor imagination but she seems interesting, has an identity, and is very strong. The only thing I might want to add, if I was so inclined, is that maybe her kit is a bit overloaded. Maybe she doesn't need all of her abilities or part of them. Nice though!

ACupForTea1 votes

Hey thanks for the feedback! I'm glad you like her identity and such. I'll try my best to describe her abilities a little.

Q: She pole-vaults with her staff and upon landing does the prescribed thing in a fluid motion. This animation is perhaps her slowest as pole vaulting though often elegant isn't very fast. The whole thing should take as long as a thresh Q including wind up. W: She just quickly waves it above her head and in the defensive stance she's crouched like wukong, but with both hands on the staff. E: Her hook range is only slightly longer than her arm as the staff is near perpendicular to the direction she's facing. This is because shes just putting the staff over someone, with one arm, then drawing them back and flinging herself forward. On an enemy the animation starts out the same but once it contacts an enemy she grabs the other end of the staff with her free arm, puts her knee up, and slams them into her knee. R: I sort of imagine her jumping up, front flip, and land in a kneeling position slamming the staff down. Then a shockwave, like janna's R but panth-ult size goes out; pushing allies and enemies into there respective places. She then gets up with staff held horizontally in both hands an a curved barrier emanating from it.

I agree, her kit is overloaded with having numerous effects on abilities and having both ally and enemy versions of 2 of them. But that is intentional.

However I don't think its inherently overpowered, more that the kit is able to adapt to many situations. But still, this versatility could make it overpowered. However I think this is balanced out by effects duration and skill required to combo abilities correctly, and her lack of damage.

For example, in lane if you wish to go aggressive, you'll likely first wait for "Fight Back!" to be charged; for your Q to do the most damage you can (as its your only damaging ability). So you start off that fight having recently taken a certain amount of damage, putting you at a disadvantage. The follow up CC in the engage would likely goes as follows Q (displacement and possible brief stun), E (stun likely 0.5-0.75 seconds in lane), W (0.5 second taunt). This gives about 1.2-1.55 seconds of hard CC in lane in the initial engage. I think this is justified as, in order to maximise the impact of the engage, Aleira must have taken damage to charge her passive before engaging. Moreover this combo uses a minimum of 160 mana with long cooldowns. Meaning that once you've done your Q,E,W combo all you can do is sit there and try to tank for your adc, possibly using her defensive stance, but otherwise unable to contribute to the fight anymore. Now you can always start a fight having taken no damage but then you'll do very little damage to the enemy in your initial engage. This makes you rely solely on the the damage you take from your 0.5 second taunt on W to then charge "Fight Back" to boost your adc's slightly while your out of abilities; and this would be an unreliable way of contributing some damage to the fight.

Now if we look at her defensively she has a lot of options, W to taunt and slow, or Q to push back, or Q to block projectiles, or E to put your pull your adc from danger. But what all these have one thing in common, high risk to yourself. The most effective peel against a jungle gank would likely be your W. Positioning and timing it correctly would lead you to taunt and slow all enemies. Now its possible you could escape after using your Q on your ally. However the animation should be long enough that any champ with ranged CC (hook, root, zenith blade) should be able to stop you from doing so as the taunt does not last that long. So even in the best of scenarios you are seriously endangering yourself for the protection of your adc, therefore creative use of the abilities, timing, and positioning is essential to take advantage of full potential of the kit. And at the end of the day ideal position and timing is not going to be a common occurrence, and the time in her animations should lead to enough counterplay opportunities to mess it up for her.

So in conclusion, I agree, she's overloaded. But the long cooldowns and high costs on her abilities, timing synergy with her passive necessary, lack of damage, and overall skill required to pull off the abilities effectively and reliably is very high; which balances her out imo. In a way its kind of like Thresh, his kit is overloaded, big stun on q, gap close on q, additional damage from e passive, peel and engage from e, w that gives a shield and is able to whisk an ally to almost certain safety, and an r that traps enemies with a 90% slow and does significant damage. But that's what also makes thresh fun, hes hard to master, easy to mess up. But if you do a solid combo it is oh so satisfying and effective.

deathpet1 votes

I see. Well I have a better understanding of how she works. I like her :D and certainly would enjoy trying her in game. Question: her passive is interesting to me, it reminds me a little bit of Gnar's passive in the sense that you can't exactly control your transformation. It is what makes Gnar, Gnar in my opinion. As I understand the same applies for Aleira and her passive (maybe not... I might have understood something wrong) without of course forgetting that a big part of her identity is her cc heavy kit. So the question is this: Seeing how much she depends on her passive is there a way for her to have excess to it in the later stage of the game like how Gnar's bar fills quicker when he reaches a certain lvl? ( I mean without being the decision of her enemies to proc it) or is that the point? Or she doesn't really need it to contribute to the fight?

I am sorry if I am not understanding all this correctly, English is not my mother tongue so please excuse any mistakes I might have made. :D

ACupForTea1 votes

:D Glad you like her!

And yeah her passive is kinda like Gnars. The exact numbers would have to be worked out. But I imagine she'd have to take X % damage (possibly changing with level who knows) in the past 3 or 5 seconds or something. I think it's not something that she can just build up slowly over time without the bar going down. Because then it would be too easy for her to charge up safely, its all about taking some risk, so it would have to be based on the last few seconds of damage dealt. That being said she should be able to charge quickly, Jhin's 4th shot for example should get you about half way there, making it something that both builds and disappears quickly; in keeping with her quick temper and high mobility. Once she reaches full charge and she can use her charged effects I believe she should be given some time where she can then get in position to use an ability. Once she's used an ability all the charge is drained and it goes on cooldown, unable to charge up for 10 seconds.

But I don't think she needs her passive as such to be effective, she is still an excellent teamfighter and cc bot regardless. But the majority of any burst damage she does will be from her charged Q, so playing around the passive in lane is still essential in a 2v2 lane, misusing it in lane could very well cost you a fight and get both you and your adc killed.

Later on she'd likely go from taking a bit of damage to have an empowered Q in lane, to going in without it (as its harder to build before a teamfight) and relying on the empowered damage of her adc. As she is likely to take enough damage when she engages to trigger her passive to use with her W. Which would be more effective as the adc would likely have started to scale and hit there power-spike. But is still a risky strategy if not played right as a focused effort to blow her up will leave her unable to tank, or a focused effort on the adc would leave the team very lacking in damage.

One interesting thing with her passive though, the bit I really love about it, is the potential to turn a fight around to "Fight Back!" xD. To use one defensive version of an ability, take some damage to build up the charge, and string it together with an offensive version to counterattack. And ultimately I think that's what her play-style will probably be, not fully defensive, not fully attacking. But blending the two at the right moments to make a fight work for your team, but blending them at the wrong moment would result in your or your adc's death.

As a little additional thing her ult changes how her passive works a little. Her charge bar goes instantly to full and remains there for 10 seconds regardless of her using abilities. This is because when you ult you are essentially 1v5, its meant to be the ultimate get out free card for your team when a fight turns bad, but at the probable cost of your own life. It encourages this by pushing your allies outside of your own Q range (so you can't jump to them to escape) and slowing you if you try to run, and speeding you up if you go in. But in order to stave off the enemy team long enough you get the CDR based on your missing health, the big shield, and you get all the damage you can do with your passive being up for 10 seconds permanently. Its unlikely you'll do anything significant to the enemy team, but you will be able to hold them off briefly before going down, or long enough for your team to re-engage and try to win the fight.

Daedeye1 votes

Her Q on ally is very hard to use. Timing a normal shield ability is already challenging, so I'd replace the effect with a normal shield.

Her R is too strong with all the extra effects. The main effect already gives her the ability to save her allies in a bad situation or to cut off enemies from their escape route. And also, if she's slowed, when escaping, she can still use Q on an ally to get away.

When she uses her Q on an enemy, I'd limit the directions, she can push the enemies into, to be inside a 135° cone from the enemy, pointing away from her. So she can't knock enemies into her team easily, but can still use the ability as a cc ability in teamfights.

The 0,5 second taunt on W is unnecessary, I think. It already slows enemies and she has 2 other cc abilities.

The E on allies could make many people rage on low ratings, when she uses it incorrectly.

It's interesting, that she can choose between offense and defense. And the defensive stance on W fits well into these mechanics in theory, but practically she would use the enemy versions of Q and E right before using W in most cases, so they would be on cooldown anyway.

For passive, I'd only choose 1 of the 2 for more simplicity. If going with "The Orphan's Child", I'd also give it an effect with Q and with W's defensive stance.

These are my thoughts.

ACupForTea1 votes

Hmm yeah, the Q is very hard to time correctly. However in my previous variation, that gave more time for projectiles to be blocked so it would be easier, many people complained that it was too easy and would make her Q brokenly overpowered (I posted the previous iteration on r/supportlol https://www.reddit.com/r/supportlol/comments/8lt7cs/tank_support_champ_idea/. Its changed a bit since then).

And yeah I think the enemy Q would have to be a cone, it doesn't make much sense for her to draw them back really, that's the E's job. But I think it should be able to still push away, for peel as that still makes sense with the action she's doing, but probably wouldn't sweep them as much forward as she can side to side, as side to side naturally has a wider range of motion.

The taunt on W is simply there to synergies with her "Fight Back!" passive, to charge it up a little bit if its almost there. Allowing her to use her enhanced defensive stance if "Fight Back!" is almost there but not quite; as a last clutch attempt to turn a fight. This makes "The Orphans Child" passive more reliably useful, as both passive conditions must be met for the enhanced defensive stance. Hence why the slow and taunt are both relatively short 0.5 second taunt and 0.4 second rank 1 slow. Normally (if "Fight Back!" wasn't there) I'd say a slightly longer slow is adequate, but with "Fight Back!" I feel its better to split it up into two shorter forms of CC. However I will concede it may be more balanced if the strength or scaling of the slow was reduced, and there are many more possible way's to do a similar thing.

And yeah that's what I like really, having the choice of being attacking or being defensive. But if you fully commit to one in a fight you can't really do the other that effectively. So you have to balance how you use your abilities with aggression and defense; to set up a kill and protect your adc. This makes her mostly a counter-attack specialist, quickly jumping in to save or protect the adc then going for the counter attack.

Hmm you do make a good point with having the 1 of the 2 passives. But for me, (this may sound pretentious and arty as shit) each passive is a representation of the 2 sides of personality. "Fight Back!" is her most dominant passive, as it's a representation of a product of her upbringing. It expresses her fiery spirit, fighting nature and strength/toughness. Allowing her to take a beating in someones defense, and fight back for them. "The Orphan Child" is more of a secondary passive, expressing her more caring side and her unknown (to her) past. That's why most interactions with "The Orphans Child" are movement speed based, or damage reduction. Caring for her "child" by giving them movement speed, allowing them to run; just like the child in the story (that's why its called what it's called). And protecting them by reducing the damage they take, taking the burden of there weakness upon herself.

And finally I'll talk about the R. Yeah, it's pretty overkill potentially, but I'll try and explain why. Firstly its a longish cooldown ult, so it has to be used well to be effective. In lane its also not that useful, except as a very expensive form of peel, you essentially put your adc and all other allies out of the fight for doing the same in return to the enemies. Then you may ask "but surely an adc like tristana can follow up if she jumps in?". To which I'd say, yes she can try but not really... The ult is large enough that even tris won't get close enough to auto attack the enemy, unless they try and gap close her in return or run back towards you. Which takes me to my next point of you almost certainly can't use your Q to run after you ult. I don't think I made it that clear, but the Q range isn't that long in comparison to your ult size (think like a rakan dash but possibly a bit smaller), you'd probably need 1.5 or 2 Q lengths to get to your team; the ult displacement is that large for the ally cone (I'm thinking about making the enemy displacement smaller than the ally one, placeing you closer to the enemy than to your team). But then surely you're safe anyway and don't need the extra effects to get out? Well this is where the slow/speed up comes in a 2 second 50 % slow should be enough for the enemy to be able to collapse on you. This is because the R quickly displaces everyone, and as soon as they are displaced they are free to move again, without a slow or root or stun. Once displaced they are free to charge you at will. Granted if none of them have a gap close then you could get away scott-free, but a team is bound to have someone with one on it. I can see the move-speed to bound ally, CDR, shield and taunt barrier being unnecessary/too powerful if she decided to run. So perhaps a condition of those effects could be if she actively charges into the enemy? And really charging into the enemy 1v5 is what I want to encourage with the ult. Its again going with the philosophy of turning a fight around. Though her allies may be low, weak, outmatched by there enemy, she is a pillar of strength in the team to turn the tide of the battle by pushing them to safety and taking the hits for them; so they may regroup and re-engage. And to last any sort of time doing that she'd have to have all those effects as against 5 people she'd be killed very very quickly, and her team won't be able to turn the tide of fight. I think though it could be made less powerful if your allies aren't low health, displacing everyone does save the enemy team as much as your own but the movement speed + the taunt barrier will give you an team engage that is perhaps too powerful. Therefore another condition on those effects could be put in place, where the average % health of your team would have to be below 50%. I know this is making it a lot more complicated, but I don't think it would be any more complicated to play with, and it balances out the ult a bit more; making it very strong only when it needs to be.

Sorry to bombard you with an essay! If you've got through the wall of text thank you! I applaud your effort xD. I just thought I'd try and give as good a justification for the way the kit is set up as possible. But you did make some good points and I think the adjustments I've proposed would balance those aspects out? Let me know what you think if you wish to! :D

Daedeye1 votes

I don't mind reading through a lot of text. Players reading the skill description could think differently though.

To make Q on ally easier to use, you could make it block projectiles from all directions, so it's only 1 click.

I'd like to make a suggestion, how Q could be made more simple. Q: Vault: \ Cost - 50/52/54/56/58 mana \ Cooldown - 20/18/16/14/12 seconds

On ally: low range Aleira vaults at target ally and creates a barrier around her for 0.8 seconds, that blocks enemy projectiles. The Orphan's Child: Bound allies at the location gain bonus armor and magic resistance for some seconds.

On enemy: more range Aleira vaults at target enemy, then deals damage to enemies around her and knocks them back to a target direction. Enemies, that hit terrain are dealt additional damage. Fight Back!: Increases the knockback distance.

Another possibility: Q: Vault: \ Cost - 50/52/54/56/58 mana \ Cooldown - 20/18/16/14/12 seconds

Aleira vaults at target location and creates a barrier around her for 0.8 seconds, that blocks enemy projectiles. She deals damage to enemies around her and knocks them back. Enemies, that hit terrain are dealt additional damage. The Orphan's Child: Bound allies at the location gain bonus armor and magic resistance for some seconds. Fight Back!: Increases the knockback distance. (She could knock enemies into her team, when combining with E)

With her E, I would still expect many many misplays at low ratings. Creating bad vibes and so on...

I know, I'm bombarding you with suggestions, but to me the abilities seem too complicated to make it into the game.

ACupForTea1 votes

I think I'd be happy with the first suggestion! Though I think it would effectively play the same, my ability descriptions are just more long winded I guess. I mean there is more complexity to the original posted version of the ability but it's mainly background stuff I think. Playing it wouldn't be that much more complicated in my opinion. But it probably varies person to person on how you view it. I kinda view it like jhins passive, a lot of numbers and stuff, but it basically equates to "do more damage, and crit make you fast".

But yeah the E is the sort of thing that could go wrong in low elo, but as a low elo support main myself, I think there a plenty capable in low elo who could pull it off effectively enough. But she's definitely not a champion just pick up because you were autofilled, she's designed as a champ for support mains who want to 1 trick her, not someone everyone can just pick up and do ok with. And as for bad vibes, its bronze there are bad vibes regardless everything is "OMG BrOkeN cHAmP! NOOOOOOOOoooooooooooB!!" xD.

Daedeye2 votes

Experienced players will definately be able to pull off some cool tricks with her.

I did make a mistake in my first Q suggestion. It should be: The Orphan's Child: If you target a bound ally with this ability, all nearby enemies are pushed back. More like the original ability.

Just another small suggestion for E: The defensive stance already has an effect with "The Orphan's Child", so the slow doesn't need to have an extra effect with this part of the passive probably. Also maybe the "you can only use defensive abilities" effect could last until she uses an ability.

Thank you for considering my critique and for explaining the champion.

ACupForTea1 votes

Oh so like if you use an offensive ability it cancels the defensive stance? yeah that's something that can definitely be put in, it would make her flow of abilities smoother if don't have to cancel it first to then be offensive if you want to, and just having it cancel automatically?

Oh wait... do you mean that you can still be in defensive stance and use offensive abilities but only after you've done a defensive one? That would negate the need for a damage buff to your adc.

Honestly both of those options I feel would work just fine! I'd be happy to incorporate either into the champion concept.

And yeah I like that version of the Q, I only really changed it as much as I did because peopled didn't want something as easy as windwall to block things. Your version seems like a good compromise, being me I'd probably add some underlying complications in it, because thats what I like. But I think the main thing would be the CDR if you successfully block something for your bound ally. That way it rewards skilled players by giving them the possibility of using it sooner again.

X1complex1 votes

Just a comment on her lore: I like the idea of a noxian/ionion champion, quite a nice idea. However, it seems very heavily slanted towards ionia. All her dialogue lines point to her hating noxus, whilst having more of an indifference or mild distaste for ionians. It seems to make her like Irelia 2.0. I'd personally recommend just tweaking that a bit; perhaps she could share values from both nations?

ACupForTea1 votes

True I was thinking about adding some more voice lines. Having the current ones for enemy champs. Then having something more "brothers in arms" type lines for ally Noxians. And having some "Do I really have to work along side them?" type lines for ionian allies.

But in terms of who she hates and likes the most its complicated. For Ionians, she's been brought up in a society that hates them. But she doesn't entirely disagree with there philosophies and, underneath the Noxian armour, she looks like them leaving her with a niggling suspicion that she just can't be sure of. Which leaves her conflicted, unable to really despise the Ionians with any real conviction, she doesn't like them either, but she doesn't hate them. With the Noxian's it's a case of she loves her people, but hates some of the unjust things they do. When she's shouting at them its not because she hates them, its because she hates things they are doing and there narrow minded point of view. Really she wishes to one day change the mind of the people, so that they may be kind and build up those weaker than them. But when they refuse to she gets angry.

So I think I definitely need to add some more lines that would express her love for Noxus and its people to show that side of it too. I'll sleep on it and possibly add some tomorrow xD

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