Skye, the Child of the Clouds

Stacona··1 votes·350 views

Skye is a small aquatic phoenix, roughly 65 cm long (approx. 2'2"), including her long twin-tail she comes to be around 200 cm long (approx. 6'8"). She sleeps on top of clouds, more specifically creates a nest using her tail feathers, imbued with ever flowing magic as long as their is moisture in the air and more potent the more water there is, allows her feathers to float on any type of dense moisture. She may be very long twin-tails, but her body is very fluffy and white like a cloud, when she sleeps she blends in perfectly with the cloud she sleeps on in her still stillness creating a natural camouflage protection in her vulnerability.

Skye is a natural protector, her territory is the skies, and she will protect living creatures around her that do not mean harm from those that do mean to harm. As someone that is born from a cloud, no one knows how this occurs hence to why a phoenix of Skye's type is rare and far between, but it is only natural to protect your home and those dwell within it. Most phoenix of Runeterra have a protector mindset for their homes and are very powerful creatures that are hostile towards unwanted invaders, having natural instincts to read the intent in one's heart.

(This is just a very vague and brief lore and description of the character, if you are a better story teller then go ahead and write up an interesting story for Skye in the comments section.)


Skye is a mage-support, with the ability to restore mana (and energy for energy users) to her allies, allowing her to be very aggressive and harassing the enemy so that her duo-laner can farm up by relieving pressure away from them. For the later game, her abilities soften up the enemy allowing her allies to deal increased damage and bonus damage against them, she can even allow melee champions to get in on the poking fun with basic attack replacing enchantments!

I say basic attack replacement because it makes it for a melee champion with a stun for their autos, like Udyr, cannot use it with the enhanced attack that grants them a set range, this includes other things like Vayne's silver bolts will not apply for the enhanced auto. This occurs when a champion is outside of their attack range and within the effect's range having their basic attack grant a swoosh of water at the enemy so no unique champion effects can apply, allowing everyone to get in on ranged attacking fun and possibly open up new metas with Skye by their side!


Basic Attack Range: 600 units Attack Speed: 0.615 +3% per level Movement: 340 units per second


Moisture Absorption (Passive): Ranks: @levels 1/6/11/16; Range: 600 units Whenever Skye's abilities strike an enemy champion or epic monster, she replenishes 8%(+4% per 1,000 mana) missing mana for herself and 6%(+3% per 1,000 mana) of nearby allies' missing mana. If the target uses energy then this restores energy instead. 25% effectiveness from Skye's basic attacks against enemy champions or epic monsters.

Resting on the Clouds: Upon taking lethal damage, Skye goes into a restful state forming a cloud-like barrier for 6 seconds and then awakens with 20%(+10% per 1,000 mana) health and mana. This occurs once every 300/250/200/150 seconds. Gaining an assist while in the restful state will instantly awaken her, increasing the healing by 50%. The barrier will break however if Skye gets struck by 3/4/5/6 unique enemy abilities, causing her to die.

Aquatic Shard (Q): Cooldown: 4 seconds; Cost: 60/70/80/90/100 mana; Range: 650 units Active: Skye forms a large shard from the moisture under her wings against the target enemy, dealing 50/75/100/125/150(+50%AP) magic damage and Liquefying them for 4 seconds.

Passive: Allied champions will release a rush of water when they right click a Liquefied enemy, dealing 10/15/20/25/30(+25%AP) plus 80% of the user's attack damage and 25% of the user's ability power as magic damage to the target. Liquefied targets can be attacked 600/625/650/675/700 range away when the user attacks outside of their basic attack range, consuming their attack timer.

Bubble Beam (W): Cooldown: 4 seconds; Cost: 8/11/14/17/20 mana per 0.25 second; Range: 1000 units / 30 degrees Hold Down Skill Key: Skye perches herself in place and spews many bubbles from her mouth constantly updating towards the mouse cursor, the bubbles move slower the further they travel, dealing 12/14/16/18/20(+10%AP) magic damage per 0.25 second (75% damage against minions) against struck enemies and softening them up for 2 seconds, stacking up to 10 times. Moisture Absorption can only apply once every second.

Softened up targets take 1/2/3/4/5% increased damage per stack from all sources, this effect doubles while the target is Liquefied.

(Cannot attack or cast abilities during Bubble Beam.) (True damage cannot be amplified.)

Bubblify (E): Cooldown: 12/11/10/9/8 seconds; Cost: 150 mana; Range: 900 units Skye blasts a bubble at the target champion, covering it for 2 seconds. Refunding 75 mana if cast against an allied or enemy champion.

Allies: Acts as a spell shield, if an enemy spell is blocked the bubble will pop. While the bubble still holds the target can bounce for their movement, maximum bounce distance is based on the target's per second movement and can bounce over some terrain, bounce speed is 140/145/150/155/160%(+10% per 100AP)(+10% per 1,000 mana) of the target's movement speed.

Enemies: Grounds and slows the target by 30/35/40/45/50%. If the target was Liquefied then it is dealt 60/80/100/120/140(+85%AP) true damage and the slow is increased to 60/70/80/90/99%.

Cloud Sea (R): Cooldown: 150/120/90 seconds; Cost: 200 mana; Range: 600/900/1200 units Skye forms stationary clouds around her for 5 seconds. Skye and all allies inside gain invisibility and ignore their mana and energy costs.

Through the Rain and Snow: Skye, aquatic and Freljord champions move 30%(+8% per 100AP)(+8% per 1,000 mana) faster while in the clouds.


UPDATE: Other: Tried to clarify my tooltips better. Hopefully this fixes up some confusion with the effects.

Moisture Absorption: Basic attack restoration reduced to 25% effectiveness from 33%. Missing mana scaling is reduced to +4% per 1,000 mana from +5% per 1,000 mana Allies mana restoration is now reduced to 75% of Skye's restoration, or 6%(+3% per 1,000 mana) of struck allies' missing mana is restored

Resting on the Clouds: Changed the wording of things to make more sense to her lore. Anivia goes into a egg because she becomes reborn, Skye is just simply resting on a cloud to recover her strength, using her magic to create a barrier to protect her. After taking upon so much hostile magic (enemy abilities) it will break, exposing Skye, which then leaves her vulnerable to be killed in her weakened state.

Aquatic Shard: Liquefy duration increased to 4 from 3 seconds; makes it easier to deal double damage with some CDR Base damage reduced to 50/75/100/125/150 from 60/90/120/150/180 Allied champion special attacks against Liquefied targets damage decreased to 10/15/20/25/30(+25%AP) from 10/20/30/40/50(+30%AP); the user's damage decreased to (+80%AD)(+25%AP) from (+100%AD)(+30%AP)

Bubble Beam: Base damage decreased to 12/14/16/18/20 from 10/15/20/25/30 per tick of damage Damage amplification increased to 1/2/3/4/5% from 1/1.75/2.5/3.25/4% per stack Damage amplification now applies from all sources rather than only allied champions and towers Stated that true damage cannot be amplified (so Bubblify dealing true damage for its enhanced effect means it should be used as an opening move to set up your Bubble Beam for success to reach maximum damage amplification, when using the enemy cast version) Minion damage decreased further to 75% from 80% damage

Bubblify: Slow increased to 30/35/40/45/50% from 20/25/30/35/40% Critical slow increased to 60/70/80/90/99% from 40/50/60/70/80% (In combination with the grounding effect, I want this to feel like a root at max rank with the enhanced slow to really help out Bubble Beam to soften up her target at max rank. Also, this is her only crowd control ability, so it should feel powerful when you use it.)

Cloud Sea: Range reduced to 600/900/1200 from 600/1000/1400 units Effect changed to Invisibility from Camouflage (Reason for this is because it is an ultimate, the invisibility is in a controlled area, and honestly if control wards did not detect camouflage it would stay as camouflage. I don't want an ultimate completely countered by 75 gold, it should always feel effective as a powerful support ultimate and able to protect allies.)


6 Comments

JarodDempsey1 votes

P: moisture absorption is a no go. Riot has removed all mana control on allied players from the game except for clarity in a few game modes. P2: this is basically free ga, no other champion has a free passive ga mechanic where they cant be destroyed to offer counterplay, this would be unfair.

q: similar to anivia q except no damage buff, also the damage in allied attacks wouldnt really work since it would effectively have unlimited range after like ~650 units which just wouldnt make sense. overall this skill is confusing.

w: not bad but get rid of the hold key function, it is unlike any other skill in game so riot wouldnt go for it. make it click directional like vik e or rumble ult

e: not a bad skill, its efficacy as a movement buff on allies would have to be closely watched. Asupport being able to spellshield allies really shouldve happened a long time ago but likely hasnt since it would mkae sivir having a self only spellshield look as bad as it really is but she just needs to get a more usefull skill anyways.

r: fine skill, not sure about aquatic speed boost, likely would have to be changed to just skye. I dont think riot is going to make a habit of skill interactions between subsets of champions even though xayah and rakan have it. Also freljord champs would definitely not make any sense. Tbh aquatic champs are a stretch since clouds are technically closer to a gas and not a liquid anyways, maybe flying champs could benefit.

Overall: R is definitely the most reasonable ability. E might be viable with careful maintenance. w will likely be lackluster since itll make her immobile and her range is low plus shes a squishy mage support. q is just not refined enough to accomplish what you set out for it to do in giving allies a ranged attack. Perhaps change to to when you succesfully hit an enemy champ with q, allies in a range around skye can can AA that target within 600 range to do magic damage based off of skyes ap.

Stacona1 votes

W - Charge abilities are hold down skill key skills, Varus Q, Vi Q, Sion Q, etc. but in this case it is a self-rooting toggles and the toggle turns off when you let go of the button. W is a line skill shot that constantly changes what direction every 0.25 second shot is shot in based on where the mouse cursor is, basically forced quick cast, cooldown begins when the ability ends (or runs out of mana). W is a damage per second type of ability, instantly gain movement when you stop the beam which is why it is hold down skill key to make it easier to use, which includes turning it off to dodge skill shots since all you need to do is let go of the skill key. Since you hold down the skill key is why you cannot attack or cast other abilities. ~ ~ Your general combo against enemies would be Q+E, W for 2.5 seconds for max stacks, Q again to double the allied champion amp damage.

E - Sivir and Nocturne are "selfish" roles, so a self-only spell shield makes sense, where as Skye is a support. The bouncing bubble is essentially a movement speed bonus, but does not effect the movement speed directly, the bounce locks you into your per second movement range (so somewhere between 300-500 range bounce if not slowed) and can jump over some walls if you can jump over the entire thing, in combination with Q range can allow for juggernauts in the bottom lane. Ally and enemy cast is the skill element to decide between setting up your Bubble Beam with the slow+ground (slow can "crit" for double power) or protecting your ally/self with spell shield and unique movement speed if bubble does not pop.

Q - Actually it is used like Anivia's E, but water instead of ice, point and click nuke. Instead of critting for double damage, you apply a debuff on the target that allows your allies to get a different attack against it when attacking it outside of their attack range, think of it like how Ivern's Q works, but instead of dashing to the target allies just attack it with a special attack. It is not confusing at all, right click for a projectile attack dealing 100%AD+30%AP and base damage+30% of Skye's AP; it cannot crit, apply unique champion effects, or healing effects like life steal or the healing keystones. ~ ~ I do not know what you are getting at with "infinite range". It is meant to help your allies poke, it only works against the target marked as Liquefied. There will be a circle indicator for allied champions around the Liquefied target, which works against any target, so everyone knows when they are in range for the different attack and the player knows what their normal attack range is - all they need to do is learn what the effect does like with Thresh's Lantern or Ivern's Root, which you will learn pretty quickly when you are Shyvana and your auto attack animation happens against air and splooshes out water to the marked target from a distance. ~ ~ Location to Skye seems a lot more confusing, location to the marked champion is way simpler and easier to understand like Ivern's Q, could be a dotted arrow line leading to the target rather than a circle if need be.

R - They are dense clouds, so you swim through them, Freljord cause you trench through the snow and opens up the unique interaction to more champions than just Fizz, Nami and Nautilus, so Ashe and Skye would make a good pairing for the duo-lane. Also birds would freeze themselves trying to fly through a cloud and plummet to the ground, Skye is different because she is an aquatic phoenix and can withstand both water pressure and the cold through her magical ability, also warm and fluffy coat of feathers. Also I think it be cool to have an additional supportive effect against specific types of champions.


Skye is meant to be a mid range mage, so neither long nor short, somewhere between Anivia and Annie range status so that she can have powerful effects at a decent range, but still close enough to be exposed to proper counter play and receive damage.

This leads into her passive balance. Rather than keeping her allies' health bar topped off, she tries to keep their mana/energy pools topped off, the counter play to this is getting her low so she cannot do her job of constantly harassing you and getting you low, which means if she stands back then she cannot supply her allies with resource sustain. Also I doubled her mana costs to what they should be at because of her passive, so she can burn through mana extremely quickly, but she can also gain a ton of regeneration for being aggressive allowing for the cool risk and reward mechanic. The problem with mana giving in the past is that it was entirely a passive trait to feed your healers and poke champions for infinite sustain, where as here it is rewarding the player for being aggressive within a closer range so the enemy can properly retaliate. ~ ~ Notice that Skye has no shields or heals, excluding a one time spell shield which you do not want broken anyways because it gives unique movement speed increase and ability to bounce over some smaller walls that normally that type of champion could never go over, but that spell shield also sacrifices your only crowd control ability.


I will see what I can do with tooltip clarification. I will also add some type of counter play mechanic to Skye's resurrection, being a phoenix and a short to mid range squishy mage, I feel she should have a passive to resurrect her otherwise she ends up being a reliability rather than an assets as a support.

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