<Champion Concept> Helena, The Priestess of War (Kit, Dialogue, Lore, and Art!)

Keagn·3/6/2015, 3:21:24 AM·6 votes·1,921 views

Concept was originally teased here:

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GzVEKAEX-champion-concept-preview-the-divine-truth

https://40.media.tumblr.com/793928189da917ad1d39903fa86ef583/tumblr_nkrth3PY3N1smb6iho1_1280.jpg

((Had to do link because attachment was working for whatever reason. Art is by me.))

Helena, The Priestess of War:

Lore:

*Someone approached the temple's entrance behind me while I held down a lamb upon the altar. The footsteps grew louder as he approached, but I continued my chant by the fireside. I spoke in an ancient tongue, which none my fellow Rakkor had knowledge of. As it was written in ancient texts, I recounted the feats of the gods, and praised them for their strength. I asked for their vigor to run through our veins while we engage in war, and that victory be with us. I spoke my offering of virgin meat. The ewe became lost within the chant, and ceased to struggle. The final words of the ritual emerged from my mouth, and echoed throughout the chamber. As the last word parted from my lips, I slit the throat of the ewe, and allowed the blaze to feast upon the crimson ichor. The golden flames roared in approval. Behind me, the footsteps stopped, and the butt end of a spear hit the stone floor. *

*"Artisan, I've been expecting you. " I greeted without turning around. There was no need. Who else would it have been? The gods had not informed me of any other visitors. And besides, I was the only one with the answers he wanted. "You seek more spoilers, no?" *

He slammed his fist against his bronze breastplate and knelled. "High Priestess." It was an unnecessary formality, but one he never forgot. He had ventured to the Temple of War many times, as all warriors had, but unlike the others of our tribe, Pantheon sought more than just victory. "I come for answers, if you would be so willing to give them.

"Rise, Pantheon," I instructed, "As always, I will indulge you, Artisan. But with your indulgence, I warn you of the dangers of foresight. If you remain eager, come forward." The last of the blood drained from the virgin lamb, and so I sheathed my dagger, and turned to face my guest. I gestured for him to take a seat by the fireside. He did so, and I sat down in front of him.

"What is it that you wish to know?"

His path was forged in flames, I told him. I withheld what I had to, but gave him enough information to give him his best chance. As for the subject matter, that is not mine to share. When he was satisfied, he bowed again, and vacated the temple. At my altar, illuminated in the golden flames, I could be seen as what I was: Alone.

My hand rose to meet my necklace, a simple trinket of woven leather with a small bronze pendant and fiery gem fashioned to it. It was all that remained of him.

I made the mistake of slipping away into the past, and the marble columns and gold relics were replaced by shades and echoes. It was like stepping into a black oil painting. Before me stood the memory of a young girl, and a boy on the verge of manhood. They were too caught up in each other to care about what was going around them.

Everything faded again, and the ink clouds fashioned themselves into a new scenery. The two now laid down on the mountain side, watching the sun lay itself to rest along the horizon. The young man had grown a great deal, though the girl seemed to have been in Time's favor. She was practically unaltered.

The two murmured sweet whispers to each other, the girl resting in the young man's arms. Then what seemed to be out of no where, the young man jumped to his feet, causing some distress in his companion. She rose and asked what was wrong. The young man answered with a shake of his head, and pulled something from a satchel. He held in his hand a simple trinket of woven leather with a small bronze pendant and fiery gem fashioned to it, and although it didn't look like much, it obviously meant the world to the girl. After securing it around her neck, she twirled around and jumped into the young man's arms.

Again, the memory shifted, and darker shades occupied the scene. Clouds thundered and rain battered the cold ground while the young man stood in the arena with sword in hand. His opponent wielded a simple spear, but held it fiercely, his eyes full of determination. As soon as the signal was given, the two clashed with all their might, each fighting for their lives, and more importantly, their futures. As the battle progressed, it was evident that the young man wasn't a match for the other combatant. It came down to the final blow, and the young man let out a cry of agony as his opponent's spear pieced his heart.

The girl let out a muffled scream, and I did what I could to hold myself together. I took a torch in hand and tore apart the echoes with golden light. As it dissipated, I fell to the ground and let my tears hit the cold marble floors.

I was alone.

Base Stats:

Health: 525.16 (+85 per level) Mana: 354 (+50 per level) Attack Damage: 53.544 (+3.4 per level) Attack Speed: 0.625 (+2.7% per level) Movement Speed: 335 Health Regen: 5.52 (+0.55 per level) Mana Regen: 6 (+0.8 per level) Armor: 22.275 (+3.6 per level) Magic Resist: 30 (+0 per level)

These Stats are a rough representation based on existing champions who are similar to both her theme, play style, and intended role (Examples: Kayle, Karma, Morgana, Lux, etc)

Helena is a ranged support/mage who thrives on map awareness, and a strong team. Her altars provide a sense of global unity, stacking up sacrifices and granting blessings (buffs) wherever one may be present. She also excels in dividing and conquering the enemy, playing against their wits. Additionally, Helena has an...interesting relationship with vision. We'll cover this more in the kit discussion.

Abilities:

Passive: Fate Weaver

Enemy champions who are at 40% or lower of their max health are susceptible to Helena’s influence. If the enemy champion is within Helena’s vision range or able to be seen by Helena, their vision becomes warped, making them see pieces of terrain that aren't really there. These false pieces of terrain can’t stop them, but they can slow targets by 30% while passing through them.

Q: Promethean Blaze Helena empowers her next auto attack, which will fire a bolt of energy from her torch at a target enemy unit, location, or one of her altars. dealing X (+0.70 AP) magic damage to an enemy, or AoE magic damage if casted on a target location. This bolt will reveal a target location for 1.5 seconds, or Helena will have truesight on an affected enemy unit for 2.5 seconds. If Helena lights one of her altars, it will grant vision for 30 seconds.

Cost: 60/65/70/75/80 mana Range: Auto Attack Range Cooldown: 4/3.5/3/2.5/2 seconds

W: Altar of War Helena raises an altar at a target location, granting stat bonuses based on how many sacrifices have been made. (Sacrifices can be made by killing enemy minions, champions, or neutral monsters near the altar.) Helena may have no more than 6 altars up on the map at any time. Enemies that destroy an altar receive a debuff which causes them to take 5% more damage from any damage source.

*Sacrifices are any enemy unit or neutral monster killed by Helena's altar.

Cost: 80/105/130/155/180 mana Placement Range: 625 (Radius) Sacrifice Range: 475 (Radius) Aura Range: 550 (Radius) Cooldown: 24/21/18/15/12 seconds Altar Health: 3/4/5

Additional information: Altars give allied units "Warrior's Blessing" while in the altar's aura range. Warrior's Blessing causes allied units auto attacks to deal bonus damage, and increases their damage resistance (both Armor and Magic Resist) by a certain percentage of their current resistance, both based on the amount of sacrifices made. Additionally, there are special bonuses for given milestones of sacrifices. Altars react similar to pieces of terrain, and can block paths if placed a certain way, but can be destroyed as well. By taking an early point in Altar of War, you can assure your team of a slight advantage throughout the game, but can also use them for quick plays when needed.

100: Allied units receive 10% bonus movement speed when moving towards enemy units.

200: Auto attacks apply a 2% slow to enemies (Stacks up to 5 times).

300: Killing enemy units within 450 range of the altar gives a bonus 5 gold per unit killed.

400: Allied Units take 5% reduced damage while in the altar's aura.

500: Lighting an altar with Promethean blaze will charm enemy minions and neutral monsters to it.

600: Allies who stay near the altar for a certain amount of time gain 50% increased health regen.

700: The altar has been deemed sacred, and will have a ghost of a fallen warrior to protect it, and will deal 60/75/90/105/120 (+0.6 AP) magic damage per attack. Once the altar is destroyed, the ghost dissipates.

E: Obscure Helena snuffs out her torch and swings it, creating a arch of smoke. Enemies that enter the smoke are blinded, and have their vision reduced to 150 units for the duration of the smoke, 3.5 seconds, or if they leave the smoke, their vision will be obscured and they will be unable to identify the difference between allied and enemy units for 1.5 seconds. Helena may ignite the smoke with Promethean Blaze to consume it and stun affected enemies for 2.5 seconds.

Cost: 65/80/95/110/125 mana Range: 575 Cooldown: 18/16/14/12/10 seconds

Additional information: Helena can use Obscure when enemies are getting too close/comfortable, and take away some reliability from what they can see. While they can hit their allies, enemy units are unable to hurt them, just swing and miss really. This can be used in a battle for easy pickings, and the stun makes a nice counter engage. Skill shots fired into the smoke are lost. Casting Obsure at an altar altar will protect it from incoming attacks for 3 seconds.

**R: Eye of War ** Helena’s sight becomes inverted for up to 6 seconds, granting her vision of the entire map, except for what is directly around her. She may then select an enemy champion to determine their fate. The affected enemy champion will be marked for an additional 6 seconds, and be visible to Helena's allies, unable to pass through terrain created by Helena's passive, take 15% more incoming damage, and Helena's allied champions will move 20% faster when heading towards the marked enemy.

Cost: 120/160/200 Range: Global except for around self Cooldown: 150/120/90 seconds

Additional information: Eye of War does not reveal enemies in brush, or enemies that are stealthed. Only Helena is able to see what is revealed through Eye of War. Helena still gets vision off of allied units and structures.

Dialogue:

Upon Selection: “I shall take Fate into my own hands.” Starting a Game: “The outcome of this battle is uncertain.” “The pieces have fallen into place, but much is yet to be determined.”

Movement: “Our path is certain.” “War awaits us beyond the darkness.” “War is simply a truth of mankind.” “My torch shall light the way.” “The gods bless our path.” “This path whispers of future conflict.” “War looms up ahead.”

Attacking: “Rakkor ire!” “Sight is the greatest weapon of all.” “The flames of war do not know mercy.” “I foresee your end.” “Face me in battle!” “War is sacred.” “Meet your fate!” "You’ve already lost this fight.” “Allow me to enlighten you in the art of war.” “The gods reward me with opponents!” “The gods must smile upon our battle.” “Combat is the most sacred of rituals.”

Jokes: Helena raises her torch to light the way, looking up, but trips while walking. “Ah yes, I see it all so clearly now! Ummph!” “Come, I shall show you your destiny. Its this way! Ummph! “I foresee all things! Nothing can elude my sight! Ummph!

Taunt: Helena twirls her torch before placing the lit end against the ground, and extinguishing the flame. “Such a pathetic little flame like yourself begs to be extinguished.” “When the smoke clears, you will be nothing but ash.” “Heroes are forged in fire. However, you shall be nothing when the smoke clears.” “Fire has long since illuminated the world, yet you remain dim.”

Be sure to upvote if you enjoy the concept, and leave your thoughts below. All feedback is good feedback. I'll be sure to keep adding to this as needed, fleshing Helena out as much as possible. Tomorrow afternoon, I'll be sure to post some insights into the design process as well, and you guys can see all the thinking and referencing I did when making The Priestess of War :D

PATCH NOTES:

3/13/15

Q: AP scaling and cooldown lowered (Scaling to 0.70 from 0.75, cooldown from 7/6.5/6/5.5/5 to 4/3.5/3/2.5/2 seconds. Additionally, Helena's Q now has an interaction with her altars.

W: Drastic changes and clarifications have been made. Check it out!

E: Changed to "Obscure". Ability now has drastically different behavior.

R: Now has a set duration, and the ability to mark an enemy, along with follow up effects.

3/14/15

Now with 3.14159265359...4% more pi!

E: Obscure now has an interaction with Altars of War, and can protect the pi.

R: Targeted enemy now takes 15% more incoming damage. Allies notice the Pi and run 5% faster to get it. (20% movement speed bonus from 15%)

4/2/15

Needed revisions have been made. Embarrassment has been removed (Mostly). More revisions needed, may come some other time.

33 Comments

Keagn3/6/2015, 9:53:37 PM1 votes

Bump

Keagn3/7/2015, 3:10:29 PM1 votes

Bump

Keagn3/8/2015, 2:39:14 PM1 votes

Bump

DanofDemacia3/9/2015, 7:41:52 PM1 votes

Well I'm just gonna share my opinion :P I personally dislike the support class but I like this idea. I'd go more for a utility mage than a support/mage. But I really like the ult idea that's pretty cool.

Keagn3/9/2015, 9:46:41 PM1 votes

The full lore is now released!

SushiKnight3/11/2015, 2:49:13 AM1 votes

I love the passive however I may question what is the use of it if they know the map they really will just ignore it,Jumpscares? :P

Othello the Cat3/12/2015, 10:18:29 PM1 votes

Passive: Honestly, if you know the map, the passive will only serve to give away that Helena is nearby. Also, it doesn't exactly work well with the rest of the kit.

Q: The ability itself is very similar to Corki's Phosphorus Bomb, but it has far more buffs than it. In order to differentiate the ability from Corki's and also to balance it, I'd remove the option to make it AoE. Also, due to the fact that so few champions actually have Stealth, you might want to just mark the unit hit with True Sight, instead.

W: It's a decent idea, but it requires WAAAAAY to many minions to buff it. In a normal game, even in professional play, players get 150-250 units throughout the game. Also, this seems really similar to Jarvan's Swag Flag (Vision-giving structure that gives Armor and AS), so I'd try to do a bit more to differentiate it.

E: There's literally no reason to not reactivate the ability, so I'd change it to just dealing damage to surrounding units after blocking the ability.

Ult: So it pretty much just allows her to cast her Q on any enemy anywhere and it makes it really hard to be in a teamfight due to the fact that she won't know when to spellshield.

Overall, none of the abilities really combo well together, and it doesn't exactly give the feel of "War Priestess" more than it does "All-Seeing Deity". She doesn't feel right thematically or mechanically, but with tweaking I'm sure you'll get it better.

Keagn3/14/2015, 12:49:42 AM1 votes

Some serious updates friends. Check it out!

Keagn3/14/2015, 12:51:10 PM1 votes

The Priestess exits her chamber to meet the mountain peak.

Keagn3/14/2015, 9:42:02 PM1 votes

Happy Pi Day updates!

SushiKnight3/16/2015, 4:29:02 AM1 votes

At first I thought bard was based off Nashanel but riot never takes champion ideas Q.Q.Btw for my champion concept I added more ^.^

Psychoaryama4/2/2015, 10:51:21 PM1 votes

Quoted from your comment on "[CCOS] March Results!"

{quoted}

Probably the part that surprises me the most is how little effort people think I put into Helena apparently...I have one of the lower effort scores :( , I did dialogue, I drew a visual representation, how is that not effort? D:

Well, these are just the things that I noticed after my first look-over:

Lore: Overall it doesn't seem too bad story-wise, but I'd suggest that you have someone you know irl to look for grammar mistakes, because there were quite a few. The number of mistakes might have been part of your loss in effort points since it would look like you didn't try hard enough to proofread your own work.

Stats: As I constantly remind people in my champ concepts, I am terrible with numbers, so I wouldn't have thought anything of your stats, but then there was this:

These Stats are a rough representation based on existing champions who are similar to both her theme, play style, and intended role (Examples: Kayle, Karma, Morgana, Lux, etc)

While it is a good strategy for finding good balances by using other champs for your base, no one needs to know that that's how you did it; by saying this at all, you tell people (whether it's what you intended or not) that you didn't really try too hard to come up with your own balanced stats and instead just semi-copied off of pre-existing ideas.

Kit: An overall pattern that I'm noticing is a lack of scaling for durations and damage for your abilities. I see that you scale cooldowns and costs with the abilities, but there is no other scaling. This may have seemed a bit lazy on your part since the only reason the abilities get more "powerful" is that they can be used more often.

Passive: Okay, I liked where you were going with that up until I saw the "These false pieces of terrain can’t stop them, but they can slow targets by 45% while passing through them" part. Again, I'm not good with numbers, but one thing I have picked up on is that 45% is a BIG percentage when it comes to nearly anything in this game, especially if it's not an ult, and even more so if it's a world-wide permanent passive. That might have docked you a point in the kit, not sure whether or not that affected anything else. Effort may have also been affected by your failure to describe how often these false pieces of terrain appear.

Q: First things first: there's an "X" that you forgot to change into an actual number. That probably lost you something in the kit category and the effort category for not finishing the idea. You also failed to describe the radius of the AoE for when the ability is cast on a target location, so that may have lost you a point in the effort category. It also extends the reach of that, again, kind of OP passive.

W: I'd suggest putting all of the information about a skill's usage and effects in the same spot rather than having the initial information, then the ranges and cooldowns, and then "additional information". It looks like you just kind of thought of something on the fly and were too lazy to even put it in with the rest of the info. It looks even lazier to see "granting stat bonuses based on how many sacrifices have been made" without having the stat bonuses for each sacrifice right next to it, and lazier still since you only included the "milestones" and not any sort of numbers for the "regular" numbers of kills. You also didn't give the altars any set "expiration date"; almost everything that's summoned by a champion, from champ-specific monsters to mini-turrets to mushrooms to Jack-in-the-Boxes, has some kind of "expiration date", or amount of time that they remain on the field. I understand that this doesn't deal damage to anyone, but then again neither do Rek'Sai's tunnels and even they expire.

E: I'd watch out on that 2.5 second stun; typical stuns don't last that long. Also, again, that "additional information" section seems a bit like you just came up with those extra abilities later and were just too lazy to add those parts into the original description of the ability. Try to just keep all that information in the abilities' descriptions. I'd also be careful about that "skillshots are lost" thing, that seems like it might have been a bit OP.

R: While ults are supposed to be rather powerful, I feel like marking a target for 10 seconds is still a bit OP. Maybe 6 seconds would be better. 20% increased movement speed also seems a bit much, even if it's just towards one specific champion. I'd suggest closer to 15% or so.

Overall it looks like you did put in quite a bit of effort; I'd just suggest proofreading your stuff, making sure all variables are replaced with actual numbers, making sure you're not using OP numbers, not making those "additional information" sections and just adding the information in with the original description of the skill, and scaling parts of your abilities other than just cost and cooldown. Those are probably the main issues you had in terms of your effort points.