[Champion Concept] Imperia, the Spirit Waker

Vorazun·2/28/2016, 9:49:42 AM·24 votes·2,456 views

#Imperia ##The Spirit Waker

Visual Representation

https://i.gyazo.com/4dd1be22d7db2d64ebef703e0261ce9f.png

Summary

Attack ■□□□□□□□□□ - [1] Defense ■■■■□□□□□□ - [4] Ability ■■■■■■■■■■ - [10] Difficulty■■■■■■■■■■ - [10]

#Primary Role Mage

#Secondary Role Support

##Gender Female

##Race Human

##Resource Mana


#Short Lore

Imperia is a young girl with great magical talent, able to harness the Sprites which inhabited the forests of Ionia. Targeted, but never found when the Noxian invasion came, she now comes to take vengeance for her lost home – and the life they took from her.



#Long Lore

The wind rustled gently in the trees, the branches gently shaking against the dark, star-lit sky. The wind itself was gentle, melding into the quiet night. Too quiet, Imperia thought, looking up at the stars. She had lived in these forests all her life, playing, exploring, eventually meditating within, for there were Sprites rumoured nearby. A myth to most, she had been told, but they lie within the forest, playing, toying with humans from time to time. And decade or so, there comes one strong enough to wield it’s power. She had, of course, initially dismissed these claims, thought them to be nothing more than children’s tales. But that had been the old her, the innocent one, the time before the Noxian war had ravaged her home, her life, her Haeris. But it had not stopped there. She remembered that day most vividly, burned into her memory like the heat of a thousand suns. How she had left that morning, sun shining brightly, how her mother waved her goodbye, how Haeris had given her that ever-confident smile as she turned and left. The peace among the forest, as she heard the birds sing quietly among the trees. Nothing had seemed amiss, the Sprites dancing through the air, the tranquility of her surroundings, the soft rush of the waterfall in the background. Then a rush. A flare of emotion. Blinding her, briefly, snapping her out of her trance. As she came out of it she heard shouts, yell, screaming. The clanging of metal on metal. The sounds of death. Yet, it seemed, as she ran closer and closer to the edge of the forest, that the sounds became more and more diluted. She hid behind a tree, pressing her slender form against the wood. Gruff, male voices pierced the silence. “She’s not here. That, or we killed her already.” “Does it matter?” “Nah” “Either way, maybe we’ll get reasssigned, face a real challenge.” Imperia heard them turn away, their heavy bootsteps growing fainter and fainter as they trudged through the light rain which had just begun to fall.

She stepped into what was left of her village, the wooden stumps mixed among the human ones. Stepping through the ashes, she wanted to break down, get away. But she heard rustling, movement. Wondering if one the soldiers had come back to check, she hurridly picked up a slender sword, advancing carefully to the source of the sounds. She stepped deftly between the broken timbers, bracing herself for a confrontation. Yet when she found the source, it was not a Noxian soldier, but Haeris, his armor bloodied and scratched, a hand gently wrapped around his side, the bodies of three Noxian soldiers around him. He looked up, smiling when he saw her presence. “End of the line, huh?” he said, smirking weakly. “No”, she rushed to counter, “ I can heal you.” Haeris shook his head with acceptance. “You can’t. The blade’s been poisoned. At least they didn’t get what they came for.” His words were pained, his breath ragged. Imperia knew he didn’t have long. “Promise...me...this...” he said, gasping his final breaths “That you’ll fight..”His breath cut off, she, knowing he was dead, turned to the forest. And she called. Called to the Sprites to rally to her. To bring freedom. Tranquility. Revenge.

Imperia snapped once more to the present. Watching the stars shine, their light reflected in the campfires below. Another Noxian division, she thought, the third in a week. The situation must have been bad, if they had struck this close to the Presidium. She had learned much in the days since she had given in to the power, urging the Sprites to her, their power now coursing through the lines of her gilded armor. She moved her arms in a somatic gesture, willing the Sprites to gather around the Conduits she had forged from the power of the forest. She saw the Sprites gather, a mass of energy around each Conduit, whose light extended to the sky. And she looked at the camp, the rows of tents stretching before her. Most were sleeping, no doubt. Perfect, she thought. They’ll never see their death coming. As she once more shifted her hands, slicing through the air with a tranquil fury, light enveloped the Conduits, disappearing briefly before the light glow of the Sprites enveloped the camp, as she heard the screams, the cries of those who found surprise in death, who had been weary eyed when the assault had begun. She needed only to listen to the sounds to know it was a massacre, and she reveled in it, felt alive, once more having purpose.

It hadn’t taken long, for it was over in less than an hour.She strode purposefully through the lines of trampled tents, the bodies that scattered the field a testament to what she, no, they, had achieved that night. She continued her walk, until she felt a flash of danger. She whirled, but it was too late, for a jagged blade had already found it’s way through her armor, as she felt the cold iron piercing her flesh. Yet the sensation soon passed, reinforced only by the gasp of the bloodied soldier who possessed a most familiar tone. She pulled the blade out, straining somewhat at first, and brandished it with a smooth action. She examined it in front of the soldier, who had now attempted to shuffle back into the corner of a ruined tent. “I recognise this blade” she said, “Warped, ugly. Fitting, how you face oblivion...together.” His reply was naught but a hoarse whisper. “Who...who are you?”

She smirked at the comment, but didn't reply. Instead, Imperia took a moment to savor his shock, the fear that emanated from him, before plunging his warped blade deep into his gut, twisting it, watching him writhe in pain and agony. She then spoke in a whisper. “Merely...repaying a debt from a friend, not long ago.” She turned to leave.

She emerged once more into the open air. At last, she thought, vengeance...is mine. But it is only the beginning...and there is so much more to do...

And, while the dawn light broke, Imperia looked into the distance, as the Sprites swarmed around her once more.



#Ability Overview

##Overview

Imperia is a long-range siege mage who is capable of impacting parts of the map at once, utilising her Sprites and Conduits to assist allies and impair enemies. Her greatest strength lies in how she can divide her forces, in order to achieve rapid experience and gold gain through the presence of her Conduits in multiple lanes simultaneously. Though weak early, she is most effective mid-late game as she is able to crush pockets of resistance and force the enemy to split up to counter her global presence.

Imperia's passive is Hallowed Ground, which generates Hallowed Ground around Imperia and her Conduits. Hallowed Ground grants vision, while giving a small amount of movement speed and HP/5 to allies who walk upon it. If a source of Hallowed Ground is destroyed, then the Hallowed Ground it generates will rapidly disintegrate. This passive also grants Imperia a personal Sprite Aura, where she can maintain a number of Sprites around her person.

Imperia's Q is Sprite's Aid, which causes Imperia to summon a Sprite at a location. Sprites must be summoned within a Conduit aura, and cannot be summoned if the Conduit Aura is full. Imperia has 3 types of Sprites which she can summon, and can also summon Sprites into Conduits in order to change them into Constructs. Sprite types can be changed by a small panel that appears above her Q ability.

The first Sprite she can summon is Infernal Sprite. These are volatile creatures which will rush forward at enemies and detonate themselves, dealing magic damage in an AoE. Imperia can also right click them to manually detonate, but a small delay will take place first. Imperia can implant Infernal Sprite into Conduits to create Infernal Construct, which has a shorter attack range, but apply a debuff which cause the enemy to take additional magic damage every time they are affected by allied damage. They also have the ability to summon Volatile Sprites which act as superior Infernal Sprites and do increased damage to minions and monsters.

The second Sprite she can summon is Tempered Sprite. These are calm creatures which shoot at enemies from long range, dealing magic damage in an AoE, though their attack is ground targeted. Imperia can implant Tempered Sprite into Conduits to create Barrage Construct, which have have reduced attack speed but increased range and damage. Furthermore, their attacks splash and slow enemies hit briefly. They also have the ability to fire Siege Pulses, a pass-through line skillshot which expands into a circular AoE at the end of it's range.

The third Sprite she can summon is Guardian Sprite. These are peaceful creatures which cannot attack, but ram into enemies, slowing them. If multiple Guardian Sprites crash into an enemy champion, they are stunned for a short duration. Alternatively, Imperia can right-click them to sacrifice them, healing allies in a small AoE around them. Imperia can implant Guardian Sprite into Conduits to create Stalwart Construct, which attacks at 25% strength, can only target allies, and heals them for the damage that would have been done. Imperia can also activate them to Fortify a unit, granting them a shield, damage reduction, and inspiring allies to move faster while near them. This lasts for 6 seconds or until the ally has left the zone of the Stalwart Construct.

Imperia's W is Summon Conduit, which periodically revives Sprites at a Conduit based on the last one that died there. Imperia can also activate it to summon a Conduit that permit Sprites to be summoned near them. This also grants minor mana regeneration to nearby allies, and can attack by itself. Each Conduit can have a maximum of 4 Sprites, and can have a Sprite implanted to transform it into it's respective Construct.

Imperia's E is Mystical Energies, which allows her to select and move Conduits around the map. Imperia's first cast selects a Conduit or Construct, while her second cast causes it and it's connected Sprites to teleport to the selected location after a short delay.

Imperia's R is Arcane Network, which passively grants her Magic Penetration. When activated, Imperia channels for 1 second to grant a Runic Sprite to all allied champions. They may then right-click to channel for 1 second, granting them access to her Conduit Network, where they can teleport to any Conduit on the map, where they gain a shield upon arrival. However, channels can be interrupted by enemy champion and turret damage.


#Base Statistics Growth

Health: 479.32 (+79) HP/5: 5,69 (+0.55) Mana: 360.8 (+60) MP/5: 6 (+0.8) AD: 57.5 (+3.5) AS: 0.670 (+2%) Armor: 19.72 (+3.5) MR: 30 (+0) MS: 335 (+0) Range: 575 (+0)


http://www.hiveworkshop.com/forums/resource_images/6/icons_5580_btn.jpg

#Passive: ##Hallowed Ground

Imperia and her Conduits generate Hallowed Ground around them (400 initially), which expands at 10 units per second (total 800). Hallowed Ground grants 5% movement speed and 5 (+1 per level) HP/5 to all allies on it. If the source of Hallowed Ground is destroyed, any Hallowed Ground created by that source is destroyed at 100 units per second. Imperia cannot benefit from the Hallowed Ground that she herself generates.

Imperia also passively generates a field around her that can hold 4/6/8 Sprites. This field does not expire.



http://www.hiveworkshop.com/forums/resource_images/19/icons_18238_btn.jpg

#Q ##Sprite's Aid

Summons a Sprite close to Imperia or one of her Conduits. Alternatively, Imperia may also summon a Sprite directly onto a Conduit to Sprite-link it, modifying it's attack and granting it a special ability. Sprite type can be changed by a small selection panel located above the ability, or by pressing Alt+Q.

  • Charges: 4
  • Recharge: 4
  • Mana: 25
  • Range: 800

Notes

  • Sprites must be summoned within a Conduit, and take 50% extra damage while being summoned.
  • Sprites are tethered to the Conduit they are summoned at, but can move into adjacent Conduits. However, they must remain within 1000 range of the original Conduit.
  • If the Conduit a Sprite is tethered to is destroyed, other Conduits can ‘adopt’ the Sprite
  • While Sprites are not tethered to a Conduit, they will lose 20% of their max health every second
  • Sprites cannot attack structures.
  • Sprite attacks count as spells and only apply spell effects.
  • No cast time
  • Enemy champions hit by more than 1 Sprite of a type will take 50% damage from Sprites of that type beyond the first.

Q1: Infernal Sprite

Infernal Sprites rush enemies, exploding and dealing 20/40/60/80/100 (0.2 AP) magic damage to enemies in a 250 radius. If they are killed, they will also explode, but after a delay of 0.5 seconds. Imperia can also manuallly detonate Infernal Sprites by right-clicking them.

Other Stats

  • Health: 75 (+20*Imperia’s level) (+25% AP)
  • Range: 200
  • MS: 325 (+1 per 1 bonus MS that Imperia has)
  • Armor: 30
  • MR: 30


Q2: Tempered Sprite

Tempered Sprites deal 45/60/75/90/105 (+0.3 AP) to enemies in a 200 unit radius (attack is ground targeted) with an attack speed of 0.75 (+2% per level).

Other Stats

  • Delay: 0.5 - (0.02*champion level) (0.5 at level 1, 0.14 at level 18)
  • Health: 50 (+15*Imperia’s level) (+10% AP)
  • Range: 800
  • MS: 300 (+0.5 per 1 bonus MS that Imperia has)
  • Armor: 30
  • MR: 30


Q3: Guardian Sprite

Guardian Sprites cannot attack. Instead, they will rush at enemy champions, slowing them by 20/25/30/35/40% for 2 seconds if they collide. This consumes the Sprite. If 3 Guardian Sprites collide with an enemy champion, they are stunned for 1 second, and Guardian Sprites will not target them for the next 8 seconds. Imperia can right-click them to sacrifice them, healing all allies within 300 range for 20/35/50/75/90 (+0.15 AP). Heal amount is increased by 1% per 1% health missing. Champions healed by more than 1 Guardian Sprite within 10 seconds have healing from Guardian Sprites reduced by 50% during the duration.

Other Stats

  • Health: 100 (+20*Imperia’s level)
  • MS: 340 (+1 per 1 bonus MS Imperia has)
  • Armor: 30
  • MR: 30


By inserting a Sprite into a Conduit, Imperia can change Conduits into Constructs. Sprites inserted into Constructs will die when the Construct does, and can be replaced by clicking another Sprite onto it.


Vengeful – Infernal Construct Passive:

  • Reduces range by 25%
  • Attacks burn enemies for 20 (+5/level) damage over 2 seconds, marking inflicted enemies with Cursed Wounds
  • Cursed Wounds cause afflicted enemies to take 4 (+ 2 per level) (+0.05 AP) damage whenever they take allied damage.

Active – The Long March

Summons 4 Volatile Sprites which charge at nearby enemies and detonate themselves, dealing 30/60/90/120/150 (+0.3 AP) magic damage. Minions and monsters take 50% extra damage. Volatile Sprites last 6 seconds.

Splash Radius: 200 Movement Speed: 325 Cooldown: 20


Tempered – Barrage Construct Passive:

  • Reduce attack speed by 25%
  • Increase range and damage by 25%
  • Attacks splash in a 150 radius and slow by 20% for 1 second

Active – Siege Pulse

After 0.5 seconds, fire a pulse in a line. At the end of it's range, the pulse erupts, dealing 80/125/170/215/260 (+0.7 AP) damage in a radius. Siege Pulse deals damage to all enemies it passes through or hits.

Pulse Width: 80 Blast Radius: 250 Range: 1000 Cooldown: 20



Guardian – Stalwart Construct Passive:

  • Attacks can only target allies, and heal them
  • Attack strength reduced to 25%
  • Increases spread of Hallowed Ground by 25%

Active – Fortify Grants Sprite Power to an ally for 6 seconds, or until they leave the zone. Sprite Power shields them for 90/130/170/210/250 (+0.6 AP) and grants them 10% damage reduction. Additionally, they inspire nearby allies, causing them to gain 10% movement speed while in a 400 radius of them

  • Multiple Fortifies cast on a single ally will only refresh the duration ,and will not stack.

Range: 500 Cooldown: 20



http://www.hiveworkshop.com/forums/resource_images/12/icons_11332_btn.jpg

#W ##Summon Conduit

Passive: Every 12/10/8/6/4 seconds, each Conduit will reform the last Sprite which occupied it. This will not occur if the Conduit is already full.

Active: Summons a Conduit at target location which can host Sprites and attack nearby enemies. Conduits allow Sprites to be summoned near them, and can have a maximum of 4 Sprites at once. Conduits also passively grant 5 mana/5 in it's area (does not stack). Imperia may have a maximum of 16 (+ 3 every time she ranks her ultimate) conduits/constructs on the field at once.

  • Health: 100 (+50*Imperia’s level) (+0.5 AP)
  • Armor: 30 (+0.1 AP)
  • MR: 30 (+0.1 AP)
  • Range: 600
  • Attack Speed: 0.69
  • Damage: 20 (+10 per level) (+0.4 AP)
  • Radius: 400
  • Mana: 50
  • Cooldown: 12/11/10/9/8
  • Range: 800


http://www.hiveworkshop.com/forums/resource_images/16/icons_15563_btn.jpg

#E ##Mystical Energies

First Cast: Selects a Conduit.

Second Cast - Conduit: Select a location. Selected Conduit and all tethered Sprites are teleported to the new location after 2 seconds.

  • Selection Range: 30000
  • Movement Range: 7500
  • Radius: 400
  • Charges: 4
  • Charge CD: 12/11/10/9/8
  • Mana: 70


http://www.hiveworkshop.com/forums/resource_images/12/icons_11607_btn.jpg

#R ##Arcane Network

Passive: Imperia gains 10/20/30 Magic Penetration

Active: Imperia channels for 1 second to summon a Runic Sprite around every ally champion for 8 seconds. Ally champions may right-click the Runic Sprites, causing them to channel for 2 seconds. At the end of the channel, they gain access to Imperia's Conduit Network, and are able to warp to any Conduit on the map. Upon arrival, they gain a shield for 250/400/550 (+ 0.6 AP) for 4 seconds.

  • Cooldown: 180/160/140
  • Mana: 100

Notes

  • Enemy champion or turret damage will cancel the channel, but the Runic Sprite will still be consumed.

End note

All icons are from Hive Workshop



#Animations & VFX

Movement

Imperia moves with light, but careful steps. These steps appear to be heavier as she has more sprites out on the field.

Fast Movement (>400 MS)

Imperia appears to be floating as she moves, as a trail of coloured spirits dance below her.

Autoattack

Imperia fires a small, deft energy blast from her righr hand (fast projectile)

Critical Strike -

Imperia fires a larger energy blast, but visibly appears to strain, and uses her left hand to prop up her right hand while doing so.

Q - Sprite appears on the field, surrounded by an energy aura, which is the same colour as the sprite. It's appearance solidifies as it's summoning completes.

W - Imperia moves her hand in a raising posture, causing a small rift to open and a Conduit to appear from it.

E

  • First Cast – Conduit/Construct glows with an envelope of energy

  • Second Cast – Imperia moves her arms, starting from the place where the conduit was, and ending at where it will go. The construct itself will vanish, and reform part-by-part at it's destination

R - Imperia will concentrate a ball of energy in her hands, which causes a ring of runes to spring to life. These will then vanish into thin air, and reappear at the sides of her allies.

Recall

Imperia summons a ring of spirits, and calls one to her hand (randomised). She will gently stroke one of them, before a Runic Spirit opens a portal at her feet, causing her to fall in.

Taunt

(opens a portal, showing thousands of Sprites)

Joke

Summons 3 Sprites of random color, which fly around before crashing into each other. They are then dismissed, while she shakes her head

Death

Imperia is blown back with great force, as the colour in her armor drains and ceases to glow.



#Quotes

Selection:_ Let us...begin_

Moving:

  • The Sprites whisper to me *Guide us...all *I walk the path to tranquility
  • I hear my calling
  • A wise choice
  • There is no time to waste
  • Their fate is sealed
  • I---We...will not hesitate
  • We will not falter...We will not fail...We - I cannot
  • I...will never stop fighting
  • Submission...I'd prefer...extinction

Attacking:

_ They guide my hand_ _ Press the attack_ I strike...now _ Ionia will be free_ Freedom, at any cost Break their line Shatter their forces

Taunt:

We are legion, for we...are many...so what are you? Yes, I suppose you kill take one. But five? Ten? _ Surely, you must realise...that you are doomed_

Joke:

And this...is why I'd like to work alone I thought I'd have competent allies. Apparently...not Of all the Sprites in the world...and I get you

Summoning Infernal Sprite:

Unleash your rage We require your presence Burn with your fury

Summoning Tempered Sprite

_Strike true, friend We require your presence Leave no-where to hide

Summoning Guardian Sprite

Shield those who cannot shield themselves We require your presence Serve me, once more

Death

  • It...is not over


#Playstyle

Early Game

This is Imperia's weakest point in the game. She should strive to survive lane by farming, harrassing enemies with Spirits, or even assisting other lanes by warping Guardian Spirits to provide sustain. If she is able to spare the forces, she should also attempt to mess the enemy jungler by clearing camps which they have not taken. Excellent Imperias can work to starve the enemy jungler of gold by rapidly clearing camps before they are able to, while also providing safety and vision for her own jungler. Placing Conduits in key bushes with several Guardian Spirits can help shut down ganks before they even happen. If you are aware of the jungler's movements, you could even 'countergank' by sending in Conduits to either defend your ally, or try and cause a turn-around. After all, tough on ganks, tough on the causes of ganks. However, at this stage of the game, Imperia must watch her mana pool. . However, above all, keep an eye on your Conduits. Replace them as soon as they start to expire, as spirits die very quickly without them, and each spirit-loaded Conduit is a large investment in mana which you may not easily make. Maximising Spirit efficiency is important as Imperia. For example, if an ally has left lane, try sending spirits so you can benefit from the gold and exp they are missing while they're away. Help losing lanes by supplying sustain. Having excellent map awareness is key to playing Imperia effectively.



##Mid Game

Mid-game is when Imperia starts to shine. Having acquired a decent mana pool, she no longer has to guard her spirits as she did in the early game. Because of this, as well as the fact that teams have now started to group, Imperia can now start using Spirits effectively. Lone Conduits make for decent wards, but Conduits loaded with Spirits can easily split-push multiple lanes at once, putting pressure on the enemy, making them pick between taking objectives, or losing their own. One of the key points is not to fight, at least not on the enemy's terms. Try picking away at enemies, and always be with your Spirits. At the very minimum, fill your personal aura with spirits so that the enemies cannot easily engage on you, but it is best to set up an 'entrenchment' of sorts, from which you can destroy minion waves. Fighting on your terms is what you should do. Using your ultimate is very important. There are multiple ways to do this. For example, it can be used to force enemies away from objectives. It can also be used to set up wombo combos, or save allies, though the delay means forthought is required to pull this off effectively. Also important is map awareness. Keeping key Conduits alive can make sure that the enemy has a hard time pressuring your towers and can pick away at their health. In general, being in vision range of an enemy champion is something that should avoid. Let your Spirits do the fighting for you.



##Late Game

Much like mid-game, Imperia looks to avoid fights. By having groups of spirits everywhere to pick apart the enemy team, Imperia can make skirmishes, or even fights, very difficult. Stationing Conduits with Tempered and Infernal Spirits in all lanes is a good way of shutting down enemy pushes, while creating slow pushes of your own. It is also possible to solo certain objectives, such as Baron or Dragon with sufficient Spirits. However, doing so is very visible and can easily provoke enemy suspicion. Designating the correct Conduit with the correct Sprite is also very important, after all, you don't want to revive in the middle of the enemy team. Even if you do lose a team-fight, don't worry. Spirits do not self-destruct when you die, and leaving pockets of resistance could slow down an enemy, and buy you and your team precious time to revive.. It is better to direct your Spirits from afar, to at least pressure the lack of enemeis in a lane. Use your ultimate to strategically move your team around, allowing them to put pressure on the enemy team at multiple times.



#Allies&Foes

Imperia synergises with

Amumu Quinn KogMaw

Amumu's Curse of the Sad Mummy makes for a perfect set-up for multiple Siege Pulses, immobilising enemies who would otherwise escape the delayed strikes. Fortify is also very handy for helping him stay in the fight, allowing him to use his DoTs to spread general damage and terror amongst the enemy team.

Demacia's Wings find assitance with Imperia's splitpushing and map presence, which can greatly increase their own. Quinn's own mobility can be supplanted by how Imperia can warp her to different locations, while timely placements of correct Constructs can help supplant her ability to impact the map.

Normally fragile, Kog'Maw can seek solace within Imperia's Conduits, poking away at enemies with Living Artillery while being defended by Imperia's Sprites. Her zoning potential allows Kog'Maw to play more aggressively, while offering the option to retreat behind Conduits if problems arise. Imperia is also able to counter his squishiness with the multiple shields and buffs which she is able to provide.



##Imperia struggles against

RekSai Rengar Evelynn

The Void Burrower is effective at getting on top of Imperia with her Tunnel/Unburrow combo, able to bring her down before Imperia can summon reinforcements. Utilising Tunnel with Void Rush allows Rek'Sai to combat Imperia's own map presence, while her early pressure can put both Imperia and her team behind before she reaches her mid-game powerspike.

Rengar's ability to operate stealthily behind enemy lines and burst priority targets before they can react is especially valuable against Imperia, who often operates out of vision of the enemy team. Able to bypass her defending Sprites, Rengar can kill her, leaving Sprites in the area defenseless, allowing his team to move in.

Evelynn's stealth cloak allows her to pass through Conduits and Sprites undetected, ambushing Imperia when she lacks the bulk of her Sprite forces to back her up. Her early ganking can also put an Imperia - whose early is her weakest point - behind, forcing her to play from behind.



#Itemisation

Starting Items item 1056 item 2003 item 2003

Core item 3040 item 3151 item 3116

Offensive item 3089 item 3135 item 3285

Defensive item 3157 item 3027 item 3174



#Updates

V1.1 - 29/2

Arcane Network

  • Secondary channel increased to 2 seconds from 1
  • Cooldown increased to 180/160/140 from 160/140/120

V1.0 - 28/2

Posted



#Closing Thoughts

This is not the first time I've posted Imperia, and she's been quite a troublesome concept. I've done quite a bit of work trying to give her a playstyle which isn't overly oppressive, yet rewards both good macro and micro-awareness. I'm certainly open to feedback as to how I can improve her further, so please, comment, and if you do like it, leave an upvote!

27 Comments

GreenLore2/28/2016, 12:33:44 PM5 votes

I feel like the Q is extremely overloaded. I mean you can summon up to 3 different kind of sprites,which in itself would be already rather complex for a single ability,but then you are able to turn these sprites into different constructs who all have their own different active abilities. It's like 9 abilities in one single spell,that makes Illaois E look simple...

Also her title would need to change considering that Udyrs is already the spiritwalker.

ShatteredSkys2/28/2016, 8:27:03 PM4 votes

Hey! ^_^ Here are my thoughts on Imperia, the Spirit Waker!

Overall it's an interesting idea but i think it might have some fundamental issues.

Lore: it's a nice story but no offense I've seem so many variations of this kind of lore SO many times with other concepts. A young, talented, Ionion girl has her entire village wiped and vows vengeance on some kind of organization. There actually was concept with a similar lore not to long ago. Also just wondering but why do the sprites follow her as she butcher Noxians? Just curious.

Passive: I honestly feel like this is kind of tacked on, it doesn't contribute that much to her overall kit. Extra movement speed and healing is nice but is it really necessary? if you remove this ability does it really impact Imperia's gameplay? Maybe you could put some of your Q's power here? Because right it's looking mighty overloaded.

Q: I normally don't like talking about individual abilities but to e honest this is pretty much your basic kit in one ability, you could probably move the whole part of putting sprites into conduits the W section so it doesn't take up so much space.

Ok biggest issue, the closest champion in lol to this champion seems to be Heimerdinger. Heimers a rather difficult champion to balance becasue he's so centered around his turrets. He can never be allowed to be meta becasue he would crowd out any champion that could not dive him. here's a video that explains the heimer thing better.

https://www.youtube.com/watch?v=iUMAi_gkLso

M second reason is why should I play Heimer over her? I think Heimers turrets do more damage but this is dwarfed by the sheer number of sprites and conduits Imperia has and the utilitly they bring. Imperia has 4 sprites per conduit one can stun, one is a baneling, and one supposed to be long range. Then there's the conduit which also shoots and has special powers. Then she can put down 16 as opposed to 3 by heimer and she can move them unlike heimer. And she doesn't have to stay next to them like Heimer. AND she provides a global teleport for her team. Like what does the poor hamster professor have over her?

Also how exactly do you dive her? Heimers tough enough with 4 turrets(including the mega) but potential 16??? With all the various things each conduit and sprite does?

R: Umm I think this might be a tad overpowered. Combined with her E which lets her move a conduit at will it's pretty much a global teleport for your entire team which is pretty ridiculous. it lets your team be anywhere to contest objectives or catch people out. Imperia can just run teleport, pop ult, teleport, drop a conduit and teleport her entire team to a location. or she can just put her W everywhere and teleport to those.

Ok let em try and make more sense. Imagine you do baron and the entire team is on the other side of the map, Imperia pretty much negates this by bringing her entire team to baron. Or if your enemy has a splitpushing jax while they hold you at mid. When you send somebody up to stop him Imperia recalls him back and forces a teamfight. etc. I think it's WAY to strong right now.

Overall: My overall thoughts is that she's pretty much Heimer version 2. she pretty much shoves heimer out of his niche and she just provides so much.

Rico Nasty2/28/2016, 1:28:12 PM3 votes

The design seems a little.. i don't know, out of place? She sounds kinda like a Dryad or Pixie to me, and in her art she looks like an apocalyptic anime chick

Decrit2/28/2016, 11:46:04 AM3 votes

The concept itself it' s amazing, i have to say. This champion adds a lot of strategical play and has a really nice rts-like feel with the management of different units but keeps the MOBA spirit by being focused on only one character, well done!

I have to say, however, that i would hardly ever see something like this on LoL. There are many problems there production and execution-wise, from viability to input feedback and how this champion actually feels playing like; as i said this concept really enhances the rts mechanics, but if i were to imagine it into action i would see the player to play a minigame the whole game, that actually happens to affect the actual game itself. This is further empathized by how all the skill are connected to the Q. If you look at Azir for example you can see that all his skills are reliant to W, but actually do many things beside affecting W. The only exception of this is the ultimate, which is really cool :D. it is basically a team-shared rek' sai ultimate and should be OP as hell, but is cool.

This said, i find really remarkable the thought process behind it ;)

TeCoolMage2/28/2016, 7:05:29 PM2 votes

Only spaghetti code can arise from this hubris.

stop now while you still live, for the spaghetti code does not forgive. or maybe you can use alt-click instead of alt-q cus summon targetting is already implemented on annie and shaco.

Also, that ult should be like 200 seconds at least, it's so much better than Shen's ult.

SleepyWolfie2/29/2016, 12:01:41 AM1 votes

Love it, complicated, thats what I like. Complicated champs. It seems that you worked hard on it, I hope riot finds this :).

Also, My life for Aiur! (Saw your name)

Piccione2/29/2016, 6:54:36 AM1 votes

The design is way out of place. It feels a lot like it should go into Japanese cartoons instead of League. The abilities do looks great, though.[slayer-pantheon-thumbs]

VoxGodus2/28/2016, 10:25:21 AM1 votes

I really like the concept, l believe it will be a high skill cap champion, but will probably a be overpowered in competitive play and organismo teams. Anyway i hope to see something similar in the game one day

Kazu3/2/2016, 6:14:54 AM1 votes

tl;dr she's an anime mage

JVP152/28/2016, 3:07:42 PM1 votes

She seems like quite an interesting champion, and I applaud you for the incredible amount of work you put into writing a very clear and descriptive description. I feel like her Q has a bit too much stuff on it, though. I mean, if you combined Ashe's, Caitlin's, Jhin's, Diana's, Leona's, Pantheon's, and just about every other summoner in existence, you still get fewer words than what you put into that Q. So, maybe spread it out a bit? I understood conjuring spirits, but I really didn't understand the parts below it. Where those spirit commands?

teedddyy2/28/2016, 5:10:41 PM1 votes

wow i love it

doombotMECHA2/28/2016, 9:58:24 PM1 votes

HOLY COMPLICATED MECHANICS BATMAN

TacoTheKitten2/28/2016, 11:35:23 PM1 votes

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