Vecklora - The Telsa Sorseress

Cindikle·12/30/2014, 7:50:05 PM·6 votes·1,259 views

Title edit: Tesla, not Telsa. I'm a bonehead >.<

Overall stats between the average melee and ranged. Nothing strong or weak. Slightly higher than average MS. Starts out as a ranged with 200 range. Ideally she will be an AP fighter/bruiser.

Passive - Conductivity Vecklora's basic attacks deal 3+(2x level)(+0.2AP) additional magic damage. Every basic attack or Chain Lightning on the same target statically charges them, increases her basic attack ranged on those targets by 75 for the next 4 seconds. Stacking up to 4 times.

*I'd like the stacking effect to gain a small AoE. Making it so AA'ing a minion in lane near an enemy champion would give you a stack on the champion for harassing them. But that may prove too OP as her Q already makes standing too close to minions dangerous. *

Q - Chain Lightning Mana - 50/60/70/80/90 CD - 10 seconds Range - 500, 300 for jumped targets.

Vecklora releases a bolt of lightning at her target dealing 70/115/160/205/250(+0.7AP) damage to the first target hit. This ability will chain up to (1/2/3/4/5) targets behind the first target dealing 60% damage to them. Every additional enemy hit reduces the cooldown of this ability by 0.5 seconds.

This ability will arc to a wider range to attack Monsters effected by Conductivity.

*If you have played the newest Gauntlet, it'll work like the Wizard's Chain Lightning. It's not an instant chain, so if you see the first target hit you can avoid getting hit by it from the back. But it does move fairly quickly. Basically think of it as a quicker MF Double Up that chains a few more times. But with a narrower range for targets to jump to. *

W - Static Thrust Mana - 55 CD - 13/12/11/10/9s Range - Basic attack(resets animation)

Vecklora's next basic attack deals an additional 50% of her passive's damage per stack. Targets become statically charged to Vecklora upon damage. Adjusting their movement speed by 20/25/30/35/40% for 2.5 seconds. Targets move faster as the move toward Vecklora and slower as they move away. As targets who are charged gain stacks from Conductivity the cooldown of this ability is lowered by 1 second and 0.5 seconds for every charge already on the target.

Overall a strong ability to start a fight. Using it to quickly reset your AA for additional stacks, and gaining further stacks reduces it's cooldown to allow using it again sooner.

E - Tesla Transformer Mana - 75 CD - 11s Range - Up to 750, AoE 200 radius

Vecklora launches a thread of lightning that moves out dealing 40/70/100/130/160(+0.6AP) magic damage to targets it touches. At the end of the cast or when Vecklora reactivates the ability, she is teleported to the location after a short delay dealing magic damage equal to 5/7/9/11/13% of the targets max health. Activating the teleport on top of an enemy will stun them for 1.25 seconds.

During the delay before teleporting Vecklora gains a shield equal to 20% of her max health. For this short duration she is immune to all CC. Breaking the shield will prevent the teleportation.

Vecklora is immobilized while casting this ability. CC will force the secondary activation of this ability.

*This ability's mechanics is similiar to a combo of Lissandra's claw and Vel'Koz's ult. It has a travel time to decide the range. But like Vel's ult she can slowly rotate the path. Once Vecklora casts the ability she must teleport at some point of the spell. Only way to prevent this is from enemy damage. *

R - Electron Release Mana - 100 CD - 140/110/80s, 3s for reactivation Range - 1000, (400 radius for AoE)

Vecklora fires a ball of electricity. At the end of it's range or on the first enemy champion hit it expands, disrupting all of the electricty of the area. This expanded field lasts 5/6/7 seconds. All attacks Vecklora makes to enemies within this range chain out dealing 50% magic damage to the nearest enemy within the field. After 3 seconds Vecklora my recast to teleport to the center of the field. After a short delay she will detonate all Conductivity charges dealing 40/80/120(+0.25AP) damage per charge and ending the field. During the second cast delay enemies cannot leave the field.

*Kind of a similiar ult to Ryze. But more limited in where the damage can go, but comes with some mobility. This mobility creates a lot of options. Such as cutting off an escape path. Or creating one as the reactivation doesn't have a max range. Although it may get one if taking the summoner teleport, ganking bot lane and R'ing back becomes a problem. *

I would like to see her played as an AP fighter in the top lane and as a jungler. Her E would make for some very interesting ganks. I don't think she'd be too strong in the mid lane as her base AA is low and her main defense has a delay for it's mobility. Harassing with Q would be gimmicky and would likely be forced to farm with it in mid lane.

7 Comments

warrior5512/31/2014, 12:50:39 AM1 votes

I really love the idea ,if she was a champion i would buy her right away.:D

Fertsa12/31/2014, 1:46:25 AM1 votes

The teleport R combo wouldn't be a real problem. because the expanded field lasts 7 seconds at max rank, the longest gank she can do and still R back is 4 seconds, not much can happen in 4 seconds, especially considering her comparably low burst, and her very single target kit.

also "telsa transformer". ............^ this.

Narasimha12/31/2014, 4:13:05 AM1 votes

I'm a bit on the sick side so I won't go into a full review, but I want to tackle the passive real quick.

Honestly, the main part of it is just boring. Its just extra magic damage on autoattacks. The range increase feels like it was tacked on to shake things up. And extra damage is zeta lame. Its part of why GP is having issues. Twich makes it work because it connects extremely well with his kit and theme. A passive should be something unique, something evocative of a champion. Theres nothing that really connects it with the theme of 'lighting'. I feel that you have much better options. I'll throw one if it'll help any

"Vecklora's basic attacks charge her enemy up. Her next ability against the target releases the charges, reducing the target's magic resistance by 7% for 3 seconds. Can stack up 3 times before detonating, cannot build stacks on the same target for 10 seconds."