Amelia, the Blighted Girl

Bard R Friday·5/17/2018, 1:40:31 PM·1 votes·1,293 views

Amelia, the Blighted Girl

Short in-client lore: Once just an ordinary orphan, Amelia nearly died from the lung blight that frequently claims the lives of those living near the bottom of Zaun. Instead, she woke up in the Church of the Glorious Evolved, augmented with mysterious and experimental Soultech that saved her life at an extreme cost. The machine would slowly burn away her soul, unless she took the souls of others. She lives in a precarious balance between the strange mutations of her ever present lung blight and the pain and hunger brought by her Soultech Parasite, desperately trying to limit her consumption to only those who deserve it. Eventually, she hopes to find whoever included her in this cruel experiment and put an end to it once and for all.

Long-form lore: Incomplete

Appearance: Amelia is a teenage girl about the age of Taliyah with pale skin, green eyes, and long, unkempt black hair. She wears a simple, tattered grey dress which has had the sleeves torn off and has many patches of different color cloth sewn in where it has torn. Her body is somewhat slim and she appears tired, with a neutral expression. A very crude looking machine, made of dull grey scrap metal covers both her arms and connects behind her head where it is stabbed into the base of her neck. It coils around her arms many times, stabbing into her at several locations and puffing out Soulsmoke(a very dark smoke which flashes with bursts of Soul energy(very pale green and resembles lightning)) occasionally. It has vials of green chemicals dotted across it sporadically. By each of her hands, it connects to a long tendril of Soul energy, which Amelia wields as her weapons. While idle or moving, Amelia is hunched over slightly with her arms to her sides, the whips dragging along the ground behind her.

Class: Mage

Subclass: Battle Mage

Lanes: Top, Jungle, maybe Mid

Basic Attacks: Amelia is ranged, using her whips to attack at a much shorter distance than most mages but without utilizing projectiles. Range: 400

Passive: Soultech Parasite: Amelia's abilities do not cost mana, instead her life force is Burnt away by her Soultech augmentation each cast. Upon reaching 100 Burn and after her current ability is finished casting, Amelia is forced to channel Anguished Grasp, allowing her to aim in a direction for 1 second. After, she is wracked with excruciating pain, desperately reaching out for any source of life to deal magic damage 10 times over 1 second in a large cone that can no longer be aimed. Amelia loses all of her burn over the duration, and each tick that does not damage at least one enemy champion or large monster causes her to lose 3% of her current health. Can hit through player-created terrain, but not map terrain. While channeling, she cannot take any other actions and is immune to all disabling effects. Visuals: While aiming, Amelia hunches over and pulls her arms close to her, Soul energy arcing across her entire body and her Parasite rapidly emitting Soulsmoke. Then she suddenly stands up and extends her arms in the chosen direction, causing her whips to split into several elongated tendrils that rapidly attack throughout the cone and stop on hitting map terrain. Soul energy arcs between the tendrils at various locations during the channel. Magic damage over ten instances: 20% + 5% per 100 AP maximum health Range: 800 Arc: 45°

Q: Vitality Seeker: Amelia rapidly swipes one whip upwards, dealing magic damage in a line and healing Amelia for each unit hit. Visuals: Amelia very quickly slashes one of her whips into the air, alternating hands with each cast, and returns to her normal stance. A small burst of Soul energy is emitted each time this damages an enemy, both on the target and at a random point on Amelia's Parasite. Cast Time: 0.2 seconds windup, 0.2 seconds recovery Width: 100 Range: 400 Cooldown: 3/2.75/2.5/2.25/2 seconds Magic damage: 5% + 2% per 100 AP of the enemy's maximum health (minimum 40/80/120/160/200 + 50% AP) (maximum against monsters 80/160/240/320/400 + 100% AP) Heal: 25% of premitigation damage(10% against minions and small monsters) Burn: 10

W: Touch of Progress: Amelia winds up and slams downwards with her whips in a reverse cone shape, causing three circular eruptions of Soulsmoke from the ground in a line, one after another. Enemies hit(including by the initial slam) take magic damage and deal less damage to Amelia for a few seconds. Both effects stack with multiple hits. Visuals: Amelia pulls her whips into the air, dangling them behind her, then rapidly slams them into the ground, emitting Soulsmoke from their impact. A huge cloud of Soulsmoke erupts from the ground, centered on the ends of her whips, then repeats after a delay, partially overlapping the first eruption zone, and repeats again after another delay. Enemies hit are enveloped in Soulsmoke particles for the duration of the debuff, with increasing intensity for each stack. Cast Time: 1 second attack time, 0.2 seconds recovery Range: 350(initial slam) 135(eruption radius) 100(distance between centers of each eruption) 335(total distance covered by eruptions) Eruption Delay: 0.5 seconds Slam Arc: 60° Cooldown: 16/15/14/13/12 Magic damage per Hit: 30/40/50/60/70 + 20% AP Damage Debuff: 3/3.5/4/4.5/5% +1.5% per 100 AP per hit Burn: 15

E: Twisted Convergence: After a brief delay, Amelia crosses her whips and swings them outward, dealing magic damage twice in a semicircle. Energy flares between the whips as she swings and continues forward as a projectile, causing enemies it passes through to run in fear and take magic damage. This energy effectively forms a line skillshot in the center of the semicircle which travels forward during the cast and becomes a projectile that continues a brief distance forward after the cast. Visuals: Amelia holds her arms extended in front of her, each whip dangling to the opposite side of the hand holding it and crackling with Soul energy. She then rapidly swings each whip to the other side. During the swing, a bolt of energy arcs where the whips intersect, then shoots out afterwards. Enemies hit by any portion release a small pulse of energy, and feared enemies are coated in Soul energy for the duration. Cast Time: 0.5 second windup, 0.3 second swing time Projectile Speed: 1333.33... Arc: 180° Range: 400(initial swing), 600(energy) Energy Width: 75 Cooldown: 13/12/11/10/9 Magic damage per Hit: 30/45/60/75/90 + 25% AP Fear Duration: 1/1.1/1.2/1.3/1.4 seconds Burn: 15

R: Penance: Amelia embraces her curse, driving her Parasite into her own soul and severely Burning herself. For a moderate duration, she gains movement speed, is Burnt over time, and gains a percentage of physical and magic damage she deals as bonus true damage which heals her. Amelia stops Burning if she casts Anguished Grasp. Visuals: Amelia transforms her whips into long, jagged knives, then stabs them into her stomach, causing a wave of Soul energy to reverberate throughout her body. For the duration, her expression becomes visibly manic, her eyes opening wide and burning green while she smiles slightly. Her Parasite emits Soulsmoke almost constantly during this time, and flashes green each time she is healed by this ability. Cast Time: 1 second Duration: 8 seconds Movement Speed: 20/25/30% Cooldown: 100/90/80 Bonus Damage: 10/15/20% of non-true damage dealt Healing: 50% of the bonus true damage dealt Burn: 20, + 10 per second

Playing as Amelia: Amelia exchanges the range of a typical mage for extreme sustained damage that is especially good against tanky enemies. She excels at fighting immobile high health targets because the short ranges she has are still enough to keep out of theirs while shredding them with Vitality Seeker. This, combined with her lack of mana and high sustain, makes her a great choice for top lane or jungle.

In lane, don't be tempted to constantly use spells due to her lack of mana. She isn't very strong without some ability power, and if you aren't careful with your Burn, you'll end up stuck in Anguished Grasp for two whole seconds while the enemy can do whatever they want. When near full Burn, try to land Twisted Convergence to both avoid losing a lot of health and to damage your enemy. If you're low on health, however, it may be a better idea to just back off and take the damage instead of risking death while you're stuck channeling. Anguished Grasp deals a percentage of your current health which means that if you're already near death, it won't do very much more.

Keep in mind that if you find yourself fighting a long ranged or mobile enemy, it will be very easy for them to take advantage of the amount of time you spend standing still to cast abilities. Whenever you reach full Burn against such an enemy, you could be in a very bad situation. To counteract this, items such as Spellbinder Orb and Rylai's Crystal Sceptre can allow you to close the distance and stay nearby, where you should easily be able to beat most enemies.

Priority stats for Amelia are ability power, cooldown reduction, and health. While you may be tempted to build some tank items like Spirit Visage, it isn't a very good idea due to her reliance on ability power. She doesn't contribute much to a team besides damage, so you need to build lots of damage to stay relevant. Plus, she gains healing and damage mitigation from ability power, meaning that it still helps you stay alive. Cooldown reduction further enhances her already strong sustained damage, and gives her more reliable healing and crowd control. Health is a good stat to have, but not as important as the other two. While it helps you survive more burst damage, it doesn't affect how much she heals or her damage mitigation, so it isn't very helpful in a sustained fight. However, many items that are already good for her such as Rylai's Crystal Sceptre and Liandry's Torment include health as a nice bonus.

Later in the game, Amelia should look to stay with her team and fight. She scales very well and is at her best when she has multiple enemies to make use of her large area of effects and increase her healing. Her lack of mobility and limited control effects encourages her to stay near the front of the fight and wait for the enemy to engage. Further helping this is her massive maximum health damage from Vitality Seeker and added true damage from Penance, which means that if the enemy frontline engages she is well equipped to kill them. However, she is squishy and vulnerable to being caught out by crowd control so she should still rely on her own frontline to protect her in a fight.

Fighting multiple enemies makes it even easier for her to die during Anguished Grasp's two second channel, so be conservative with ability usage. When near full Burn, watch for opportunities to catch an out of position enemy with Twisted Convergence and unleash your Anguished Grasp. Penance can also be used to quickly trigger Anguished Grasp and gain a huge amount of damage and healing from it, but it is a big risk because once Penance is active you have no way to avoid getting to full Burn.

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