[Champion Concept] Drifter, The Envoy of Wisps

BowieTheNifty·12/3/2016, 9:27:22 AM·4 votes·1,788 views

Hey every one of you late night viewers (or those of you who read this when ever)! BowietheNifty is back with another champion concept for you. For a long time now I have been putting out these concepts onto the boards. Though with my recent projects have been a set of tanky champions and let me tell you something, I got sick of tanks. Not that tanks are bad, just I needed to work on some kind of other role. So instead I have decided to work on my back log of concepts (Yes I have a list). Its time to bring a bit of diversity to my list. Starting with this one I am going to be taking a break from those bulky brawlers. So who is today's concept, well he is none other then a mage of all things. As of right now I don't have lore finalized but it will come in an update later within the next week. Several additions will come at that time too. Though at the moment I want to get the abilities up as they are all in order. Still I always love feed back. If there are any questions, suggestions, or just comments feel free to post them up. Without further delay, here is Drifter, The Envoy of Wisps.

Drifter, The Envoy of Wisps

Updates Lore added [12-4-16] Items Section added [12-4-16] Interactions (Jokes,Taunts Ect.) added [12-6-16] [Balance Changes 12-20-16] Cool down for Q increased to 9.5/8.5/7.5/6.5/5.5 seconds from 7.5/6.5/5.5/4.5/3.5 seconds Cool down for Q's wisps increased to 9/8/7/6/5 seconds from 7/6/5/4/3 seconds Mana cost for W increased to 95 from 70 Healing on W's damage dealt decreased to 30% from 40% Healing on W from hitting a minion reduced to 25% effectiveness from 50% effectiveness Cast time on W increased to 0.4 seconds from 0.3 seconds Barrier radius for E decreased to 300 from 400 Barrier duration for E lasts for 2.5 seconds at the location instead of 3 seconds Shield given from E lasts for 1.5 seconds instead of 3 seconds Cycle Radius for R decreased to 400 from 600 Damage Radius for R decreased to 600 from 650 Added Tornado knock in radius of 200 for R Magic Resist shred for R changed to 20% from 15/20/25% Added poorly drawn diagram for R Added an appearance drawing [Balance Changes 12-22-16] Mana Cost for R increased to 120 from 100 Damage for R lowered to 500/750/1000 from 550/850/1150 Tornado for R can only pull enemies once per cast (No changes but it is now stated) [Balance Changes 12-26-16] Added effect to Q's Passive "Each passive wisp that consecutively damages the same target will deal 30% less damage then the last within 6 seconds." Duration of barrier for E lasts for 1 second instead of 1.5 seconds Duration of shield for E lasts for 3.5 seconds instead of 1.5 seconds Base capacity of shield for E is now 40/65/100/145/200 from 50/85/125/170/220 Cast time for R increased to 1 second from 0.75 seconds [1/5/2017] Changed Q's cool down to a static cool down, it isn't effected by cool down reduction. This includes the passive cool down. Reduced AP ratio of passive Q damage to 20% from 40% Changed Q's active base damage to 40/55/70/95/120 from 40/55/75/100/130 Increased damage of multiple wisps hitting the same target to 25% from 20%

Appearance (Note I do not own this picture. In fact this was drawn awhile ago and I give all credit to auraleighdragon for doing this art for me. Thank you so much :D)

Drifter is a human or at least he looks human. Having lite pale skin, pure short messy white hair, rather tall with a slender build, he is easy to spot in a crowd. Though he is a fancy sort of dresser from the looks of things. He wears a black suit similar to that of a duke or one a man would wear to a Victorian party. One thing that is district about him is that he does wear a mask. Though this mask doesn't cover his whole face by any means. It is a slim mask that simply covers his face from the nose up. Much like his suit it is black but with gold trim and a pure while veil over the eye slots. Accompanying the man is actually a collection of wisps. These little balls of blue light look like dancing flames. Though there is one wisp that is different from the others. This is one is quite a bit bigger, being a mixture of black and white flames. Drifter calls this specific wisp "Sprite". Sprite has one more distinct difference, unlike the others this one actually has little white eyes and a mouth as well. It has much more personality, or just has a personality compared to the other wisps. Sprite is always alongside Drifter, well most of the time tell it finds something curious to follow.

Lore

"Aye you want to hear a story? Well I do have a very strange tale that happened to me. " The intoxicated man spoke out to his company next to him. Taking another swing of his brew he took a moment to gather his words. "You see I am a trader, traveling is nothing new to me. Though coming into Bilgewater always brings strange tales. This was before I got into the trade business though. In fact it was my first time coming to this sea side city." He leaned towards the audience. "The sun was just starting to set. Making my way alongside the marshlands I was going to just make it to the city before nightfall. Though something caught my eye. A little ball of light would float across the path...." One of the men listening would slam his mug down on the table. "If you are taking my time to talk about fire flies, you are wasting my time!" "Oh no! This wasn't a bug by any means. In fact that ball of light actually was made of fire. A blue like flame." The story teller would explain. The other man would grumble but settle back down to listen. "You see this flame was rather interesting. Not only did it freely move on its own, but it actually started to approach me. There was something eerie about how it moved. It was just bobbed up and down through the air, much like wood to water. It got my quaking in my boots being that I had never seen a thing like it before. It would start to circle me, and I couldn't take my eyes off of it. The thing was this flame didn't seem aggressive, but it was wanting something. I reached out curious about it, though the flame would float away avoiding my touch. In fact it started to head into the marsh. I don't know what was going through my head at that time, maybe my young curiosity getting the best of me. I decided to follow the light." The man would take a swig of his drink before holding his head. "The rest of it is a bit blurry." "Oye this is starting to get interesting." A part of the audience spoke up. "Take a few drinks my friend, perhaps you will recall what happened next." The story teller would bat his hand. "Then order us another round if you want me to drink more." Looking back over to the other listeners he would let out a grin. "While I don't recall every little detail I do remember. Before I realized it I had made my way into the middle of the marsh. Wasn't exactly sure how far I was....but the sun had set awhile ago. Water and mud were up past my ankles, seeping into my boots. Though for some reason I didn't care. I was following the little flame and that was all that mattered to me. It was then that more flames started to appear. They all seemed to be going somewhere. Now I don't know about what you all you would do, but I wanted to find out. Eventually though they gathered around a tree, whose roots were above the water. On one of the roots was a man. This man clearly looked higher class, like one of those..aristocrats or what ever they be called. He had a fancy black suit, white hair that stood out in the darkness." "'Now what brings a traveler out to these parts?' He would speak up without even a glance in my direction. 'Traversing the bog at the dead of night...you must be either incredibly dull or in search of something'. He would continue on. At first I tried to speak, but something about his presence shocked me. This man and all his fancy attire was unaffected by the elemental around him. His clothes should of plastered with mud. He should of been soaked to the core like how I was. Yet here he was as clean as a whistle. 'Perhaps you are death...or perhaps a mute?' Saying that he would finally turn toward me. His face was covered in a mask. Even through his mask, his eye would glow a pure white. This wasn't a human my gut was telling me." The rest of the table had all their attention focused on the story teller. They forgot about their own drinks and kept on listening out of curiosity. "Though out from behind masked man another flame appeared. This one however was different from the rest. Not only was it bigger but it was made of black and white fire. I swear that the flame even had a face, two eyes and a cheeky little smile. 'Come here traveler.' He would command and like not even being in control I would go closer. The marsh was deep here and I would start to drop having the water come up to my waste. The masked man would lean off the roots getting straight up towards my face. 'You see I am much like you, traveler. I tend to get lost as I go from place to place. Following the road was never the most...optimal for a drifter like me. I believe we can help each other.' His white glowing eyes felt like they were peering inside of me. The balls of fire were dancing around us, and yet no heat would come from them. 'All you need to do is just stay still then we can part our separate ways'. I was frozen, unable to move. The black and white flame would slowly come closer. It would come up to my chest and start to bury itself way inside. There wasn't any pain, but this feeling of disattachment from myself. My vision started to go white and the last thing I saw was the sheepish grin of the masked man." There was a silence along the table. One of the men leaned in. "So what happened after that?" The story teller would take a drink. "Well before I knew it, was the next morning. I woke up to the critters of the marsh. The man had apparently pulled me up onto the roots of that tree. It took me forever to find my way out of the bog. Though I can tell you that it took me weeks to get all the mud out of my boots." One of the men at the table would glare at the the story teller. "I don't believe that for a second. No man would even make it out of the marsh let along survive a night out there alone. Most people drown out there in the mud. It is either that or they would have to strike a deal with the river king to live. You spin lies!" Most of the men at the table would nod and acknowledge with agreement. "Come on boys, this man isn't worth our time." The audience would get up from their chairs leaving the story teller alone. Sitting by himself, the story teller would drink. "Eh...no one every believes me....but I know that is what happened." He would look into his drink. Taking a the of the ale with a single gulp he would sigh. "Oh well...at least I got free drinks out of that." The man would laugh getting up from the table. Leaving the bar he would head out into the streets. Little to his knowledge that he was being followed. Not by a person, but a little black and white flame. A childish laugh would echo from behind the man. He would turn to see nothing. An eerie feeling washed over him as he went on his way.

Roles Primary: Mage Secondary: Support

Drifter is a mage to the core. Specifically he is a caster who go either offensive or defensive depending on what the situation calls for. Being a mage he lacks mobility and even crowd control. Though he makes up for this with damage and utility. He can work as a damaging support, but be warned he doesn't provide the best peel for an ADC.

Stats

HP: 535 (+90) HP5: 5.5 (+0.6) Mana: 340 (+42) MP5: 7 (+0.6) AD: 55 (+3) AS: 0.625 (+1.6%) AR: 20 (+3.5) MR: 30 (+0) MS: 330 Range: 525

Abilities

Innate - Wisp Companion: Sprite Type - Occasional Empowered Ability Cool Down - 20/18/16/14/12/10 seconds static Scaling - Levels 4/7/10/13/16 for cool down, Levels 6/11/16 for AP scaling

Description - Drifter has a carefree and curious wisp companion named Sprite. Every so often Sprite will join in to empower one of Drifter's abilities adding an additional 20/30/40/50% AP scaling to it. Additionally if the empowered ability hits an enemy champion, Sprite will follow them granting vision of them for 5 seconds. After that Sprite becomes bored, returning to Drifter.

> In-Depth So this is a pretty standard and self explained passive. Once in awhile Sprite will simply add addition AP scaling on Drifters next ability cast. Now each ability doesn't get a bonus effect besides from revealing the target for 5 seconds, but just more damage. This is as long as you have AP to go off. Though there are little things involving Sprite with the empowered abilities, but this is mainly cosmetic.

Q - Congregation Type - Passive Self AoE, Active Multi projectile Cool Down - 9.5/8.5/7.5/6.5/5.5 seconds static Range - 200 passive radius, 1000 active Mana Cost: 35/45/55/65/75 Cast Time - 0.5 seconds

Description - Passive: Every 9/8/7/6/5 static seconds, a wisp will find its way to Drifter. It will then start to follow and circle close around him. If a wisp collides with an enemy unit it will deal 40/55/70/85/100(+20% AP) magic damage to the target and fade away. Each passive wisp that consecutively damages the same target will deal 30% less damage then the last within 6 seconds. This damage can't be empowered by Sprite. Can have 4/5/6/7/8 wisps max following him. Active: Drifter commands all the wisps following him to converge on a target location and fan out beyond it to a maximum range. Each wisp deals 40/55/70/95/120 (+35% AP[+55/65/75/85% AP while empowered]) to the first target hit and targets hit by multiple wisps take 25% damage for each one beyond the first. Empowered: Sprite will replace one of the wisps during the cast preferring to take the one closest to the targeted location.

> In-Depth Drifter's Congregation is basically his bread and butter for his damage. Passively this works in a very similar fashion to Aurelion Sol's passive, though these wisps dissipate upon contact with enemies and their range is basically within melee. As well this works on an ammo system for the sake of the active portion. This is on a static cool down is the thing, so cool down reduction doesn't effect how often he obtains a wisp. Though also be aware that once gaining a wisp it will take a fraction of time before being able to fire it off. For the active portion of this ability it works just like Heimerdinger's Hextech Micro-Rockets. So you can either have all the wisps converge on a location at max range or have them span out by converging on a closer location. Putting all the wisps on one target will result in a lot of damage, especially if this becomes empowered. Though each wisp does get the increased scaling as long as they don't hit the same target, so this empowered might be a handy wave clearing tool.

W - Life Tap Type - Active Single Target Skill Shot, Single Target Heal Cool Down - 11 seconds Range - 800, 400 bounce Range Mana Cost: 95 Cast Time - 0.4 seconds

Description - Active: Drifter sends out a single wisp in a straight line that deals 90/120/150/180/210(+50% AP[+70/80/90/100% AP while empowered]) magic damage to the first target struck. The wisp will then bounce straight back half of its maximum range landing on the ground and staying there for 3 seconds. Drifter or an ally can walk over it to be healed for 50/80/110/140/170(+30% of damage dealt). The heal is only 25% effective if it strikes a minion or non epic monster. Empowered: Sprite will accompany the other wisp on its journey and will happily cheer when the heal is picked up. Sprite bounces around happily if it doesn't hit any targets before returning to Drifter.

> In-Depth Drifter has a nifty little skill shot that can be both helpful in lane or during fights. Normally it is just a standard shot that deals magic damage. Though once it deals the damage it bounces straight backward and lands on the ground providing a heal for those who need it. Though the bounce distance is the same no matter how close the target is to Drifter. So if he hits a target at max range, well it will travel back half the distance back to him. Hitting a target right in front of him, well it will make it bounce back over Drifter landing behind him. Hitting at mid range though can have it land right on top of him for an almost instance heal. This bounce back distance can change if it would land in terrain. The heal is effected by damage done, and does depend on if it strike an enemy champion or not.

E - Null Barrier Type - Ally Targeted Shielding AoE, AoE Silence Cool Down - 14 Seconds Range - 800 cast range, 300 barrier radius Mana Cost: 90/85/80/75/70 Cast Time - 0.5 seconds

Description - Active: Drifter will drop a null barrier on himself or a target ally within range that will remain at that location for 1 second. Allies who enter into the barrier will be granted a shield that blocks 40/65/100/145/200(+40% AP[+60/70/80/90% AP while empowered]) damage for 3.5 seconds. When an enemy champion first enters the barrier they will be silenced for 1 second. Empowered: Sprite will be at the center of the barrier and will decide to follow the first enemy champion that enters it.

> In-Depth Drifter's Null Barrier grants him a bit of utility to himself or his team. It can be used directly on himself or an ally within range. Any ally who enters this zone will gain the shield so it is smart to use when your team is grouped up. Though when the time calls for it, it might be a good idea to cast this on an ally who happens to get caught out. Not only will it block some of the damage, but it will silence those who are right on top of them. It can serve quite a few purposes, and it really becomes powerful when empowered on a team getting ready to engage or being engaged on. The shield does persist out side the barrier zone.

R - Wisp Flurry Type - Ground Targeted DoT AoE, Rotating Displacement Cool down - 140/120/100 seconds Range - 1100 cast range, 400 cycle radius, 600 damage radius, 200 knock-in radius Mana Cost: 120 Cast Time - 1 Second

Description - Active: Drifter call upon a horde of wisps to form a tornado at a target location. The tornado will rotate in a circle returning to its starting location over 5 seconds and will deal 500/750/1000(+100% AP[+130/140/150% AP while empowered]) magic damage to nearby enemies over the duration. Enemies that directly get hit by the tornado will be pulled into the center of its rotation and have their magic resist reduced by 20% for 6 seconds. Enemies can only be pulled in once. Empowered: Sprite will put itself at the center of the tornado's rotation path acting as though it is conjuring the storm. Sprite will then follow the last enemy champion struck once the tornado ends prioritizing the closest.

> In-Depth Drifter's Ultimate packs a massive amount of damage in a large area. The tornado of wisps that is conjured rotate around the center of the cast. The tornado will always start at the closest position towards Drifter. Its rotation will always be counter clockwise, as if the tornado started on the 6 of a clock. Now the damage is done through ticks every 0.5 seconds. The damage source is centered around the tornado, not the rotation path. This means that if an enemy is outside of the tornado's rotation they can avoid damage by staying on the opposite side of it. Though enemies within the rotations epicenter will be damaged as long as they stay there. Enemies struck by the tornado itself will be pulled into the epicenter of its rotation path and take more magic damage. Note that enemies are only effected once by the pull per cast. For more clarity here is a poorly done diagram.

Item Builds Necessary item 3027item 3165item 3020

These items are definitely a staple for Drifter. Rod of Ages gives him greater health, ability power, and mana. The health helps with surviving burst as he can be quite squishy. His mana costs can get quite high for how often he can cast some of his abilities. So not only does the RoA help out with that, you have Morellonomicon to grant a bigger mana pool. Pairing up cool down reduction and the added benefits of magic pen, you can deal some serious damage.

Offensive item 3089item 3285item 3135

The offensive options here will provide Drifter with an incredible amount of burst. Having the raw AP from Deathcap and the percentage increase to it will cause his empowered abilities to destroy targets. Pairing this with Luden's Echo and you have yourself a bit more burst on impact. Now simply put Void Staff makes it so that majority of your magic damage with go through a target's defenses. Building these items can cause your opponents to disappear.

Defensive item 3157item 3001item 3116

If Drifter needs a bit of protection, well here are some items that can help you out. Zhonya's of course gives him some armor against those pesky AD assassins and even a moment of invulnerability that comes about during massive burst comps. Now Abyssal Scepter is interesting for several reasons. Not only does it grant cool down, magic resist, and even a bit of ability power; but you now deal more magic damage to those who get too close. It makes the passive from his Q become a lot more useful. Lastly the Crystal Scepter will give him a slow on all his damaging abilities. It can help with kitting and grants extra HP to survive in fights.

Other Options item 3003item 3030item 3152

These items aren't exactly core, but they can serve Drifter very well in games. Archangels Staff will grant him a decent amount of mana for casting constant spells. This can be stacked pretty easy if you decide to constantly spam his Q for damage. While it doesn't provide health like RoA it can give him more AP in the long run alongside a shield active to protect against burst. GLP-800 is a rarely seen item, though it actually provides some usefulness. The active actually does quite a bit of damage and scales decently. It could be a good replacement for RoA but you would be trading in stats for an a slowing active. Protobelt is a fun item to use for burst. Sense Drifter does lack mobility it might be a good pick up to dash in and out of situations. Though it doesn't provide the best stats, it surely is a blast.

Interactions

Jokes "What was that Sprite? Kill them all? Oh ho ho, you are just too cute."

"Sprite really lightens up the party...well its made of light after all."

"I am surprised how lively you are Sprite...for being a spirit and everything."

Towards Ezreal - "No I don't need...well okay a map would help. Sprite tends to get us lost."

Towards Kalista - "Kalista my dear, perhaps we can send messages of doom together sometime."

Towards Thresh - "Please stay away from me. Sprite gets anxious around you."

Towards Nocturne - "Sprite likes your big blade..arm things...No Sprite you can't have them."

Towards Lulu - "Sprite I know you want to play with Pix, but now is not the time."

Towards Jihn - "I would hope you reconsider Jihn. Sprite would to be apart of your traveling massacre."

Taunts

"Have you gotten lost? A simpleton like you would."

"Your fashion sense is dead...like you will soon be."

"Yeah...I don't have time for you."

Towards Tahm Kench - "So we meet again. Your breath is still as putrid as ever."

Towards Nocturne - "Oh dark soul! You are nothing compared to my master."

Towards Jihn - "Please exit stage right, the director is wanting a better performer."

Towards Thresh - "I am sure Sprite has collected more souls then you."

After killing Thresh - "OOOH the Irony! Into the lantern with you!"

Towards Yorick - "Yorick I can direct you to your grave...Now where was it?..."

Dance

_ Drifter dances much like a tap dancer would. He will tap dancer for a bit before stepping aside and letting Sprite take the stage. Sprite doesn't know what to do and bounces around in circles. _

Laugh

_ Drifter will perch his hand under his chin giving a slight chuckle. Sprite will spin around Drifter coming up from his feet and give a childish giggle upon reaching the top. _

CCOS Review's Zenthyra the Insatiable Harpy D-Mite, the Amalgam Force Leopold, Inexorable Savant Beatrix - The Junkyard Bastion Delyora, The Starheart Blacksmith

This is what I want to post for Drifter at the moment. Though I want to add those on when I have more time to do so. Don't worry updates will be coming throughout the next week. Anyways I would love some feedback for what it up currently. It is always appreciated being either good or bad. If you all are interested in my other concepts, well I decided to make an organized list for them. I had a bit too many of them to be listing them all on every new concept so I shortened it. Either way feel free to look at them with the link below. Thank you for reading and I hope you have a nice day.

BowietheNifty's List of Concepts

Next Champion: Might be an ADC? A pure support? YORDLE DOG HYBRID!?! Eh who knows.

13 Comments

sneezing slug12/22/2016, 11:20:40 PM3 votes

Howdy, neighbor!

Here to give you an in-depth review of your champ. :)

Passive: Right off the bat I'm getting some Lulu vibes with her Pixie companion, save instead of autoattacks its based off of abilities. Which I suppose is a difference. Just feels a tad off just because we've seen this before, you know? Empowering abilities causes the AP ratio to essentially burst out, which means if fed this is just going to be a delet monster. May want to tone this down a smidgen.

Q: I presume this functions like Bard's gathering of meeps? Where do the wisps come from? Do they just suddenly appear around him? The circling of the wisps dealing damage feels rather much like Aurelion Sol's passive as you said, but directly nerfed as they deal less damage, have a very small AP ratio, AND dissipates afterwords. It feels rather unreliable and not something that would affect gameplay outside of occasional damage. Other than that, this looks pretty solid. The AP scaling on it is unruly, not necessarily a bad thing but I'd be hella scared to be on the opposite end of that monster.

W: Skillshot that bounces back as a small health pick-up. Does it have the same properties with Bard in the sense that they can be walked over during those three seconds to make them disappear?

E: Fairly solid ability. I like it.

R: Wew. Does it only pull them once? Otherwise that's a 5 second pin that can essentially grapple an entire team into a tiny spot. Not to mention that is an unruly amount of damage it deals, I'd say make it deal only about 60/70% of the damage it deals now. 1150 damage + 250% AP with full AP build will be a one ability pentakill that obliterates most if not all tanks in one go. Needs serious revisions.

I think your concept needs some tweaks in terms of balance, but other than that I'd say this is quite a solid concept and I would actually enjoy playing as or against this champion in game.

If you would be so kind, could you check out my champion Leopold, Inexorable Savant? I think you might enjoy the concept if you fancy mages as much as I. :)

Cryptekz12/20/2016, 8:38:35 PM1 votes

So, you did me a favor by checking over Zenthyra, and asked me to take a look at Drifter here, so I'll do my best.

At first glance, your lore is a little disjointed. As the story is told from the mouth of a Bilgewater sailor, it feels too... pristine. Much as I love proper English, given the way the character acts, I can only assume he's not the world's most educated man. Not only that, but from the way he tells it, he's been drinking a fair bit. As such, his speech is a little unreasonably clear, as is that of his compatriots in a seedy bar.

Now I'm not saying this is bad for clarity's sake, but I do think it misses the personality of someone who's had a few too many, and is likely slurring his words, which are probably heavily accented with that Bilgewater maritime twang we all know and love as well. I notice you tried to work a bit of that in, but I'm not sure it comes across as intended when read. Moreover, you do little to describe the setting of the bar, the make-up of the audience, or any of the individual voices who chime out during the telling of the story, all of which could lend more character and make the scene more striking. Given that this story is told from a first-hand account, I feel like these are all things that could help suck the reader in and make them more empathetic to the story, as we learn very little about Drifter himself because of it. Ergo, the best way to get the point of his character being somewhat of a playful menace or a spook is to draw us in to the story the man is telling through setting. We need to see the swamp the way he saw it that night to get a feel of Drifter's old haunt, and an understanding of the way that Drifter manipulates his prey.

Now, on to abilities:

Q: I like this, but I feel like the rate he gains his wisps might be a tad too quick as it scales down, as you've already said it's affected by CDR, and given how incredibly easy it is these days to hit cap as a mage, Getting one every 1.6 seconds doesn't seem awful come the late game, but having it as early as level 9 could be incredibly oppressive to opposing laners, especially when you consider how much damage each individual wisp adds to his Q. If you want to keep this sort of scaling to his power, I would suggest you move this passive from his Q to his actual innate passive, and have the individual scalings reduced, perhaps going up every other level, but eventually reaching the same 3 second threshold. I feel like this will keep the essence of his wisp powers in his kit without him hitting a massively ridiculous spike come level 9.

W: Okay, so, hear me out here. You say that this champ needs HP because he's squishy and has high mana costs. I look at this ability, and see a champ who is never below half health after first back. If he maxes this skill first, with 40% CDR and about 300 AP, he can heal himself for about 360 HP every 16 seconds, or 180 if forced to use it on a minion. Without the bonus from Sprite, he still heals for 314 or 157 respectively, and can use that every 6 seconds. All he needs to really make use of it is double dorans and a mana crystal, and he's already got an oppressive early game heal that will only get worse as the game goes on. Moreover, if he builds a spirit visage at any point, the high base coupled with the high base damages of the first portion will only further exacerbate the problem.

Now, I'm not saying the idea of the champion having a heal is broken, I'm merely saying that the mechanics by which this one works put him in a prime state to abuse it. There are several ways it could be fixed. You could:

Lower the base heal amounts Lower the amount gained from damage dealt Raise the cooldown of the ability Lower the range of the initial cast

Any of these things, either by themselves or in combination will help to make the ability more reasonable to deal with, as it will either limit the amount healed, limit the frequency of the heal, or put him at more significant threat risk to use the heal. As it stands, 800 range is fairly safe, and while the enemy may be able to punish once for Drifter stepping forward to collect his heal, it'll be off cooldown before most enemies will have their kit back up, allowing him to get multiple casts off and diminish the effects of their trades substantially, potentially even nullifying them entirely unless they can burst him down in one rotation.

E: I can't abide this in a kit where his W exists. Being able to get a free heal poke and then silence an enemy as Drifter comes in to collect his W bounce, or else shield himself while he gets his health back puts him in a world where there is no safe way to trade with him. You will always be at a disadvantage if you try to fight him unless you outnumber him, which is not the trait of a mage. I'm not saying a silence is inherently broken, but having this sort of free sustain very much is, and would need to be very carefully tweaked so as not to be completely oppressive. I suggest either removing the silence portion, or removing the shield, or else fundamentally changing the way that his W and E work together, because as they are they simply are not healthy for the game.

R: Wut?

No, really, what?

I don't get how or why exactly this fits into the character. Thematically there's nothing about him that screams tornado, unless you're going full Megadeth here but even then, there's just so much about this that seems...

Like, don't get me wrong, none of the effects by themselves are too powerful. The base damage seems about in line with a Fiddlesticks ultimate. But you also give it a free Augmented Viktor W. And it shreds 15%/20%/25% magic resist? And it has a base 1.0 AP scaling that can go up to 1.5??? And not only that, but when empowered it also follows enemies?

Like, I'm all for interesting ults, but this feels like you mashed Fiddles and Viktor's ults together with Viktor's W, threw in some shred and said "Let's see them live through this." Which no one would, which is probably why those three things are split into two different champs and three different abilities. I don't hate the idea of a soul tornado, but you need to cut some of the excess power out of this ability, because there is an ABUNDANT excess. This kind of ability would render gold leads of the enemy team entirely immaterial, as so long as he has this ability off cooldown, Drifter can win an entire fight by himself. That's too much power for one ability. Especially one on a cooldown that short, for a champ who thrives off of building cooldown reduction.

Overall thoughts: Mages get their identity from having strong burst and zone control, as well as strong wave-clear, while usually having one strong CC built into their kit. The way Drifter is built gives him the damage of ASol with the sustain of Tank Karma, the zone control of Soraka E thrown in for good measure, as well as the displacement of Viktor built into a Fiddlesticks ult with better scaling. The only real weakness to his kit is his wave-clear, which is atypical for mages. In most cases I would see this champ being abused for the sheer amount of damage his ultimate offers in team-fights, coupled with the fact that while having poor clear, he is almost impossible to shove out of lane. Giving him blue buff would make him a literal wall in whatever lane he decides to reside in, not much unlike a Vladimir, only unlike Vlad, Drifter has CC and can help set-up ganks, which sets him up to succeed even harder in a lane it's almost impossible for him to lose in the first place. The ultimate is the only ability that strikes me as being wholly broken by design, but with the way the other abilities work together, this champion is set up to out-trade almost everyone in the game. It would take a concerted effort from multiple champions to kill him, and even then, with his E and ult, he has the opportunity to turn that around as soon as level 6 hits, potentially being able to 1v2 and win off of nothing but his base abilities.

No matter how I look at it, something has to give with this champ, and based off of the way he's designed, it'll have to be multiple somethings. Even so, I do like the idea, as he reads as a very Tuxedo Mask/Gundam inspired character in design, and Sprite seems like a fun and novel little character of his own, which is something that a lot of pets lack. There's no significant difference in personality between Daisy and Tibbers or a Malzahar voidling, but Sprite definitely feels like his own little mischievous entity. Either way, hope this helps.

hammond is god12/21/2016, 8:16:44 PM1 votes

[deleted]

The Manly Fairy12/24/2016, 3:53:17 PM1 votes

Ok, here are my thoughts about the champion concept

Thematically speaking, there are all sorts of interpertations of what a Wisp is. I assume you did some research yourself seeing as you choose a swamp as the setting for the story, which is the most common sighting location of Will-o-the-Wisp. I honestly thought this type of character would be more about mobility since one of the most common thing witnesses say about wisps is that they pull away when you draw near them, follow you when you back off and if you stand still so do they. There are all sorts of interpretations of what their intentions are, and I see you chose the more grim direction.

Now regarding the kit itself:

Passive - interesting idea. This might be just me, but giving you vision of a target and a window of opportunity to burst it down harder than usual gives much more of an assassin vibe than a mage/support.

Q - according to your tooltip, the passive damage of the wisps does not get reduced by consecutive hits. I want to use some math here to put things in perspective. Let's look at three examples of raw damage when you have 1 wisp, 4 wisps and 8 wisps, and assume for the ease of calculation you currently have 600 AP and let's assume you are currently empowered. The active calculations are going off the assumption that if your Q active is empowered, all the wisps are empowered and not just the first one that hits.

At 1 Wisp passive - deals 100+(600x0.4)240 = 340. active - deals 130+(600x0.85)510 = 640

At 4 Wisps *passive - deals 4x340 = 1360 active - deals 640 + 3x(640x0.2) = 1024

At 8 Wisps passive - deals 8x340 = 2720 active - deals 640 + 7x(640x0.2) = 1536

So, there are two problems here:

  1. Rylai's - with the current way Rylai works, if you pull off getting within melee range of your target, most likely they will not have a way to shake you off, especially if you have 8 wisps around you, meaning they would be condensed and be hitting pretty consecutively. You can do this with relative safety since you also have a shield ability as well.
  2. The damage output is insane. If we look at similar skills like Diana's Pale Cascade or Ahri's Fox-fire with the same AP amount, Diana deals 570 raw damage and Ahri 608. Even if you would be facing someone with 300 magic resist, meaning they take 75% reduced damage, and you would have no magic penetration, the damage output from 8 passive wisps is 680, which is more than the raw damage Diana and Ahri would output! I noticed you have about the same AP ratio as Diana and Ahri have on their respective skills, but keep in mind they only have 3 shots orbiting them, while you have almost thrice that much. I think a nerf is required for this skill.

W - this is a very interesting skill that we haven't seen before in league. I can see this being used as both an initiation and disengage tool. Say a master yi managed to pull off an Alpha Strike on you, one use of this skill on him would let you heal a considerable amount of health while you run back to safety. Since you want this character to be a mage support, you could make it so that allies will be able to pick up the wisp as well.

E - This skill has potential, but is currently lacking greatly in power as both a threat and a support tool. Although when empowered this would be the strongest shield in the game by its 90% AP ratio, the fact it lasts a mere 1.5 seconds means it wouldn't last long enough to have a meaningful impact. Most shields have a duration of 4-6 seconds but only live about half that long because of the sheer amount of incoming damage they block out. You should extend the duration for this shield. Additionally, the gate itself is hardly a punishment for enemies. A mere 300 width wall, the same as Yasuo's level 1 Wind Wall, means it is very easy to walk around it, and even if enemies walk directly through it, a 1 second silence goes almost unnoticed during the mid and late game. Take a look at other silencers like Garen or Malzahar, who can silence you for 3.5 or 2 seconds if they can hit you, respectively. That long of a silence can, and usually does, spell your doom. I think you should give your silence a scaling timer, up to around 2 seconds, and make the wall slightly wider.

R - I have two issues with this skill, mechanically and thematically, so let's break this down: Thematically, wisps are tranquil spirits, often seen peacefully hovering over the marsh waters. They are not described as being actively malevolent, instead charming people with their mysterious appearance, as if guiding them. What I'm getting at is this: wisps pulling people in is a good mechanic that fits their folklore, but wisps acting as a tornado is not. I think it would be a powerful combo for yourself to have a mechanic to pull in people for a certain duration, allowing you to draw near and have them take damage for your passive Q, but maybe not in the form of a natural disaster. Also, the description of this skill is slightly confusing. Quote: "...form a tornado at a target location. The tornado will rotate in a circle returning to its starting location...". Your description doesn't say that the tornado has moved anywhere, so why is it returning to it's starting location?

Mechanically, the skill is... weird. Once more let's assume you have 600 AP, which totals to 1600 damage or 1900 when empowered. This means you deal 320 or 380 damage per second, and since the tornado pulls you in if it catches you, you're absolutely going to be hit at least twice if caught, which is a damage of at least 640 or 760. Now, this much damage is actually alright compared to other powerhouse ultimates like Lux's Final Spark which would deal 950 raw damage or Fizz's Chum the Waters, which deals between 710 and 1220 raw damage. Much like these two skills, it has a gigantic cast range but one big difference - the nature of its workings. Chum the Waters and Final Spark can be dodged because you can visibly tell they're incoming, but if you fail to dodge them the result is one catastrophic hit. I ask you this - does Wisp Flurry have a visual indication it's about to be used? If it does, that means it'll be that much harder to make it deal severe damage to the enemy team since they can see and avoid it, especially if they have a dash skill to help them avoid being hit more than once. On the other hand if they don't get a visual cue this skill is incoming, that means they would be hit by this skill and in the confusion are likely to be hit 2 or 3 times without some sort of dash skill, totaling at a raw damage output of 640-960 or 760-1140, which is a ridiculous amount for something you couldn't avoid in advance. In short, some rebalacing is required for this skill in my opinion. The selling point of explosive ultimates is this - extreme range, high damage, single hit and being visually or audibly predictable enough to dodge.

Overall, this is a good concept. The kit slightly strays away from the folklore of Will-o-the-Wisp and definitely needs some retouching, but overall you've got a good thing going on here. If you liked my critique, I'd love to hear your opinion of my own champion concept.

THE RlVER KlNG1/1/2017, 2:34:08 AM1 votes

The dates for the CCOS have been extended, so you now have much more time to do whatever it is you need to do - edit your concept, enter a new one, what have you.

CRYOATIC011/2/2017, 11:16:48 PM1 votes

well, there is quite a lot to talk about here, i honestly say that i like the whole concept, but there are a few points of interest i would like to discuss. keep in mind that this is only my opinion and i am very welcome to additional feedback on this feedback. well that was a sentence.

Lore: i like the base idea of it, but i don't think this is a lore. it pertains very little to the champion as a whole, only mentioning him near the end and gives little to no insite as to what the champion is other than the wisps and sprite. A lore should be able to reveal what the champion stands for, his or her background, and possibly even give hints to what the champions ingame abilities are. most champion designs are made by the lore and the abilities are drawn from it. not trying to be condescending, but this is a champion story arc, not a lore. kinda like the side stories that came out for Camille . Also, and this is VERY nitpicky of me, can you please change the "Taking a the of the ale with a single gulp he would sigh." statement in the lore? i know it makes me sound like a grammar nazi but daium, it kinda hurts. (although that is not really a problem just kinda frustrates me personally)

Inate: there is so much more you could do with this honestly, i like the idea of empowered abilities on a passive (instead of it being on the ult slot like Karma ) but the bonus ap scaling and vision (although nice) just doesn't give that "POP" that empowered abilities usually have. maybe you designed it to be this way, if so then forget what i just said. but i think adding bonus effects depending on which ability you use would be a nice factor.

Q: ok wow, cool idea, a bit overloaded, the damage output this thing can do is insane, more so than a late game veigar q, and he lives for the late game now. i understand that you have to have 8 wisps surrounding you nut that can be done (with 40% CDR, easy to do late game) in just a walk to your outer towers (or their ruins depending on how the game goes, but i don't see you losing with this champ so far) although item 3116 was nerfed recently, it still makes it hard for any melee champion to get away if you get on top of them. then of course, the active q does much, Much more damage than the passive, but hey, same reason as before. perhaps nerfing the damage output, but giving bonus effects on the passive when combined with the q, say have Sprite deal some damage overtime to any enemy champion hit with the q when it was empowered, instead of flat out nuking them.

W: i don't feel like this is very influential in his kit to be honest, and truth be told, it would tilt me beyond beleif if i was trying to trade with a mage and he just healed all the damage i just dealt to him whilst bursting me down in the process, or maybe im a Vi and i try to dive your ashe but the ult damage is instantly negated. yes i suppose the ** coughcough*Vladimir cough (again, sorry for being condescending) also, once again i dont feel like the empowered ability has much of an effect. "Empowered: Sprite will accompany the other wisp on its journey and will happily cheer when the heal is picked up. Sprite bounces around happily if it doesn't hit any targets before returning to Drifter." i mean, it's cute i'll give you that, but it has no relevence as far as gameplay goes. i suppose it increases the heal (damage dealt and all) but it just seems... bland. perhaps (oh god why am i suggesting this) increasing the healing ratio when empowered. or maybe a speed boost. (i hate myself)

E i actually quite enjoy this one. it gives a nice shield and zones the enemy team. despite what you said in the introduction this is a VERY good zoning ability and peel for your carry if you choose to go support with drifter.

R now, i like the idea, but same as the problem with the q, that damage is just ridiculous. and when i say ridiculous, i mean this is the unholy love child of Pantheon ult, Fiddlesticks ult, Janna w, and Viktor ult. that may be putting it on a little harsh, but its seems to have all of the pros and none of the cons of all of those abilities (does not have pro of janna knockup on w) but it does such a large amount of aoe damage over such a short period with such good scalings. the only downside is, once again, the passive just doesnt shine through here. except for the bonus damage. on this that is VERY effective but also adds to the problem. 1000 base damage at level 16 is just ridiculous on a champ like this, yes i know pantheon has the same thing, but rarely do you hit his ult dead center on a champion. and he is encouraged to build AD not AP so in that sense the base damage can be justified. from what i see on your ult, it is an instant-cast AOE damage over time ability that can easily obliterate an entire team by simply pressing R. (incoming darius comebacks, i know)

Conclusion, all in all i like the concept, but the scaling on the q and ult need to be looked at, the w should provide a bit more utility for what it is, the passive could be SO much more, and the lore. again i hate to say it like this, but it isn't alore at this point. it is a side story, yes those are great but thats not what we need right now. that said, i am excited to see where you go with this champ. could you please write an equally harsh ( if need be) comment on my champ? his name is Delyora, The Starheart Blacksmith. hope to speak with you again soon.

Sincerely,

CRYOATIC01