[Champion Concept] Vespin, the Hive Mother

Azirious Mistake·9/2/2015, 9:58:52 AM·1 votes·659 views

WARNING, WALL OF TEXT INCOMING, if you dont care about insights or introductions you can skip this part and head straight to the kit and stats.

Hey guys welcome to my champion concept, Vespin is a mid-long range sustained damage AP carry whose playstyle revolves around weaving autoattacks and abilities to achieve maximum damage output, her main strength comes in the form of her humble servants who will try to cater to her every whim (they can't heal her though) and stick to enemies and just overall annoy the living daylights out of them. Her passive is the main focus of her kit, while achieving 5 stacks on an enemy is a daunting and dangerous task, Vespin is heavily rewarded for it with high damage output and being able to establish lane control over her opponent. But Vespin players must be wary, as she has no mobility aside from her ult, which has a hefty cooldown at early levels, and a mid laner with no other mobility is a tasty snack for all kinds of junglers, as such, Vespin players should be careful about using her ult to escape or to do damage. Vespin's Stinging Barb is about as vanilla (or honey, in this case) as it gets, its a straight line skillshot that will apply 2 stacks of her passive to the target hit, be it minion or champion. This serves as her main poke ability, with it's respectable damage and low mana cost, Vespin can use it to whittle her opponent down and apply stacks of her passive or farm from a distance should it come to that. Vespin's Honey Trail is her bread and butter, she'll use it to farm minion waves, escape ganks, set up wicked plays and AoE whole teams to death. While it can be easily walked out of in lane, a well placed Honey Trail in a jungle can set up a pick with its great range or it serves as a reliable disengage tool that can stop an enemy team dead in their tracks, literally. Vespin's E allows her to establish zone control over melee champions, but can be dispatched with relative ease by ranged champions, who can destroy it with 3 auto attacks, while melees can destroy it with 2 autoattacks, Hive sets up a lot of opportunities for meaningful plays and surprise ambushes, in teamfights, Vespin can use a Hive-Honey Trail combo to stun any enemies standing in the area and create a pick to start a fight, alternatively she can hold onto it once a teamfight starts in order to hit a combo on as many enemy champions as possible to ensure the best possible chance of a winning teamfight. Once Vespin hits level 6, she unlocks her ultimate ability, Release the Bees. Upon activation, Vespin will soar into the air and rapid-fire bees at a target location, but because Vespin is quite fat, she can only do it for 3 seconds, the ultimate itself also has quite a small range, forcing her to enter pick-off range in order to shred down those nasty tanks, additionally she gains a movement speed penalty while in the air, cos you know, shes fat. The passive effect of her ultimate gives her autoattacks %missing health damage so she can finish off enemies who survive her onslaught, though doing so forces her into auto-attack range, so she will have to be agile to avoid any CC effects that the enemies may throw at her. Despite the drawbacks on her ult, it serves as Vespin's main get-out-of-jail-free card, gives her a reliable way of laying down #tonsofbees on enemy champions and, probably best of all, it shreds tanks like it's no-ones beeswax.

Lore will be worked on soon, watch this space.

Base stats: Attack Damage: 43 (+2.1 per level) Attack Speed: 0.64 (+2.2% per level) Armour: 15 (+2.5 per level) Magic Resist: Well, all mages have 30 magic resist, but I decided to do something different, Vespin's magic resist is 29.999999999 rounded up. Movement Speed: 335 Health: 526 (+57 per level) Health Regen/5: 6.9 (+0.4 per level) Mana: 354 (+32 per level) Mana Regen: 6.0 (+0.6 per level) Attack Range: 525

Passive: Royal Pain (name is WIP) : Vespins attacks, Stinging Barb, Hive and Release the Bees! apply bees to her target, dealing 4/5/6/7/8/9/10/12/14/16/18/20/22/26/30/34/38/42 (+0.04 AP between level 1-8, +0.06 AP at levels 9-13 and +0.08 AP at levels 14-18) magic damage over 5 seconds, this stacks up to 5 times and refreshes every time Vespin attacks the target.

Q: Stinging Barb: Vespin shoots her stinger in a narrow line, dealing 70/100/130/160/190 (+0.6 AP) magic damage and applying 2 stacks of bees to the first target hit. Cooldown: 9/8/7/6/5 seconds. Mana cost: 50 mana. Range: 900

W: Honey Trail: Vespin lays down a long trail of honey in a line that lasts for 5 seconds, dealing 50/80/110/140/170 (+0.5 AP) magic damage and applying a gradually increasing slow over 2 seconds, capping at 40/45/50/55/60%, if the enemy has remained in the honey for 3 seconds or more, they are snared for 1.5 seconds. Cooldown: 18/17/16/15/14 seconds. Mana Cost: 70/75/80/85/90 mana. Range: 1000

E: Hive: Vespin places a colony of bees at a target location for a minute, enemies standing near the hive are dealt a stack of bees for each .5 seconds they remain in the area of influence, if a hive touches a Honey Trail, bees will infest the trail and all targets that stand in it, quickly applying stacks of bees to all enemies standing in it and stunning targets hit by the bees for 1 second. The hive grants vision and can be destroyed by enemies. Cooldown: 17/15/13/11/9 seconds. Operates on an ammo system and holds a maximum of 2 charges. Costs no mana. Range: 800

R: Release the Bees!: Passive: Vespin's autoattacks deal 1/1.5/2% of the target's missing health as magic damage for each stack of bees currently on them. Active: Vespin soars into the air, becoming untargettable for 3 seconds and moves at 50/40/30% reduced movement speed during the duration, during this time she rapidly unloads bees at the cursor location, applying stacks of bees to all targets hit and dealing 15/20/25% of their maximum health as magic damage over the duration. Vespin can reactivate this ability early to land, cancelling the effect. Cooldown: 140/120/100 seconds. Mana Cost: 100 mana. Range: 700, radius is 450 range.

3 Comments

Wicked burger9/2/2015, 4:24:28 PM1 votes

Hi, you did a good work about this, but it needs changes. First this really isn't ap carry because you two spells that deal shit damage and everything is around the passive, wich has to be nerfed.

Passive- At lvl 18 with full stacks it deals 210 magic damage, wich per second is too high for passive ult maybe(not even ult prob),Cassiopeia has 108,33(+25% of AP) per second wich remains only for 3 seconds, you have 210 constant damage per second. Needs nerf definetly. If we don't count Malzahar's W wich is in my opinion other type than this.

Q- Low damage.

W- I'm fuzzy about the damage, is it per second? If yes it needs nerf, as above Cass can have 108(+25% of AP) magical damage per second and 170(+50 of AP) is too much. Again if we don't count Malz's W. And the snare and slow with it is just too much.

E- Only is around passive, wich should be nerfed. Otherwise you don't need stun as an ap carry, snare is enough. You can put the snare from W to snare after like 2 seconds.

R- Passive too op, you can deal 10% of enemies maximum health per second on autos, image go her 2,5 atck speed. Vayne has 8% of max health every third auto. About active, you need damage not untargetable. About the damage, it is over what duration?

Don't wanna ruin your champion, just saying my opinion that should help fix you this champ if you want. Take from this what you want. A good way to do balancing is to compare with other champions that are in league now. Have a nice day ;-)