[Champion Concept] Lilith, The Blood Priestess

P R I S M Corp·9/20/2015, 5:32:20 PM·3 votes·1,165 views

Name : Lilith The Blood Priestess Primary Role : Support

Stats (at level 1 and 18) HEALTH 440 - 1880 ATTACK DAMAGE 48 - 84 HEALTH REGEN. 8.5 - 8.5 ATTACK SPEED 0.625 (+0% – 59.5%) MANA 0 ARMOR 12 (+3) MANA REGEN. 0 MAGIC RES. 30 (+0) RANGE 450 MOV. SPEED 330

Abilities :

Passive - Blood Bond Lilith can form a blood bond with a nearby allied champion, if they move out of range, the bond is broken (5 seconds cooldown). When bonded, both champions merge their health regen. Additionally, healing effects (spellvamp, abilities and lifesteal) heals the other champion by 50% of the healing received.

Lilith does not gain health regen per level

Range : 1200

Q - Scarlet Worm - 19/18/17/15/14 seconds cooldown - 20/30/40/50/60 health Active : Launches a blood worm at target enemy, dealing 40/50/60/70/80 (+0.5 AP) magic damage over 4 seconds, aswell as marking them and slowing them by 30% for 4 seconds.

If an allied champion attacks the marked target they consume the mark and are healed for 50/60/70/80/90 (+0.7 AP) health instantly.

Range : 750 Cast time : 0.5 second

W - Crimson orbs - 36/35/34/33/32/31 seconds cooldown - 20% of current health Passive : Enemy minions and monsters have a chance to drop blood balls on death, they can be picked up by Lilith and her allies to heal for 25 / 35 / 45 / 55 / 65 (+0.7 AP) health. Champions always drop a blood ball.

Active : Lilith spawns 3/4/6/8/10 blood balls directly around her. Allies can pick them up to heal themselves for 25 / 35 / 45 / 55 / 65 (+ 0.7 AP) health. However, Lilith can't pick up theses blood balls.

Spawn Range : 1250 Pick up range : 75 Cast time : Instant

E - Vampyre - 2/2/2/2/2 seconds cooldown - 5% maximum health each second Active : Lilith targets an allied champion (cannot be cast on self), giving them a Vampyre aura. Any enemies (champions, minions or neutral monsters) entering the aura are drained by 15/20/25/30/35 (+0.8 AP) and 1/1.5/2/2.5/3 % (+1% per 100 AP) of their max health per second (max 200 damage per second). The allied champion targeted by Vampyre heals for 40% of the damage dealt. Recast to cancel.

Range of cast: 550 Maximum active range : 550 Diameter of AoE : 400

R - Blood Ritual - 140/120/100 seconds cooldown - No cost Lilith channels for 4 seconds, draining nearby enemies' blood and dealing 150/200/250 (0.2 AP) magic damage each second. At the same time, the blood collected from enemies is divided between all nearby allied champions (including self), healing them for 50/100/150 plus a percentage of the total health drained each second. The healing scales with how many allied champions are in the area (does not affect full health champions).

Cast time : 0.5 second Damage and heal diameter : 1000 2 Champions heal (maximum) : 50% 3 Champions heal :33.33% 4 Champions heal : 25% 5 Champions heal : 20%

Please give feedback and ideas !

4 Comments

showcase259/20/2015, 6:31:50 PM1 votes

Quick and dirty review

  1. I find it hard with the kit to not have health regren, even with the passive.

  2. For the w skill. I would make a charged cast (Varus Q for example), shooting out and gaining range per second charging, and if it is not cast, your champ gains some moderate health regen for a short duration.

Overall

I like the concept and the ideas for the kit. Bravo

MangoMudkips9/20/2015, 8:19:59 PM1 votes

Review

Concept:

I really like the concept of this champion, a super hard scaling support that has a variety of healing. Some quick questions just for my clarification, how would you bond to an ally?, what's the percentage of orb drops on her W?, and what's the percentage of the health stolen on her Ultimate? I think her kit works really well, giving a lot of sustain to her bot lane partner. I might consider changing her ultimate to something else that doesn't do damage, as her kit doesn't seem to work well with her ult that well. Overall, I think there's nothing major you should change to your kit, unless you want to change her ultimate.

Numbers:

I feel like the numbers for many of these skills can be adjusted to help provide a better kit and make her better. Most notably, her cooldowns for both her Q and W can be changed so that she doesn't have so much weakness as a support. After she uses both skills, she can't do much for 15+ seconds, as her E cost is quite high.

I would overall give her Q a much lower cooldown (10/9/8/7/6?), as it seems to be her main skill in lane. Her W could be adjusted to have a better scaling CD, maybe reducing by 2 (26/24/22/20/18?) or even 3 (36/33/30/27/24?) depending on the starting CD.

I would also tune down her AP ratios in favor of stronger base damages. It's a cool and great concept to have a support scale super well with AP, but her base stats will prevent her from being a decent support. By lowering her AP ratios by a little bit (Q:0.6 heal, W:0.5 heal, E:0.3 damage?), and increasing her base damages (Q:40/60/80/100/120 damage), I think she could be a stronger champ.

As a side note, the damage and healing on her Ultimate is overtuned. It has such a high base damage for a per second skill, and is the only reason why you might pick her. I would change it to be more like the rest of her kit, a lot lower base damage (75/100/125 damage and 25/40/65 healing?) , and a slightly higher AP ratio (.25~.3?).

Master of EVIL909/20/2015, 8:24:46 PM1 votes

Better than last time. she still feels like her early game won't work so well, as she would be a priority target to gank and her heals aren't gonna last forever. But making it easier to bond with a champ would improve teamfight presence and lane sustain

Also, if you could check out my champ concept... that be nice :3