Shelly, The Dream Chaser

xUnRavelx·10/27/2018, 11:17:34 PM·1 votes·2,158 views

Shelly, The Dream Chaser

Lore & Description Left all alone with only her flute. Her only friend and her only source of joy. Her music filled the streets of wherever she wandered filling people with happiness but that just made her even lonelier and sadder. The dream she could not live she sneaks around at night taking others. Their dreams she sucks through her playful flute and lives their dreams instead. She absorbs them becoming more powerful with each dream that she squanders. Her pleasure now lies the sweet dreams that turn into empty nights.

Shelly is a young, short girl with a slim stature. She wears an over sized hoodie that covers her whole body and holds her wooden flute around. She wears short pants which are covered by her over sized hoodie revealing her thighs. beneath her hoodie is a cute face and brown hair.

BASE STATS Melee range (150-175) Mana user. average base speed. low base attack. low AD. high AP Average HP.

NOTABLE STRENGTHS & WEAKNESSES Shelly is very mobile and can dish out a lot of magic damage, if you can land her skill shots. Shelly is great at buffing and debuffing allies and herself. Her abilities are game changing and if used correctly they can decide the outcome of team fights and skirmishes.

Shelly has a weak early and mid game having most of her abilities on ridiculously high cooldowns. If her abilities are not maximized then Shelly will be vulnerable for the next 20 or so seconds. Shelly individually is easily killed with no consistent damage and can be a liability if the team is not willing to work together with her.

Passive: Lucid Dreaming Clicking on a target ally will blink Shelly to the location. For 5 seconds Shelly is free to attack and cast spells but taking damage from an enemy champion or turret will bring her back to her original location preemptively. While Lucid Dreaming is active Shelly has 10% increased movement speed but deals 20% less damage on all abilities. Shelly can blink within 550 range of her target ally. Each second Shelly is Lucid Dreaming she loses 50 mana. Lucid Dreaming can be forcefully stopped by pressing B to return to her original location. Cooldown: 180 seconds

Q: Reverie/Substance Reverie cost: 50/55/60/65/70 mana cooldown: 16/15/14/13/12 s range: 500 Releases a cone of musical energy that heals all allied champions hit for 20/30/50/80/100 (+0.5 AP) and allied minions for 25/50/75/100/125 (+0.5 AP). Also deals 40/60/80/100/120 (+0.8 AP) magic damage to all enemies hit.

Substance cost: 40/45/50/55/60 mana cooldown: 16/15/14/13/12 s range: 450 Sends a shock wave around her bringing everyone back to reality. Substance slows all enemies in range by 20/25/30/35/40% and grounds them for 1 second dealing 1/2/3/4/5% of total ability power.

Reverie is activated by clicking once while clicking twice while activate Substance.

W: Fantasy (Castle in the air, Paragon, Hallucination) Activating fantasy will roll through Castle in the air, Paragon and Hallucination and stopping at any time will cast the ability chosen.

cost: 90/100/110/120 mana cooldown: 36/35/34/33/32 s

Castle in the air range: 600 On activation all allies in range are given +15/20/25/30/35% movement speed, +3/4/5/6/7 armor and magic resistance and +10/15/20/25/30% tenacity for 3/3.25/3.5/3.75/4 s. Shelly does not receive these buffs. For each extra ally in range the buffs are increased: movement speed (+5% per each ally in range) max: 25% armor and magic resistance (+1 for each ally in range) max:5 tenacity (+4% for each ally in range) max: 20% Castle in the air last 0.5 seconds longer for each ally in range. max: 2.5 seconds longer

Paragon range: 600 On activation Shelly becomes the epitome of perfection and is bestowed with gifts. Shelly has all her base statistics increased by 5/10/15/20/25% for 3/4/5/6/7 seconds. For each nearby enemy Shelly gains a shield that blocks up to 25/50/75/100/125 damage for the duration Paragon is active. max damage blocked: 125/250/375/500/625.

Hallucination range: 800/1000/1200/1400/1600 Shelly and all allies gain true sight of all enemy champions and wards within range for 0.5/1.75/1/1.25/1.5 seconds.

E: Facade(head trip/vagary/desire) Activating Facade will roll through head trip, vagary, reflection. Re activating Facade will use the chosen ability. The chosen ability will go on cooldown if not used within 5 seconds of being activated.

head trip cost: 60/65/70/75/80 mana cooldown: 12/11/10/9/8 s range: 650 Shelly launches a burst of musical energy in a straight line dealing 50/70/100/140/190 (+0.7 AP) magic damage to all enemies hit by the beam.

vagary cost: 40 mana cooldown: 32/30/28/26/24 s range: 700 Shelly shoots a thin beam of vagary and latches onto the first champion hit. Unexpected changes in the targets behavior will occur once vagary hits. For the next 0.5/0.75/1/1.25/1.5 seconds the target will have their movements flipped causing each move to go the other way. (left click goes to the right) Additionally any targeted spells or attacks they try to use while vagary is active causes it to be randomized.

Does not go through minions

desire cost: 70 mana cooldown: 22/21/20/19/18 s range: 600 Shelly dashes to target location within a range of 600 and gains a short burst of movement speed, +10/20/30/40/50 for 1 second.

The abilities on Facade are not tied together and can be used individually while the other abilities are on cooldown.

R: Dream/Nightmare Activate once for Dream and twice for Nightmare.

cost: 200 mana cooldown: 240/200/160 seconds range: 800

Dream All allies within the range of Dream have their cooldowns for basic abilities instantly refreshed on activation and have their basic ability cooldowns decreased by an additional +10/20/30% for the next 4/5/6 seconds.

Nightmare All enemies within the range of Nightmare have their basic abilities put on cooldown on activation and have their cooldowns increased by an additional 1/2/4 seconds for the next 6/7/8 seconds.

7 Comments

SexualizeOatmeal10/28/2018, 12:09:15 AM1 votes

Q The heal is far too strong, 225 with a 1.5 AP scaling? If you have 600 AP, your AOE heal is healing by a total of 1125 TO MULTIPLE PEOPLE, 650 range (roughly 6 and a half teemos long), with a 10 second CD at max rank, with CDR (40%) you have 1125 healing for your team every 6 seconds. The damage on the Q would be 1070, again on a 6 second cool down. 2nd part of her Q is also pretty ridiculous, a AOE 80% slow that also grounds enemies (meaning, no dashing, blinking, etc) for 2.5 seconds, its similar to Singed W, but is much stronger because of the range (around 7 teemos).

W Castle In The Air with 40% CDR is roughly a 15 second cool down, meaning if you have it max rank with your entire team around you are without that huge buff for only 1 second, as max rank it can last for a maximum of 14 seconds. Not to mention the possible 80% Tenacity, 60%ms, and the AOE armor/mr increase of 15 (at 10 teemos length) is pretty absurd.

Paragon is also absurd, as the total shielding with 600 AP is 1225, this is bigger than 3 or 4 Janna shields, and it also increased her base stats!

Hallucination is a Quinn vision, but on complete steroids. Roughly 300 teemos in length, and it reveals wards and enemy champions for a maximum of 2.5 seconds... That is absurd, with that range, you cover a good chunk of the map, but not only that, It reveals champs and wards!

E Headtrip, 600 teemo range, 840 damage with 600 ap.

Vagary, good luck anyone that has a point and click ability, you ability now basically doesnt listen to you for 3.5 seconds!

Desire, its the most balanced ability here so far... and thats the sad thing... Its basically a Ezreal blink, but it gives MS and is 7 teemos long... Oh, and you can use all 3 without losing any abilities on her E! No downside of choosing one ability or the other!

R Dream, all abilities are instantly refreshed? Ah, so your Syndra can now ult twice (so, 8 balls from just her ult, into a AOE stun), Lee Sin can kick two targets, Nami can now throw out two AOE knock-ups, Maokai can now throw out two AOE snares... Its completely broken, not to mention, 40% CDR?! So, now your characters now have basically 80% CDR? Is this URF? AND ITS ON A TWO MINUTE AND 20 SECOND COOL DOWN!

Nightmare, garbage compared to Dream, and thats the funny thing... Nightmare is more likely to help the enemy team by putting their ultimates on a 2 second cool down if they were already used, or high impact spells that have a high CD... Why would you ever use Nightmare when you can just use Dream and instantly win pretty much any fight before they even begin?

Character is completely broken, most of these spells are easily as strong as a ultimate... Not to mention, her raw damage output, and utility that she gives...

Qiyana Hime10/28/2018, 12:10:41 AM1 votes

So if I get this right, this champion has ten abilities (plus a global teleport passive), one of which gives her Zoe-level oneshot potential in a cone AoE, in addition to massive buffs to her entire team, and a plethora of infuriatingly unhealthy debuffs for enemies, such as messing with movement commands and increasing enemy cooldowns?

Is this even a serious proposal? Do you even have to ask if this is too OP?