[Champion Concept] Dhiva, The Spirit Dancer

Candurill·3/16/2017, 12:05:57 PM·5 votes·881 views

Hey guys :D It's been a while since I've posted a Champion Concept, but I'm planning on coming back to the forums more often now!! I got a bit stuck with school and life, and had a bit of a writers block for champions. I did however, write down numerous ideas for lores, abilities, mechanics and the like, for me too use in future champion ideas. This is the product of a mechanic i came up with, and I wanted to share it with you all!!! Its still a bit rough around the edges (not having lore and such) but I hope that I can get some feedback from you all :) Keep in mind that I haven't thought all the numbers through completely....


##Character:##

Appearance: http://i64.tinypic.com/2143uko.jpg This is NOT MY ART!! This masterpiece was made by Tyler Walpole. Click on the link for reference :)

Personality: Not many ideas yet, but I imagined her being very elegant and artistic, seeing beauty everywhere she goes. Her movements would be just as elegant as her personality and seemingly effortless.


##Kit:##

Stats: Health: 558 – 2020 Health regen: 5.34 – 13.8 Attack damage: 56 – 107 Attack speed: 0.625 (+ 0 – 59.5%) Armor: 24.4 – 78.8 Magic resist: 32.1 – 53.4 Melee range: 125 Movement speed: 340

Role: NO idea...Maybe Fighter?

Passive, Momentum: Dhiva has no mana. In stead she has a secondary bar called “Momentum”. This bar goes from 0 to 100% and will fill up gradually when Dhiva uses abilities. This momentum defines her core mechanic of chaining together an elaborate dance that grows faster and more powerful with more momentum. When not spinning, the only ability Dhiva can cast is her Q. After initiating a dance, a rhythm will be visualized by a pulse going out from her model. When the pulse it at max range, casting Q again or casting another ability will continue her spin, allowing her to chain her abilities together and gaining more Momentum. Every successful cast will grant her 5% / 7.5% / 10% / 12.5% Momentum. With more momentum, her dance becomes faster and will gain more power. However, when her momentum becomes too high, the drawback of missing a pulse will become greater. The only thing that will break a dance is Staggering. All forms of cc have different effects on her spins. Slows and displacing effects will slow her movement or move her during a spin and will halt the increase of momentum for that duration. Stuns and roots will immobilize her and decrease her momentum by 10%, but wont break a spin (unless a stun causes her to miss a pulse, causing her to stagger). Silences may cause her to miss a pulse and stagger (if her momentum was high enough). Polymorphs stop her spin completely. (Give me a heads up if I forgot anything...)

Momentum effects:

**From 0 to 35% Momentum: ** o The pulse will reach its max range after 1.5 seconds, allowing a 1 second window of reaction. o Every successful ability cast will deal an additional 10% of Dhiva’s AP in magic damage. (Does not stack, applies only once) o Missing a pulse will not break her spin, but will not increase her Momentum either.

From 35% to 70% Momentum: o The pulse will reach its maximum range after 1 second, allowing a 0.75 second window of reaction. o Every successful ability cast will deal an additional 20% of Dhiva’s AP in magic damage. (Does not stack, applies only once) o Missing a pulse will decrease her momentum to 0 but will not break the spin.

From 70% onward: o The pulse will reach its max range after 0.5 seconds, allowing a 0.5 second window of reaction. o Every successful ability cast will deal an additional 30% of Dhiva’s AP in magic damage. (Does not stack, applies only once) o Missing a pulse will cause Dhiva to stagger (same effect as stun, but unique visuals) for 1 second and reduces her momentum to 0.

Additionally, her spins will deflect a percentage of incoming damage, based on her Momentum. While spinning, any incoming damage is reduced by 0.25% for every 1% of momentum.

**Q, A New Dawn: ** Cooldown: 3 seconds (only initiates when Dhiva stops spinning) Active: Dhiva initiates a spin that will last indefinitely (unless Dhiva is effected by hard CC or Staggers) and damages all nearby enemies within a 300 unit radius for 60% / 65% / 70% / 75% / 80% of her AD (+22.5% + 2.5 per ability level AP) in physical damage every 0.5 seconds. Dhiva can move during the spin, but cannot make sharp turns and gains a boost of 10% / 15% / 20% / 25% / 30% movement speed that decays over the duration of the spin. Every successfully timed ability will reactivate the speed boost, unless E is cast.

W, Full Circle: Cooldown: 4 seconds (after casting) Can only be cast while dancing. Toggle: Dhiva flips onto her hands and spins her legs around, creating a larger area of effect in which the spinning damage is dealt and slowing damaged enemies by 10% / 15% / 20% / 25% / 30%, but reducing her own Movement Speed while spinning with 15%. Recasting E will flip her back on her feet and re-initiates Q’s speed boost. Hard CC and Staggering will flip her back on her feet as well.

E, Over the Moon: Cooldown: 18 seconds Can only be cast while dancing. Active: Dhiva, breaks out of any crowd control and elegantly jumps towards the cursor, dealing damage to all enemies at the target location. A pulse will initiate after landing.

R, Spin of the four winds: Cooldown: 60 seconds Can only be cast while dancing and with at least 70% momentum. Active: Dhiva spins incredibly fast for 0.5 seconds and pulls all enemies within a 500 / 550 / 600 unit radius towards her. After the 0.5 seconds, she will jump into the air, taking all enemies in a 300 / 350 / 400 unit radius around her with her (effectively knocking them up) for another 0.5 seconds and deals 200 / 300 / 400 (+ 100% AP) magic damage. She then continues spinning.


##Gameplay:## (Yet to come)


##Lore:## (Yet to come)

8 Comments

The Dreamwalker3/16/2017, 3:23:01 PM1 votes

Q - No cooldown with something like this seems... OP. Since, she only has to hit it once. I mean, if she is fighting someone with no CC she could very easily beat someone down. So, make this ability have a cool down. It would make her of a timing champion.

W - Does have cd?

E - Depending on far she jumps, this could be broken. Considering that she negate someones CC then jumps away to safety.

R - I like the idea.

Overall - She needs some cds. You don't label a single one. She also doesn't really fit the idea of a Spirit Dancer. Since she is mainly just spinning. I would call her the Wild Whirlwind or something of the sort.

Friendly Ram3/16/2017, 6:07:36 PM1 votes

Passive/ mechanics are really nice and enjoyable Q: numbers seem reallly high for a semi permanent aoe. W: cool idea E: seems really powerful but does have enough cooldown to counteract that. Any idea on leap range? R: powerful enough disruptive tool.

ModEchoing6/10/2017, 5:06:39 AM1 votes

You! Where have you been?! I know this is a three month old thread but it's also the ONLY thread I can see from you!

This is a pretty interesting take on the dancer concept - classic Candurill - and it's going all-in on its unique mechanic here. She's definitely pretty impressive, but the risky nature of her kit means she's stuck building tank items to stay alive instead of damage items to kill faster. You can't really dodge AAs, and your only defensive mechanic outside of dodging skillshots is your E. Except your E won't stop you from being staggered anyways, so it loses some of its utility already.

It's a very cohesive and well-thought champion, and would certainly have done well in a CCOS, but the way the kit is thrown together leaves her intrinsically flawed and unable to respond adequately to a variety of threats that would shut her down. Normally I'd offer suggestions here, but messing with the kit would throw off a lot of things. Unless you started from scratch, there's not too much of a way to improve this.

I hope you're still in the concepting business, though. I miss that crazy spark you've got.