Lass, the Protector of the Forest

Stacona··2 votes·1,668 views

Lass is a perceived female tree, one that can walk around freely and uses her vines to lash at invaders, from roots to her highest leaf on her tallest branch is only 175 cm tall (5'10"), despite living for thousands of years.

All she does not like will die, she is a ruthless killer to keep the forest growing and thriving, no time for mercy. Aid what she likes, kill what she dislikes, so do not get on her bad side! She is not some wise, all-knowing creature, she is a true champion in her strength and powers, but she does make flaws and mistakes and does not think twice about her actions.


Lass is an unique type of marksman where she has the longest innate range, BUT she can only attack targets within a set range away from her so spacing is vital and those that get in close makes her helpless to strike them down when her long cooldown abilities are currently inactive.

Her mobility is low, but her utility is high, so maximize her utility to keep herself alive and help her to deal damage by spacing enemies away from her. When playing against Lass, you need bait out her abilities and then fully commit against her, otherwise she will just whittle you down and slay you dead where you stand if you trying being passive against her!


Attack Range: 800 units, with a catch Attack Speed: 0.667 +2% per level Attack Damage: Low scaling to average Movement: 335 units per second


Vine Lashing (Passive):

Lass has a very high base attack range, but she cannot attack targets closer than 500 units to her.

Additionally, Lass' basic attack grabs onto the legs of her foe for 0.5 second, grounding her target. Only one target can be grabbed on to at a time.

Rising Thorn (Q):

Cooldown: 8 seconds; Range: 1250 / 225 units

Passive: Lass' basic attacks deal 10/12.5/15/17.5/20% increased damage against airborne targets.

Active: Lass channels in place for 1.5 seconds and then summons a giant thorn at the target location, knocking up for 1.25 seconds and dealing 100/145/190/235/280(+160%AP) physical damage.

This channel time gets reduced based on Lass' bonus attack speed, down to 0.75 second.

Mud Trap (W):

Cooldown: 24/22/20/18/16 seconds; Range: 800 units

Lass covers the area around her in thick mud for 5 seconds, enemies inside are slowed by 25/30/35/40/45% and have all effects and stats from their boots disabled.

Slam Down (E):

Cooldown: 30/26/22/18/14 seconds; Range: 1100 units

Lass slams down with a giant vine in the target direction, dealing 30/60/90/120/150(+120%AD) physical damage and ending the effect of enemy dashes and airborne enemies. If an enemy was knocked down, then this deals double damage.

Struck enemies within 500 range to Lass take half damage and are knocked away 500 units from Lass.

Lass' Perspective on Humanity (R):

Cooldown: 60/45/30 seconds; Range: 800 units

Lass creates a lifeless zone around her, following her, for the next 5 seconds. During this time, shields take 150/250/350% increased damage and healing is reduced by 60/75/90% against enemies within the zone.

After 5 seconds, the zone detonates to deal 200/300/400(+100%AP)(+100%bAD) magic damage.


UPDATE NOTES:

Other: Base attack speed increased to 0.667 from 0.645 Bonus attack speed per level decreased to 2% from 3.5%

(Makes it where you have to commit to more attack speed items for lowest channel duration on Rising Thorn [100% bonus attack speed halves the duration].)

Rising Thorn: Thorn radius increased to 225 from 200 units (450 diametre from 400) Ability power ratio decreased to 160% from 170%

(Make it slightly easier to land, less juice for an AP build for the slightly more consistent Qs. Note that less bonus attack speed per level makes an AP build harder to acquire lowest channel time as well.)


8 Comments

David 7771 votes

The concept looks fine. However, her Q should scale with AD and the minimum range of the passive should be reduced a bit (to 400 at least). Her ult should counter healing a bit less (40/55/70). Also, probably note that te area moves with her if it does.

Stacona1 votes

I want the ultimate to be a true counter to shielding and healing, the ULTIMATE counter. I might reduce the healing scaling so there is still some healing, but still mostly removes healing.

I am valuing having a super attack range heavily, otherwise it will feel oppressive with no counter play to deal with. So she can attack beyond the average attack range, but cannot attack below that to compensate - might tone down to 500 range though as the range to attack might be too narrow.

I try to avoid AD ratios as much as possible unless it has direct correlation to the attacks (that is why E only has an AD ratio) as AD ratios means double scaling and since landing the Q is a knock-up, you get free hits on your target so that is the AD ratio.

David 7771 votes

{quoted}

I want the ultimate to be a true counter to shielding and healing, the ULTIMATE counter. I might reduce the healing scaling so there is still some healing, but still mostly removes healing.

I am valuing having a super attack range heavily, otherwise it will feel oppressive with no counter play to deal with. So she can attack beyond the average attack range, but cannot attack below that to compensate - might tone down to 500 range though as the range to attack might be too narrow.

I try to avoid AD ratios as much as possible unless it has direct correlation to the attacks (that is why E only has an AD ratio) as AD ratios means double scaling and since landing the Q is a knock-up, you get free hits on your target so that is the AD ratio.

At any rate, if you wanna keep Q AP scaling, you should make it magic damage, and tone down that ridiculous scaling. Maybe you wanna increase base damage to make up for it, as it has a channel and it isn't easy to hit.

Stacona1 votes

The thorn makes physical contact, does not make sense to deal magic damage. Ultimate is a magical effect which is why it does magic damage. I do damage types based on what makes the most sense for what the ability is doing, scaling has nothing to do with damage type (which is why the damage type is always stated, and when not stated is because someone sucks at their job and does not know how to properly make tooltips [see a current trend with Riot's latest crappy tooltip making with explaining nothing correctly]).

Higher ratios are always safer than higher base damages. High base damages could lead to some unintended abusive tank build, best to avoid. Plus lower base damages naturally keeps one's early game down with the high ratio noting that the role is meant to be strong in the late game.

David 7771 votes

{quoted}

The thorn makes physical contact, does not make sense to deal magic damage. Ultimate is a magical effect which is why it does magic damage. I do damage types based on what makes the most sense for what the ability is doing, scaling has nothing to do with damage type (which is why the damage type is always stated, and when not stated is because someone sucks at their job and does not know how to properly make tooltips [see a current trend with Riot's latest crappy tooltip making with explaining nothing correctly]).

Higher ratios are always safer than higher base damages. High base damages could lead to some unintended abusive tank build, best to avoid. Plus lower base damages naturally keeps one's early game down with the high ratio noting that the role is meant to be strong in the late game.

Zyra spawn plants that when doing physical contact deal magic damage. And there are a lot more like that. As there's no such thing as "magical contact".

Also, ratios over ~90% on non-ultimate abilities allow snipe playstyles like Zoe or Nidalee, which are quite bothersome to play against.

Stacona1 votes

UPDATE NOTES (1):

Vine Lashing: Minimum attack range reduced to 500 from 550 units (this is a buff) (Might be too restrictive with the minimum range at 550, so widening the gap feels better for the player while still giving the opponent something to play around and grants a sense of counter play with the minimum range being long enough.)

Rising Thorn: Added a passive that deals increased damage from your basic attacks to airborne enemies (adding an indirect attack damage ratio)

Damage changed to 100/145/190/235/280 +170%AP from 120/180/240/300/360 +150%AP physical damage (Base damage down to compensate for the new passive added. Ratio increased to have the fun [probably never viable] off-build of ability power Lass have about the same damage at every given point in the game with a dedicated AP build.)

Slam Down: Range for half damage and knocking back to 500 from 550 units (matches minimum attack range)

Lass' Perspective on Humanity: Cooldown increased to 60/45/30 from 50/40/30 seconds Healing reduction reduced to 60/75/90% from 60/80/100% Zone detonation base damage increased to 200/300/400 from 150/250/350


Stacona1 votes

UPDATE NOTES (1):

Vine Lashing: Minimum attack range reduced to 500 from 550 units (this is a buff) (Might be too restrictive with the minimum range at 550, so widening the gap feels better for the player while still giving the opponent something to play around and grants a sense of counter play with the minimum range being long enough.)

Rising Thorn: Added a passive that deals increased damage from your basic attacks to airborne enemies (adding an indirect attack damage ratio)

Damage changed to 100/145/190/235/280 +170%AP from 120/180/240/300/360 +150%AP physical damage (Base damage down to compensate for the new passive added. Ratio increased to have the fun [probably never viable] off-build of ability power Lass have about the same damage at every given point in the game with a dedicated AP build.)

Slam Down: Range for half damage and knocking back to 500 from 550 units (matches minimum attack range)

Lass' Perspective on Humanity: Cooldown increased to 60/45/30 from 50/40/30 seconds Healing reduction reduced to 60/75/90% from 60/80/100% Zone detonation base damage increased to 200/300/400 from 150/250/350


Stacona1 votes

UPDATE NOTES (2):

Other: Base attack speed increased to 0.667 from 0.645 Bonus attack speed per level decreased to 2% from 3.5%

(Makes it where you have to commit to more attack speed items for lowest channel duration on Rising Thorn [100% bonus attack speed halves the duration].)

Rising Thorn: Thorn radius increased to 225 from 200 units (450 diametre from 400) Ability power ratio decreased to 160% from 170%

(Make it slightly easier to land, less juice for an AP build for the slightly more consistent Qs. Note that less bonus attack speed per level makes an AP build harder to acquire lowest channel time as well.)


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