Concept: Deja, Ravager of Memories

XxJustJokenxX·3/30/2017, 6:56:18 AM·2 votes·1,075 views

I've created Deja with the Intent for a superior 1v1 lane matchup and limited teamfight capability.

Déjà, Ravager of Memories

I've had her rattle in my head for quite a bit and while there are definitely more busty champs Fiora Riven Deja is intended as a bruiser (leaning more to the tank side) but have the damage to be effective at skirmishes and the staying power of DrMundo. Her background is more of a whisper rather than a legend, mainly because she only recently made her way out of the Shadow Isles. Her "birth" came from the incident that created the Shadow Isles. She roams freely within the Black mist, unhindered by its denizens. She is not bound to it nor its self-proclaimed king. She is attracted to Suppressed or sad memories and takes the memories away and relishes in the torment the memory has caused. While excruciatingly painful most of the time people leave an encounter with Deja with a sense that a great weight has been lifting and remembering nothing of the event.

Deja is a ever increasing damage Champion whose primary focus is punishing her opponent with extended skirmishes and Taking towers easily mid and late game. She deals mixed damage, and has a new mechanic in her kit. She is an incredibly strong late game champion who starts off slow but snowballs easily in the right hands.

Base Stats:

Health: 610 – 2320 (+95 per level) Health Regen: 9 – 26.1 (+0.95 per level) Mana: 325 – 1225 (+50 per level) Mana Regen: 8 – 21.5 (+0.75 per level) Attack Damage: 60 – 150 (+5 per level) Attack Speed: 0.665 – 0.969 (+2.65% per level) Armor: 29 – 99.2 (+3.9 per level) Magic Resist: 30 – 52.5 (+1.25 per level) Movement Speed: 335 AA Range: 150 (Melee)

Primary Roles: >Bruiser/Tank

Skills:

Passive: Painful Memories

Abilities and Basic attacks apply a stack of Memories. Memory stack decay every second after an initial 2 second delay. Decayed memories deal 10/15/20+10/15/20 per stack(+0.1 Ability Power) magic damage. (Damage from Basic attacks dealt First and on-hit effects are delayed by .250 seconds decreasing as attack speed gets higher. At 1 atk speed and higher on-hit effects are applied normally.) Stacks Refresh with Basic Attacks Animation: Memories are taken from the target and infused into Deja

Q – Memory Purge

FIRST CAST: Deja charges for up to 2 seconds. Increasing the range from 300 - 600 over the duration and slows herself by 20%.

SECOND CAST: Deja draws in a flood of memories gaining a stack for each unit affected, any units with memory stacks are dealt all damage from Painful Memories immediately and lose all memory stacks then are dealt magic damage that is increased for each stack of Memory Purge.

Damage: 100/150/200/250/300 (+0.2 AD)(+0.1 AP) (+20 per stack of Memories) Range Increase: +150/300 Slow: 20% at all ranks Mana Cost: 50/75/100/125/150 Cooldown: 14/12/10/8/6 seconds

W – Memory Rush

Passive: Targets with 6 stacks of Memories are stunned for .75/1.00/1.25/1.5/1.75 seconds.

Active: Deja Gains Max Attack Speed for her next 3 basic attacks.

Mana Cost: 40/45/50/60/65 Cooldown: 16/14/12/10/8 seconds

E – Spectral Blade

Active: For the next 6 Seconds Deja's Basic Attacks are followed with a memory of itself. Slowing the target for 1 second and dealing half damage. The Spectral blade applies on-hit effects. Works on turrets. Slow: 20% at all ranks Mana Cost: 100/150/200/250/300 Cooldown: 18/16/14/12/10 seconds

R – Unforgettable

Active: Rush to Target within 1000 units. Basic attacks increase movement speed and basic attacks deal additional damage for each stack of memories.

Bonus Damage: +25/50/75 Damage per stack. Cost: 100/275/350 Cooldown: 200/160/120 seconds

Discussion:

Overview of Kit: Deja revolves around punishing your opponent for overextending, evening out trades if you die and taking turrets mid and late game.

Passive: Painful Memories Pros:

Stacks extra damage empowers other abilities More stacks more damage

Cons:

Stacks No stacks no damage must be aggressive to apply stacks 2 second delay before any extra damage

Q: Memory Purge Pros:

Range poke Win most trades after disengage More stacks more damage Pops all stacks immediately

Cons:

Can be dodged no stacks low damage Channel can be interrupted no stacking damage just flat damage(i.e. only 10/15/20 per stack instead of 10/15/20+10/15/20)

W: Memory Rush Pros:

Steroid CC Pressure from stacks makes the opponent back away earlier than usual

Cons: CC needs stacks

E: Spectral Blade Pros:

More damage On-hit essentially applies twice stack stacks quickly

Cons: Long cd window

R: Unforgetable Pros:

Finisher Gap closer More damage

Cons: The only gap closer in the kit Long cd window Short Range

Build Runes:

CDR MS ATK SPD ARMOR

Items: Warmog's alone is enough health to proc its passive. BOTRK for gap closing and ATk Spd BC for CDR and armor shred. Hydra for more LS or Titanic for the double proc from Spectral Blade Randuins for the slow, armor and health. Tabi for ad heavy teams merc's for cc heavy teams

Pros Overall: Major damage in extended fights. Can Take Towers Kill Potential even after death Postpone Opponent back (passive dot) Cons Overall: Can get kited without Ult easily No damage output if cc chained If in a fight under tower must choose between killing an opponent or taking the tower. After doing one the other just become a lot harder.

Appearance: I'm a bad artist think Kalista Illaoi and Riven Mixed into one.

Conclusion: Please let me know what you think in the comment's section! edit:1.1 added (for each stack of memories) to R edit:1.2 added a refresh for passive stacks and increased on-hit effect delay also added some additional pros and cons

3 Comments

Purpl3Jungl33/30/2017, 7:46:58 AM1 votes

this is a good idea but it's going to be really hard to balance. Im not sure though, this would be an interesting champion

LeifTheExplorer3/30/2017, 6:14:44 PM1 votes

This is an interesting champion, but I have a few critiques.

  1. Could you clarify the max amount of Painful Memories that can be applied to an opponent? And how long does it take for the stacks to wear off. It would help myself and others determine how powerful it really is.

  2. Could you change the damage on Q from 100/150/200/250/300 (+20% AD) (+10% AP) to 70/100/130/160/190 (+40% AP)?

Because right now, the base damage is incredibly high to the point where you only really need to put one point in this until late game, with little to no scaling, and each scaling factor isn't that rewarding. How about lowering the base damage, removing the total AD scaling, and increasing the AP scaling? That gives you more of an incentive to put points into it.

  1. Please clarify how long the cooldown of the W passive is.

Currently, your W is a one point wonder. You only need one point in it to be effective. Let me know if this is what you intended.

  1. Just to let you know item 3124 is like REALLY powerful on her when E is active. Just letting you know this could cause balance issues.

I think your ultimate is fine as of now.

That's my two cents. Let me know what you think of these critiques!

BTW, shameless plug, but could you check out my champion concept and leave some critique? I'd really appreciate it. Esben, The Leveler