[Champion Concept] Mari'vet, The Ballet Dancer
Passive: When you use Splitting Leap or Twirl and deal damage, you gain 1 charge of "Grace". Grace allows you to dodge 1 Basic attack or enemy damaging ability in the next 1 second. You can only have 1 charge of grace at a time. For every 150 bonus HP and/or 20 Bonus MR/Armor "Grace" gains 1.0 cooldown with an additional .1 for each after the first. (Does NOT block turret shots or Minion/Monster damage) -NOTE: AoE CC gets around grace-
Q: Splitting Leap: Leap a short distance, dealing 80/120/160/200/240 damage +(0.6 AD) to all enemies immediately in-front and behind you. If landing on an enemy champion, stun that champion for .5/.75/1/1.25/1.5 seconds (10 second flat CD)
W: Running Start: Passive: Increase your base speed by 15/20/25/30/35 while running towards an enemy champion. This is deactivated while on Cooldown. Active: Double the speed increase of the passive for 4 seconds and doesn't require moving towards an enemy champion. During this time it also increases the damage of Splitting Leap by 25% and Twirl by 40%. (15/13/11/9/7 CD goes on CD after active expires)
E: Twirl: Spin dealing AOE damage in a circular radius dealing 30/50/70/90/110 Damage +(0.4 AD) can be used while moving. This ability can be activated an additional 2 times before going on cooldown (If not used again within 3 seconds will go on cooldown). (12 second flat CD)
R: Performance Art: Passive: Whenever you use an ability, lower the cooldowns of your other abilities by 1/1.5/2 seconds (other than performance art). Active: Double the passive effect of Performance art, also, running start goes on cooldown from the moment is is used instead of after the effect expires as well as Twirl's overall CD will be affected by Performance Arts effect, even if all charges are not used. Lasts 8 seconds (180/150/120 CD).
STATS
HP - 490 -gaining 55 per level- Health Regen - 4.5 -gaining .4 per level- No Resources Melee Range - 165 (more flexible, slightly farther reach) Attack Damage - 50 (gains 3.8 a level) Attack Speed - .695 (gains 2.5% a level) Armor - 30 (0.0 a level) MR - 30 (1.0 a level) Movespeed - 350 base
--Pretty much got the idea of this champion from Serenity/Firefly's River Tam. Beautiful deadly melee fighter. She is supposed to excel in the top lane, perhaps the midlane vs some opponents, but I made her passive not be affected by running start to stifle her power for midlane dominance, ranged or consistent poke also outdoes her ability to dodge as well as her needing to use her to deal damage to get a charge of Grace anyways.
She has obvious strengths and weaknesses, needing to be in the middle of the fray to be useful, but dishing out tons of damage once she is there, avoiding all the single damage needing to kill focus her down. Also, while she does a lot of AOE damage, she only has 2 damage abilities, she may be able to spam them (especially at level 16) but really 1v1 she can be shut down pretty easily, she isn't an assassin. While she does get the lower CD with her ult as a passive, without her ult being up, she is very hurt for damage in team fights, especially since twirl wont go on overall CD till the charges wear off or are used, in an ideal situation, she could W-Q-E-E-E-W-Q then have nothing for 8 more seconds. Grace also doesn't affect AOE CC, while she might dodge the damage aspect of it, the AOE CC is her bane. She can dodge Alistars headbutt for instance, but the pummel to the ground will knock you up regardless if you have Grace up or not. Also, Grace's uptime is 1 second for the reason, she is "dancing" and dodging, not sitting there waiting for you to do something. Its designed to be in the fray twirling around and stuff. (AKA the reaver scene in Serenity where River kills all of them).
Her damage output my seem amazing, but really its meant for group fights with multiple people, her Q scales well, and twirl may seem amazing, but if you look at it, at base level with no items with the W-Q-E-E-E-W-Q does about 1062 total damage before AD scaling and armor reduction, and thats the WHOLE combo, with AD scaling she could probably kill ADC/Midlaner 1v1 if she got on top of them but you could say that about a lot of people. Now, if you do that to everyone in a group of people, on top of using Performance Art it is far more effective than if you did it 1v1 (even using performance art).
Now, if you look at the combo I mentioned above, you will notice its not optimal for use during Performance Art, since it only affects other abilities, not the one you press, which is why I made twirl last 3 seconds before being used, you are supposed to mix and match to make it "beautiful" or whatever fits best for you in that situation. This is a work in progress though, I still need to figure what works best for her and what doesn't some things might get tweaked based on the numbers I run personally, I dont have Riot's testing facilities obviously to balance it perfectly though. But I wanted to design a really good top lane fighter that didnt rely on building pure tank, but still can get the job done. Her damage is low enough where if you build pure tank, she would be next to useless in team fights other than being hard to kill, her stun really only affects 1-2 people due to needing to land directly on someone. If it becomes an issue due to Grace, I was thinking of making grace less effective based on how much bonus HP she has, its hard to be flexible and move gracefully when you weight increases or wearing heavy armor.
The current iteration that I have put up for her is based around no mana/cooldown base, but I have also made an energy based system for her too that could work as well. The difference between the 2 is that this has obvious downtimes to deal with her, while the energy based build I have is more along the lines of energy management. The Energy based build would have significant changes to her W and R since Cooldown based build would be useless for her.
I would have pictures, but I suck at art so.. ya.
--edit--
Made some balance changes, notably to her passive, as well as her W.