[Champion Concept] Mari'vet, The Ballet Dancer

Nilinor·6/29/2015, 10:46:15 AM·1 votes·1,204 views

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.

4 Comments

ShuffledPancake6/29/2015, 11:09:46 AM1 votes

One question, is she from the void?

Nilinor6/29/2015, 11:44:02 AM1 votes

I haven't written any lore for her yet, this is just a basic idea and I'll work from there if people get interested in this, I am thinking from Ionia though. In my mind she would be using hand blades, probably shaped like those fans people use to cool themselves off. Except you know, deadly and such. A bit of theater, with a little bit of assassin on the side.

Keon Kamori6/29/2015, 1:58:47 PM1 votes

She needs to be gated by mana or have cooldowns that scale on all of her abilities, otherwise her level 6 burst is too strong when she gets a bit of CDR. Rush Black Cleaver and she gets every stat she needs and then some. Also she wouldn't hurt from taking 10% CDR from runes and masteries. Resourceless champions need long cooldowns or they become oppressive, especially when they are AD champions.

Her movement speed is too high, base 355 +15 from W +25 from boots of speed gives her a very early 395 movement speed 410 when W active. At that point nobody in the game is catching her and everyone would have to flash to escape her. While she doesn't have any CC outside of her Q, combined with the movement speed its more than enough. Late game you can expect her to be zipping around the map at a steady, 435 with just boots and level 18, with other move speed items, like zephyr, or statikk shiv could be much faster.

The passive also doesn't leave much room for counterplay outside of aoe CC. The champion basically has a spellshield mixed with pantheon's block up at all times. Your champion's play pattern is something along the lines of: "I'm about to get hit, press E." or "They pushed too close and I can all in, Press Q, and the rest of my spells." This makes your champion a pain to play against and very flat to play with.

This champion is clearly overloaded with the things you think a dancer champion should have, fluidity, movement speed, and flexibility in when to use abilities. Instead of focusing on what a dancer would look like in league, approach it as what role(s) a dancer could fill in League of legends. Personally I think of dancers as seductive performers, someone who's goal is to captivate an audience with grace. Only one charm in the game, why not another here, would be a great place for one.

Nilinor6/29/2015, 2:45:35 PM1 votes

well the only one that gets reduced CD per level is her W, the others are static, relatively high for a CD oriented champion, which is how I wanted it, you only start reducing stuff by reaching level 6, which should be her powerspike to begin with, sub 6 she is easier to deal with due to the CD duration. Grace only has 1 charge as well, and goes off her abilities HITTING something as opposed to just when you press the button, since her Q has an animation, it doesn't deal damage immediately. Only her E would deal damage immediately, and would have the global CD again before being used. Her being chased down, while she can dodge a couple things, wouldn't be able to dodge everything and thats the point. Also, building tanky for her is a major detriment, so while she can dodge a lot, if she gets hit at all, she will be hurt hard.

As for her movement speed, I was debating that too (this is still a very early rough draft, I want comments like yours) I was thinking it might be a bit to oppressive, especially late game, so I was thinking that her passive version of the movement speed buff would only affect her when she is chasing down opponents within... say 450-500 range, but if she is retreating it doesn't affect at all unless she activates her W as an escape tool (which isn't what its designed for, you lose damage doing it this way). I still want the high movement, because she is trying to be designed around that as well, even if its a quick high speed, thats really all she has going for her.

I made her passive with the intent of the global CDs, while she can dodge a lot, she can't dodge everything BECAUSE of the GCD, and the duration of Grace is short and not having more than 1 charge. Its really her only true form of mitigation unless you want a stacking CD on top of the global one, she basically gives up building armor/mr/hp in order to do what she does, so she needs a bit of reduction since she is an all melee champion. Also, she has to GET to melee range first before she can start doing that, even with her speed, she will take 2-3 hits most likely before even being in range to start up. At lower Elo, I expect her to be a lot harder to deal with then higher ones, but I wasn't building for lower elo in mind. At max level, she only have 1425 hp with no hp items as well, and getting HP is detrimental to her Grace ability, which is what its designed for.

--- as for charm, I actually have another champion I am thinking up for that, this one was like "dancer by day, assassin at night"--