Celeste - The Keeper of Balance [Full Abilities/Lore/Tips/Strategies]

lCantPauseltMom·3/13/2015, 3:15:44 AM·6 votes·2,536 views

Celeste - The Keeper of Balance Primary Role: Tank Secondary Role: Fighter

Lore: Throughout the ages, the people of Ionia have believed in a strong sense of balance. Keeping the peace and living such lives was their way for many years. When Noxus brought war to Ionia’s doorstep, the long lived peace that had lasted for generations had finally ended. Celeste was raised being told that the peace could not last. Her mother, a soldier trained in the many different arts Ionia had to offer, told her as much for years as Celeste was raised from child to warrior. Her mother trained her to fight, to protect, to defend, to serve. Every day her mother told her the same thing: Whether or not the peace lasted, balance must be maintained. With talk of the war began the whispers of the end of the peace. Celeste’s mother was not the only one who believed the peace was about to end. When the Noxian army arrived on Ionia’s doorstep, Celeste was there at the front, wielding her mother’s twinblade she favoured so much in their training. The only thing on Celeste’s mind that day was that no matter who won this war, peace would not return. Not to Ionia. As she waded through the wields of battle, slashing and whirling and bringing her full might to bear for the first time, she felt the rush of battle. The heat filled her blood until she was consumed by it. The battle surged and waned, but in the end the battle finally finished. Celeste, finally calm from her bloodlust, searched for her mother among the survivors. What she found was her body lying among so many others. She fell to her knees, holding her mother to her chest. She doesn’t remember how long she stayed there, but she remembered getting up with dry eyes and leaving with her mother. Celeste could no longer be around Ionia and watch them attempt to reconcile the peace they once had. She left Ionia after her mother’s burial, taking her mother’s twinblade and her teachings with her. Celeste felt no pain, no regret, no sorrow, no anger. Only her mother’s words stayed with her. Keep the balance, fight for it. It is one of the few things worth fighting for.

Attributes Attack Damage: 58 (+3.5 x level) Ability Power: 0 (+0 x level) Health: 530 (+86 x level) Health Regeneration: 7.4 (+0.6 x level) Resource: 100 (+0 x level) Resource Regeneration: See passive Equilibrium Armor: 24.6 (+2.6 x level) Magic Resist: 30.9 (+1.2 x level) Movement Speed: 330 (+0 x level)

Abilities: Passive Ability - Equilibrium First Ability – Even Ground Second Ability – Mental Discipline Third Ability – Martial Projection Ultimate Ability – Inner Strength

Passive Ability – Equilibrium Passive Celeste’s resource is run off*** Equilibrium***, splitting her resource bar into two parts: Animosity and Serenity. At 100 points, the bar starts off at equal Equilibrium (50 Animosity, 50 Serenity). Animosity is increased in combat: striking enemies with attack and abilities as well as getting struck with attacks and abilities increases Animosity by 8 over 2 seconds. Serenity is earned by staying out of combat (starts generating after being out of combat for 4 seconds), as well as granting 20 Serenity over 5 seconds upon killing enemy minions and neutral monsters. When one increases, the other will decrease (there is only a maximum of 100 equilibrium at any time). If Celeste gets a kill or assists, she gains 25 Serenity or 25 Animosity over 2 seconds (This depends on her state: If she is more heavily Serenity, she will gain 25 Animosity. If she is more heavily Animosity, she will gain 25 Serenity.)

While her Animosity and Serenity is kept between 40 – 60, Celeste is in a state of balance. While in a state of balance Celeste has greater control over her body and mind, giving her 10 armor and 10 magic resist. After spending 4 consecutive seconds in this state, Celeste increases her bonus armor and magic resist to 20 and gians 10% cooldown reduction. Additionally, every third basic attack against a target deals 12 (x level) bonus magic damage and decreases the timer on any non-ultimate abilities that are on cool down by 1 second.

When her** Serenity **levels are between 61-100, she is in a state of tranquillity. While in a state of tranquillity Celeste concentrates more on her spiritual side. She gains 50% bonus base health regeneration which increases up to 125% depending on her missing health, as well as 40 movement speed while out of combat (classed as out of combat if not been struck or attacked a target within 4 seconds). Additionally, if Celeste reaches 100 Serenity her first ability used reduces the ability's cooldown by 25%. This can only occur once every 8 seconds.

When her Animosity levels are between 61-100, she is in a state of bloodlust. While in a state of bloodlust, Celeste concentrates more on her physical side and combat. She gains 15% attack speed, as well as 20 movement speed on-hit. Additionally, if Celeste strikes an enemy champion while she has 100 Animosity, they take 10 (+3 x level) bonus damage and all damage inflicted to that champion has it's damage increased by 5% for 5 seconds.

Active Ability One – Equal Ground Active/On-Hit Celeste’s twinblade reflects her state of Equilibrium, running off her mental and spiritual energy. When activated, Celeste’s next attack will dash [up to 500 distance away] to the target enemy, dealing 110% damage as well as a bonus effect based on her state of Equilibrium:

Balance: If the target is of higher health than Celeste, Equal Ground will deal bonus magic damage to the target’s current health equal to 20/25/30/35/40% of the difference in percentage (For Example: If the target had 100% health and Celeste had 20% health, the difference in health is 80%. Celeste would then take 20/25/30/35/40% of that 80% [16/20/24/28/32%] and deal that to the target’s current health.)

Tranquillity: Celeste would stun the target for 1.5 seconds and reduce their damage output against Celeste for 3 seconds (occurs while the target is stunned) by 12/16/20/24/28%.

Bloodlust: Celeste would cause the target to bleed out for 2.4/2.8/3.2/3.6/4.0% (+0.025% maximum health) physical damage per second for 2.5 seconds. If Celeste basic attacks the target while they are bleeding out, the bleed duration is extended by 0.5 seconds up to a maximum 2.5 bonus seconds.

Cooldown: 18.0/16.0/14.0/12.0/10.0 seconds.

Active Ability Two – Mental Discipline Active/Self Celeste brings out her mental discipline to grant a barrier, shielding herself for 40/65/80/95/110 (+5.0/6.5/8.0/9.5/11.0% maximum health) damage for up to 3.5 seconds. In this time, Celeste will control her mental state, causing her to stop generating Serenity and Animosity and to keep her current Equilibrium state for as long as the shield lasts.

Cooldown: 16.0/14.5/13.0/11.5/10.0 seconds.

Active Ability Three – Martial Projection Active/Area Of Effect Celeste performs an AoE move [300 radius distance] that projects from herself depending on her current state of Equilibrium:

Balanced: While in control, Celeste twirls her twinblade around her in a circle, dealing 60/105/150/195/240 (+0.35 Attack Damage, +0.35 Ability Power, +5.5/6.0/6.5/7.0/7.5% Maximum health) physical damage to all enemies. Additionally, if she strikes an enemy Celeste increases her passive's base health regeneration to 150/175/200/225/250% that decays over 4 seconds to it's normal set value.

Tranquility: Celeste concentrates and sends out a mental shockwave outwards, dealing 50/90/130/170/210 (+0.55 Ability Power, +5.5/6.0/6.5/7.0/7.5 Maximum health) magic damage to all enemies and slowing them by 34/39/44/49/54% that decays over 2 seconds.

Bloodlust: Celeste lets out a cry of fury, dealing 70/120/170/220/270 (+0.45 Attack Damage, +5.5/6.0/6.5/7.0/7.5% Maximum health) physical damage. Additionally, any allies within range of her war cry gain an attack speed bonus equal to the value from Celeste's Equilibrium for 5 seconds.

Cooldown: 12.0/12.0/12.0/12.0/12.0 seconds.

Active Ultimate Ability – Inner Strength Active/Self Buff Celeste brings up every ounce of mental discipline she has to achieve the perfect state of balance; causing all passive effects from Equilibrium from all states to apply to her for 4/6/8 seconds. After Inner Strength comes to an end, Celeste goes back to a 50/50 Equilibrium state. While in this state, Equal Ground and Martial Projection take their bonus effects as if Celeste was in all states of Equilibrium, but the base damage is measured off as if her abilities were in the Balanced state.

Cooldown: 72.0/66.0/60.0 seconds.

Tips and Strategies

In Lane Celeste is a powerful presence in the top lane. Her skillset provides her with the ability to be a powerful dominator, allowing for her to fight her lane and gaining the advantage over other melee fighters. Her trade-off potential has a weak and strong side for it: her kit allows for her to go for an all-in blitz to deal damage quickly, but the long cool downs (that can only be maintained if remaining in a balanced Equilibrium) allow for her to only do this infrequently. Keeping a balanced state while facing off against her lane opponent allows for her to gain a regeneration bonus from Equilibrium as well as being able to turn a one sided fight into a counter strike.

In Teamfights Celeste’s engage capabilities are very strong, with the potential to affect multiple enemies but primarily using her kit to harass the weaker assassins and marksmen. She provides a strong presence in a team fight that means some of the attention of the enemy team will have to focus Celeste while letting Celeste’s team follow up on her strong engage. Making sure you engage in a serenity Equilibrium state allows the lockdown of one champion of important value, ensuring they cannot throw out damage where it matters. Be wary of her Equilibrium state; Animosity will allow for more damage output and the highlighting of an enemy target for allies to attack, but keeping a balanced state where you can will allow for continual survivability and assisting your team in a prolonged fight.

Tips when playing as Celeste:

  • Keep an eye on your Equilibrium; use it to your advantage based on what you want.
  • While Even Ground is on cool down, be wary of the loss of your gap closer. Your skills are primarily melee based, and closing the gap is essential to be effective.
  • A balanced Equilibrium is essential to keep when trading off in your lane.

Tips when playing against Celeste:

  • Most of Celeste’s engage properties are in her serenity and balanced Equilibrium states, be wary of this when facing off against her.
  • Celeste is a bigger threat in her Balanced state. Try poking her down until she is in her bloodlust state, where she is more vulnerable to pressure from her lane.
  • Celeste’s escape capabilities are limited – even more so when she is in her Animosity Equilibrium state. Use this to your advantage.

Visual Notes: Celeste is a young woman who wears the traditional red light armour found commonly on Ionian Master Yi and Irelia. She arms herself with a twinblade that glows depending on her state of Equilibrium: Black for Bloodlust (Animosity), White for Tranquillity (Serenity), and a swirling pattern of both Black and White for her Balanced state. This effect was though up to represent Yin-Yang, a symbol of Equilibrium. A twinblade is two blades that are joined at the hilt to form an extended handle for a two-handed grip.

Her fighting styles differ depending on her state. While she is in her Serenity Equilibrium, her strikes are precise stabbing motions, designed to look like she is piercing a target's weak points. While she is in her Balanced Equilibrium, her strikes are a mixture of whirling her twinblade and sweeping slash attacks that look like one fluid motion, showing her mastery of the weapon and that she ins in control of it. While in her Animosity Equilibrium, her attacks are rough and ferocious, giving the effect that her rage is inducing her to just hack away at her opponents.

Side Notes: If you like the unique style of Celeste, absolutely dislike it, think it creative but in need of some work - feel free to comment below! Appreciate any honest feedback!

EDIT: When I first created Celeste I created her to be an assassin fighter, not a tank fighter. She now has revised abilities added in to make her kit seem more like what she should be.

Oh and sorry I'm not an artist - wish I was honestly.

MG Guardian

18 Comments

Earthlord Jazz3/13/2015, 6:38:29 AM2 votes

I really took interest in your champion concept! I'd love to review your champ and give my 2 cents. Please take whatever I say with a grain of salt, as I tend to suggest lots of ideas and since you're the creator of the champion, you have supreme and final authority over this idea. It's nice and refreshing when a designer sticks to his guns. That being said, if you feel like an idea represents the champion/gameplay better, by all means add it to the kit.

First, I like the lore. I was relieved when we didn't end up with another typical revenge story. Keeping all things in balance, even through all of that, is quite a feat and really represents this champs gameplay. Nice job! I'd like to know her relationship with Kennen, Akali, and Shen.

Second, if I could make a humble suggestion. Is this the kind of weapon you are referring to as a "Twinblade" http://img2.wikia.nocookie.net/__cb20091228123935/dynastywarriors/images/8/80/Twin_Blade.jpg If so, it'd be cool if you could make one side of the blade snow white, while the other half night black. This would give a Yin Yang feel to the weapon.

Passive (Equilibrium): Wow! There's so much stuff here haha! Alright, I like the resource generation, though I was a little confused with one aspect. If you attack, you gain animosity. But if you last hit the a minion, you gain serenity. At first I was confused, but perhaps this balance is intentional during the first parts of the laning phase when you're almost always in lane fighting. This way, you'd keep around equilibrium when you're just last hitting, correct? Was that your frame of thought with that resource generation mechanic? The others make good sense and I like them, especially the on kill to stabilize herself. Going onward with the actually effects of the states, I feel like they're a little overtuned. I know Celeste should be rewarded for keeping equilibrium, but geez she gains so much stuff it's kind of absurd. For a champ that has no actual resource cost to her abilities (she can spam indefinitely), she should not be rewarded quite so much, especially since she also gets enhanced abilities depending on the state. So my word of advice: Please be careful with how much you put into a kit. For my suggestions, I'd do this: Equilibrium should probably only give the the bonus magic damage every third hit and the bonus amor/mr. The tenacity is cool (i wanted to keep it in the first place), but having bonus in damage and defense was a better representative of "balance". The cooldown reduction is really unecessary. For serenity, she probably doesn't need cooldown reduction as well. The healing makes sense, and the bonus speed is good for roaming. Animosity needs only 2 of those 3 abilities, and if you keep the damage every 8 seconds, that needs to be nerfed so hard. 12% max health is better than Jarvan's passive alone, not to mention the other damage it gives.

Overall, I'd say this passive just has too much stuff. It alone makes Lee Sin's kit look as bland as Pantheon's (not to mention all the other bonuses it gives to "free" abilities)

Q (Equal Ground): Certainly a strong ability. Functioning both as a gap closer and a damage enhancer, it's already pretty good on its own. I quite like the balance effect, and gives me Irelia feels to it. Very cool. Definitely balanced, and daresay, may need some extra love. I'd take away the damage reduction from serenity and give it to balance. Honestly, balanced should be the one that gets the best effect, and sometimes Celeste wouldn't get that eff if she were higher. As for serenity, probably want to get rid of that damage reduction and apply it to the balanced for reasons stated above. I'd recommend just the bleed. The move is already not bad without the extra effect, and the slow would be quite annoying if you already gain a phage like passive after every auto attack.

W (Mental Discipline): This is brilliant! Giving the player a little more control over the passive is a brilliant move. This would be the defining move between Celeste players and how they want their fight style to be. I'm not very good with numbers, so I don't know how OP the shield would be with the rest of her kit.

E (Martial Projection): I like all the abilities. Again, not sure this champ should be a tank buster as well as an assassin/fighter. She can't be equipped to fight everybody.

R (Inner Strength): I think it'd be good, as long as you cut a few of those extra bonuses to the passive. Just to reiterate, a champion that has no "real" cost for an ability should not have a bunch of extra boost to abilities. It creates an overloaded kit, and you probably know how players react on the boards to overloaded kits.

Overall: A super cool, unique character that has some really cool gameplay mechanics. I'll I can really offer is some balance issues sorry about that. I like how you had all these really cool ideas, just maybe some of them should be trimmed for BALANCE reasons (heh). Good job, keep up the good work!

Candurill8/13/2015, 12:17:51 PM2 votes

I believe i saw this one already...at some point...XP but yea it sounds amazing :D a lot going on for the passive (don't get me wrong, i like it) so i'm curious on how that will be put into the game... It al looks very complicated and I feel like all her abilities are a little bit crowded. I understand that you wanted to give her abilities a unique effect based on what state she is in, but for me it would be too much to keep note of. Then again it does give her this flexibility in game that no other champion has :D All in all, an AWESOME lore, a complicated passive and a crowded kit that forms a flexible champion that i'd LOVE to see on the field of justice :) Thats one upvote from me sir, i tip my hat!!

I did make a concept similar to this one not long ago :D i think this inspired me, plus some other influences ofcourse... Her name is Librea, The Spirits Conduit

Kasando3/16/2015, 5:30:47 PM1 votes

I really enjoyed reading through this. I love the concept and everything to it. She has burst which is weird if she's a tanky type of fighter so I'd say she's more of an assassin. But the most part i love the edits as well I absolutely love how you took your time on this and i would love for this champ to be made because i would love to play Celeste and experiment with all the ways to play her. Question though when you reach 100 serenity or animosity is the resource gauge stuck in that mode for a few seconds or no?

lCantPauseltMom3/19/2015, 12:57:50 AM1 votes

EDIT: Gave Celeste a look. Art rights go to someone else, but this is approximately what I had in mind!

DoFr3/19/2015, 9:06:52 AM1 votes

buttfrost irelia

amiright

lCantPauseltMom8/19/2016, 5:22:50 AM1 votes

Just gonna BUMP this cause I love it and haven't seen it in awhile ;D

Earthlord Jazz3/13/2015, 3:54:18 AM1 votes

WOW this is incredible! I will make sure to spend a lot of time making a thorough review, as you definitely deserve it on this one. Great job!

Warning Shot9/4/2016, 4:27:39 AM1 votes

Champion really needs some concept art to go along with the in depth information you thought up!

Arcana Force3/13/2015, 10:10:58 PM1 votes

I really like this idea, the balance between the two mental states and two resources of celeste is REALLY interesting, in a couple of days ill be sure to give you a more detailed review, but as a general idea i think she may be a bit unbalanced in some cases you say she is a tank\fighter, but she can easily burst down squishy targets, and that's something made for assassin, she can also fight tanks easily, that means she has few weaknesses overall, i will be more clear in a couple of days, but the idea is really interesting, ill upvote it :D