Vision-based Champ idea, based on Tarot Cards and Divination
Name: Fertauna - the Whispering Diviner Melee, Ranged, Both: Ranged Resource: Mana
Champion Passive Name: Guardian of Destiny
Champion Passive: Fertauna's Trinkets reload 30% faster, also she is allowed 1 additional Basic Trinket in addition to the maximum (this Basic Trinket is
,
,
, etc, and does not include
/
,
, etc). For each enemy Champion not in natural Sight of an ally Champion (see Ult for explanation of "natural Sight"), her basic abilities will gain one of their respective Charges per 30 seconds (if a player becomes visible before 30 seconds, that player's respective Charge countdown resets).
Usage of the Active of Judgment of the Stars disables this Passive for x/x/x seconds, with the cooldown determined by the Rank of Judgment of the Stars.
(Note: This Passive will not be able to gain Charges until Minions start spawning, so as to prevent her from gaining an unfair advantage.)
Q Name: Fool's Illumination Q Specialty and Range of attack if any: Ranged Skillshot; medium-sized reversed cone with starting point farthest from Fertauna, and cones outward towards Fertauna. Q Cost: x/x/x/x/x Mana Q Damage: x/x/x/x/x, scaling with x% Ability Power and x% maximum Mana Q Passive/Active Cooldown: no Passive cooldown, x/x/x/x/x seconds Active cooldown Q Passive: Fertauna passively gains Charges of "Visions of Birth" (from Champ Passive), and for each Charge of "Visions of Life" she gains an additional 5% increased Health Regeneration (maximum 5 Charges). With each Rank of this ability, the Active's cone becomes wider and deals more damage. Q Active: Fertauna throws a card which illuminates a light towards herself, dispelling all "Visions of Life" upon hitting an opponent unit but only removing 1 "Visions of Life" Charge if no enemy unit was hit. When damaging a unit with this ability while it has at least 1 Charge, she gains x/x/x/x/x Health per unit hit with additional Health gained depending on her "Visions of Birth" Charges and current Mana before activation.
W Name: Fountain of Temperance W Specialty and Range of attack if any: Passive ability. W Cost: none W Damage: none W Passive/Active Cooldown: no Passive cooldown, no Active cooldown W Passive: Fertauna passively gains Charges of "Visions of Suffering" (from Champ Passive). Each time Fertauna activates a basic ability, Fertauna gains 1 "Visions of Suffering" (this stacks with the "Visions of Suffering" Charge gained from Fertauna's Champion Passive, maximum 10 Charges). While Fertauna has 10 "Visions of Suffering", her next Ability grants her x/x/x/x/x mana (unchangable and unscalable). While she gains Mana by this Ability, she creates an AoE effect around herself that heals allies (except herself) of x/x/x/x/x% their maximum Health. W Active: none
E Name: Moon's Illusion E Specialty and Range of attack if any: Ranged Target; medium ranged Tether that breaks when moving x distance away from target, and short-to-medium sized AoE depending on distance of target E Cost: x/x/x/x/x Mana per second E Damage: x/x/x/x/x per second, scaling with x% maximum Mana (damage of AoE effect to enemy Champions) E Passive/Active Cooldown: x/x/x/x/x seconds Passive cooldown, x/x/x/x/x seconds Active cooldown E Passive: Fertauna passively gains Charges of "Visions of Perspective" (from Champ Passive). While not engaged in battle, Fertauna gains x/x/x/x/x% Mana regeneration. E Active: Fertana throws and sticks a card on an enemy, tethering them to her. Non-Execution damage killing Fertauna kills a tethered Champion, and the Tether is visible even while her opponent is invisible. While an opponent Champion is tethered, an AoE effect surrounds Fertauna which increases her allies' mana (except herself) by x/x/x/x/x mana per second and damages opponents by x/x/x/x/x Health per second. The AoE effect grows/shrinks depending on the distance of the tethered unit, and breaks when target moves too far away or Fertauna's Mana cannot pay the cost. The Mana cost decreases based on her current "Visions of Perspective", but she loses "Visions of Perspective" Charges over x seconds.
R Name: Judgment of the Stars R Specialty and Range of attack if any: Ranged charged Skillshot; large circle with full global range. R Cost: x/x/x Mana, and all "Visions of ~" Charges R Damage: x/x/x, scaling with Ability Power and increases with special condition R Passive/Active Cooldown: no Passive cooldown, x/x/x seconds Active cooldown R Passive: For each "Visions of ~" Charge on Fertauna, she gains x maximum Mana (if Fertauna has more current Mana than maximum Mana, her current Mana gradualy decreases until her current Mana is no longer higher than her maximum Mana). R Active: Fertauna releases the hold on her visionary powers, calling a meteor to a target location and damaging and stunning all enemy units within the blast (stuns all ally units as well, but does not damage them). The damage of this Ability increases if the opponent(s) damaged are not in natural Sight of an allied Champion. (Wards and Traps do not apply to "natural Sight", natural Sight only occurs when an opponent Champion is sighted by your alliy Champion and is in Range of them; to describe more clearly, natural Sight is when Champions are in range to look at each other naturally, and not by Wards/Traps.) Fertauna's Champion Passive is disabled for x/x/x seconds, but during the cooldown of her Champion Passive she gains x% Movement Speed.
Hello, all. I hope you like my concept. I know we already have a card-based Champion
, but I thought of making one that relies on actual fate instead of luck. That's where I thought of Tarot cards, specifically those of the Arcana Tarot series.
Her gameplay relies on her Passive, Guardian of Destiny, which grants her 2 things: she is capable of using and planting Trinkets more often than her allies and enemies (excluding One For All and Blind Draft matches) and is graned 1 additional maximum Trinket (so she has 3 maximum
and 2 maximum
). Being a Supportive Champion, not only does this help her team but it also supports her Ultimate.
The second part of her Passive grants her "Visions of ~" Charges that apply on her -- these Charges, the names of which are listed above in the abilities' list, passively increase by 1 per 30 seconds an opponent Champion is not in natural Sight of an allied Champion (the definition of "natural Sight" is described in the Active of her Ultimate). This part of her Champion Passive takes advantage of missing Champions, such as those at the enemy Spawn or are in the Jungle, so the potential of this lies in the performances of you and your allies and enemies respectively (under normal circumstances, this means that with an enemy Jungler you should passively gain 1 Charge per 30 seconds).
Her Q is a skillshot that cones towards her, unlike other coned abilities that cone away from them. This makes it more likely to hit an opponent unit the closer you are to them, making it a good Farming tool while still being effective at hitting Champions. The reason for it coning in is because of its ability to heal you, making you choose to sacrifice sustainability over safety. Upon damaging a unit with this, all "Visions of Life" are removed but you heal based on each Charge as well as the Mana you had before using the Active. Even after losing the Charges, the passive gain of Charges from Guardian of Destiny makes sure that should be able to heal often, and only losing 1 "Visions of Life" upon not hitting an opponent ensures that you can still heal after a misplay.
Her W is a Passive that grants 1 "Visions of Suffering" Charge when you use her Q or E abilities (on top of her Charges gained from Guardian of Destiny). Once she has 10 "Visions of Suffering", the next usage of an ability gives her two things: mana that scales with Rank, as well as an AoE burst that heals all allies within for some percent of their missing health -- like her Q, this results in losing all her "Visions of Suffering".
Her E is a Tether ability that has a few things about it. Like Aurelion Sol's W, its Activation gradually siphons from her Mana pool, though it's obviously not a Toggle like it. Also like the dragon, it has an AoE effect that increases in size -- though this size is dependent the distance of her target. Like Karma's W, it's a targeted Tether, though it doesn't root the opponent after a duration. Unlike any of these abilities, this ability is pretty aweome. For one, any non-Execution death on her -- so she can't apply it to an opponent and suicide to a turret -- will automatically kill the tethered target regardless of their health at the time. This forces her targets (frontliners like Tanks, or damage-dealers like Mages and Assassins) to flee from her to rid themselves from potentially being taken victim by the chaos of their team's fighting...which under normal circumstances should make her opponents likely to disengage. Even so, while her target is tethered she gains an AoE like the one offered by her W but more...lasting; this AoE will increase her allies' Mana increase (not Mana regen percentage, but gaining actual Mana) while they are inside it, as well as damage enemies in a Renekton Ult-like effect. Remember that the distance between her and her target increases the size of the AoE, so one using her should always keep the distance in mind as well as her placement in a teamfight. This ability and its mana drain cannot be stopped until the tether is broken or she can't pay the Mana cost, so to preserve Mana she might have to disengage (which stops the AoE), so I thought this was a good balance.
Finally, her Ult. This is Global and has a wide radius, and it stuns ALL units hit by it (allies and herself aren't damaged, but one using her should consider her allies' placement before using it or it will likely go to waste; unfortunately for her allies, it doesn't proc
since it's not an enemy ability, but you can still use
if you're caught in it. Unlike Bard's Ult it doesn't make them invulnerable, so they can still be damaged by non-stunned allies/opponents; it's best to treat this like a mix of Bard's and Skarner's Ults, if one prefers to think this way. A special thing about this ability, like stated above, is its extra damage that only applies if the targets aren't within natural Sight of one of your allied Champions -- as in, to get the extra damage your ally cannot be in distance of an opponent that the Champions can see each other on their own. This is to punish split-pushing, and paired with Ziggs' Ult should make short work of opponents out of position. There are a couple drawbacks of this ability, however: the first is it needing to be charged, which gives Champions some time to get away; the second is that it stuns all units, so that includes Monsters and Minions...if there are any living after the blast, that is; the third is that it removes all "Visions of ~" Charges from her, so you should use it at only the most opportune time as to not waste what you need; the fourth is that it negates both parts of Guardian of Destiny for a time, which means she loses her extra Trinket generation as well as the extra Trinket maximum, and she also cannot passively generate Charges for her basic abilities. A benefit of this is that she gains Movement Speed, making her more agile and countering the loss of health sustain from her Q and temporary Mana sustain on her E...as well as the negation of her W.
Obviously, there are quite a few missing things from her. Many numerical values are missing, as I don't know how to calculate what is best for what Health/Mana she would have. She obviously would have some balancing issues as well, as without her E she has great Health and Mana sustain...and WITH her W and E makes her a valuable Health and Mana healer for her allies. I attempted to balance this with her Ult's negation of Guardian of Destiny, but I don't know how well that would do.
I'd like some help balancing and applying values to her, if someone would like to help. Any constructive criticism is welcomed as well, so I'd like your input at least. I spent the most of 5 hours (I think) making and looking over her and her abilities, and put a lot of effort into her, so I'd like if you kept any flaming non-existent or at least civil. Thank you all, and I hope you like her!
EDIT: I slightly changed her E so she's not completely incapable in the Jungle. I figured since her Q needs 30 seconds to give her the restorative portion of its effect, and her W needs 10 Charges to heal her mana (and doesn't heal herself), that her E should be able to apply to monsters to be able to apply the DoT AoE Aura for more effective clearing. Also, when making her W's Clarity-like effect AND her E's mana restoration one should consider what the Blue Buff would add to it.