[CHAMPION CONCEPT] Caelum, Child of the Winds (WIP)

Deadly Quills·10/28/2015, 7:12:23 AM·2 votes·533 views

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Caelum (Kay-Lim), Child of the Winds (Originally Caelum, Master of the Winds) (Formerly Kori, Child of the Winds)

To Do List: Lore Tweaking Strategy Tweaking Art Number Tweaking Balancing

Art: (W.I.P.)

Primary: Marksman Secondary: Mage Health] 525--1900 Health Regen.] 5.7--15.3 Mana] 310--900 Mana Regen.] 7.5--19.5 Range] 550 Attack Damage] 55--105 Attack speed] 0.625 (+0%--40%) Armor] 25--75 Magic Resistance] 32.1-53.4 Move speed] 350

Passive:Free Spirit [Gains movement out of combat before flying. Combat and cc remove speed boost and apply slow, negates first cc] After 4.5/3.75/3 seconds out of combat , Caelum will begin gaining 25%/37.5%/50% move speed per second until she reaches 100%/115%/120% move speed, where she will lift off of the ground and begin to fly. Dealing damage, receiving damage from champions, and any crowd control (the first instance of said disabling effect being negated), will knock Caelum out of the sky, applying a 50% slow that decays over 2/1.5/1 second(s).

Q: Swipe Cost: 40/42.5/45/47.5/50 mana Range: 750 Cooldown: 3/2.75/2.5/2.25/2 sec Cast Time: n/a [Projectile that passes through units and deals reduced damage to units after first] Caelum swipes through the air, sending razor thin blades of wind that pass through enemies. The blades deal 50/65/80/95/110 physical damage (+75% bonus ad)(+ 50% AP) to the first target hit, dealing 30%/32.5%/35%/37.5%/40% damage to all subsequent targets. Can be cast while Free Spirit is active. Applies 15 Updraft per blade.

W: Pressure Gradient Cost: 50/55/60/65/70 mana Range: Cast=500/Cone=300 Cooldown: 12/11/10/9/8 sec Cast Time: n/a [Cone that damages and slows units hit. No cast time and does not end Free Spirit] Caelum rapidly ejects the air from a point, creating an area of extremely low pressure. The atmosphere around the low pressure point rushes in to fill the area, and the force from this action causes the air to blast out from the point in a cone shape, buffeting and knocking the air out of any enemy or neutral monster hit. After .75 seconds, enemies or neutral monsters within the cone are dealt 20/25/30/35/40 magic damage (+20% bonus AD)(+25% AP), as well as applying a 20%/22.5%/25%/27.5%/30% slow. Dealing damage with this ability does not knock Caelum out of the air. Applies 20 Updraft.

E: Spiral Dive Cost: 50/45/40/35/30 mana Range: 500 Cooldown: 15/13/11/9/7 sec Cast Time: n/a [Dash that can knocks champions back] Caelum closes her wings rapidly, sending her spiraling through the air toward the target location. Any enemies within 125 units on either side of Caelum are knocked back 300 units. Caelum can only dash over terrain if Free Spirit is active. If used while Free Spirit is active, 2 seconds of the cool down will be refunded. If Caelum takes or deals damage from champions during the dash while Free Spirit is active, the slow will not be applied as well as Free Spirit being deactivated. Applies 20 Updraft.

R: Wind's Judgment Cost: 100/110/120 mana Range: 1600/2000/2200 Cooldown: 100/90/80 sec Cast Time: 1 sec Passive: Caelum's abilities and auto attacks apply Updraft to enemy champions. The amount of Updraft on an enemy champion determines the effect Wind's Judgment has on that champion. Basic attacks apply 5/7.5/10 Updraft per attack. Updraft decays by 10 per second after 3 seconds of not being procced. Active: After a 1 second cast time, Caelum calls upon the wind to embrace the enemy champions. She summons a channel 800 units wide and 1600/2000/2200 long that applies Area Of Effect damage for its 5 second duration, dealing 100/175/250 physical damage (+ 80% AP) per second to all enemies. If the enemy has 0-49 Updraft, a 25%/27.5%/30% slow is applied to them for as long as they are in the area. If they have 50-79 Updraft, they are rooted for 1/1.5/2 seconds. If they 80-100 Updraft, the enemies are instead pulled towards Caelum at 50/75/100 units per second. After casting, Caelum receives a debuff reducing her damage and attack speed by 80%\75%\70%, decaying over 5 seconds. Caelum can be interrupted during the cast by any hard cc effects, in which the cool down will be reduced to 10/7.5/5 seconds. (NOTE: Walking towards or perpendicular to Caelum during 80-100 Updraft will not prevent movement. Moving towards Caelum will allow for regular movement plus the amount the champion is being pulled by. Leaving the 800 unit wide area will stop the effect. This note is for clarity and does not need to be included in final tooltip.)

Strategy: With her ability to get anywhere on the map in a matter of seconds, Caelum is a highly mobile champion out of combat. Using spiral dive as a way to not only speed up travel but also bypass terrain, Caelum is easily able to get to where she needs to, when she needs to, no matter where she is on the map. Her mobility drops significantly in combat to accommodate for her decent amounts of damage dealing capabilities. Swipe allows for a constant flow of damage to come from Caelum, even while she is out of range of her enemy, allowing her to easily harass and zone her enemies. Pressure gradient is a strong tool when it comes to staying in a fight, or running from one. The slow from pressure gradient allows Caelum to engage and activate the ability, slowing her enemy and letting her either get in closer or finish them from afar. Because dealing damage with pressure gradient does not knock Caelum from the air, she can use this to help her escape. If being chased, activating the ability right before or as Free Spirit activates allows for Caelum to gain some major ground from any pursuers since she is slowing her enemy and gaining a massive speed boost at the same time. Once she is in flight, using her dash will allow her to pass over terrain. This dash can also be used to close a gap with an enemy, or potentially disable and enemy long enough to turn the tides of a battle. Since Spiral Dive knocks enemies back that are on either side of her, Caelum can use this to survive a deadly gank, or even prevent an enemy from reacting by engaging with it. Caelum can also use this dash to prevent the slow that comes with being knocked out of the sky. Caelum can sacrifice her dash in order to be able to run, or she can use it to engage by using a damaging ability or basic attack followed up with a dash. Wind's Judgment is her ultimate. By channeling her powers in the wind, Caelum is able to unleash the wrath of nature on her opponents. Using her abilities to stack up Updraft onto her enemies, Caelum can cause different effects to occur. The longer Caelum spends in a fight, the better the effects is for her team. If trying to prevent running enemies from getting away, Caelum can activate this to slow them. If a fight has started and is going the opposite direction, or Caelum would like to bring it more into her teams favor, she can activate the ability once the enemy has reached 50-79 updraft in order to stun them. If Caelum has been attacking her enemies long enough and wants to force them to make new decisions rather than have them try and run, the final ability will force them to either run to the sides or towards the threat. Caelum must think before she acts, though. Once activated, the exhaustion from the channel will greatly decrease her offensive abilities. Caelum must think about whether or not she wants to keep fighting, or assist her team.

Key Combos: Free Spirit → Q → E → W → Q → R/Basic Attack(s) This combo allows for a deadly surprise attack. Free Spirit allows for Caelum to reach her opponent at a speed they would not expect before unleashing a barrage of abilities. Pressing Q then dashing right afterwords prevents Caelum from applying a slow to herself when the Q damages her opponent. Pressing W then activates the slow which will allow Caelum to stay on her opponent longer. Two Qs and a W will apply 50 updraft, enough to make Wind's Judgment apply the root.

Free Spirit → W → E This combo would be used while running from an enemy. If Caelum can stay out of combat for long enough, she can activate free spirit for a boost of speed. Pressing W and aiming behind her will cause the pressure gradient blast to slow any pursuers. The delay is just long enough to keep them chasing but still get hit. Once Caelum is using Free Spirit, she can then dash over terrain to make the gap larger.

Lore: Nobody really knows where she came from. And it may or may not seem a bit cliché, but she was an orphan. Just showed up on the doorstep to an Ionian Monastery. Not only that, but she was able to master the way of the wind, without a sword. The only other person to be able to do a similar thing was a young student named Yasuo. Too bad this Monastery was one of the most secluded areas in all of Ionia. No one had entered or left the mountain side for decades. That meant news never came in or out of here. Which wasn't a real problem for them, seeing as they had a harpy within their midst, a being said to have been born with the essence of the wind tied to its very soul. Caelum had become an idol for the Monastery, treated with the highest respect. At a very young age, she was teaching masters more than five times her age the way of the wind. Before too long, the young bird girl had spread her knowledge to most of the monastery. But remember that thing about news not coming in or out? And that thing about no one coming in or leaving? Well, news of Noxus never came, unlike Noxus themselves. Again, pretty cliché, but Noxus pretty much stormed the monastery and near by village by surprise. During the night, Noxus bombarded the monastery with the weapons of Zaun while raiding the village by foot. Everyone was slain before a single finger could be raised in defense. Everyone except for Caelum. Sitting atop a rooftop, the young Harpy was able to spot the attack before it could hit her. But she could do not much more than that. She helplessly watched from the air as her home was destroyed, and everyone inside it as well. Everyone that had discovered the way of the wind, as well as the Harpy to teach them. Word never got out of the young Harpy who fled the island of Ionia after the incident. Remember, she was still very young. It took her years of solitude within the rat infested alleyways of Bilgewater to come to terms with what happened, and years more to be able to cope with it. All the while Caelum trained her powers. At first as a way to cope. But soon as a way to hone her skills for revenge. Revenge against the tyrants that she had learned so much about. Through her years of grief and suffering, hygene was not a priority for young Caelum. He feathers dirty and mangled, her hair unkempt and grown out, she became an urban legend. “Don't go out past Midnight, for the evil crow witch will come out and hunt you down.” Granted, Caelum never killed anyone, she only demanded information. After years of suffering, Caelum decided there was only one thing to do before she started her quest. She took flight back towards her home of Ionia. Reaching where the monastery used to be, Caelum found only rubble and ash. Except for one room. Caelum's. Entering the room, she donned her white robes one more time, tying the bright red belt around her waist and leaving the large bow in the back like she used to. Taking flight, she looked at her home one last time before leaving it for good. See, at this point Caelum was the master of the winds that the world will never know. But remember that one student? Yasuo, the only child to master the wind technique within his sword school? Well, turns out he grew up and got into some deep trouble. Murder, lying, and treason were but some of Yasuo's charges as the young man fleed the brother's turned killers in order to find the real killer of the elder he was tasked to protect. Well, seeing as Caelum is a bird, it just so happened that our good friend Yasuo was under attack while our good harpy Caelum was in flight. Swooping down, Caelum saved Yasuo from a fight that was going sour. At first, Yasuo was hostile thinking that she was another assassin sent to kill him. After a short time, he realized she couldn't be, seeing as she had just saved him using her wind technique. To which he then reacted to with more hostility, thinking that she must have been the killer. “I'm a harpy, a being of myth in your land. Do you think I could have so easily lived with an entire generation of Noxians, only to end up killing your elder and not have word of my kind spread around?” the young she-bird asked. Yasuo, being the smart boy he was, realized the error in his ways. “Do you know who it was then?” He asked her. “I do not, but I know that you did not do it. I don't know how I know, I just do.” She told him. Maybe it was woman's instinct, maybe it was the essence of the wind telling her soul the truth, maybe it was just a hunch. But whatever it was, Caelum believed it and Yasuo was finally not alone. And so, with another cliché, because let's face it with the amount already in here we might as well end with one, the two set off together. Both seeking justice, both alone but now together. (HEAVY W.I.P. - Harpy, Ionia, Student, Monk, Fairly young, Virtuous, Reckless, Noxus Invasion, Allied & Rivals with Riven, friends with Yasuo, Rivals with Singed, Swain.)

Release Skin Idea: Crow Witch Caelum – A version of Caelum that became an urban legend in Bilgewater. Long, black hair that had filth inside of it that covered her face. Dirty brown feathers, thin white dress, burning red eyes.

Champion design: Cyb3rpunk Panda + SuperCrazyNinja Art: TBD Feedback: tplegs0708, Ehkrickor, Foodtank, SenpaiiiNoticeMe ... Other categories: TBD

5 Comments

Deadly Quills10/30/2015, 4:34:00 AM1 votes

No seriously, I need help with this champion. Not necessarily with the kit, but more on the lore and identity of her. The things that are set in stone are that she is a harpy that was raised in Ionia. Noxus killed off her home, and now she wants revenge. Also, he being friends with Yasuo is a big thing, though how the friendship starts is w.i.p. Otherwise, the rest of this champion needs assistance. Please?