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    Kiana Schrödinger - The Exiled Mind

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    Katsuni

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    Kiana Schrödinger - The Exiled Mind

    Post by Katsuni on Wed Feb 13, 2013 6:17 pm

    This is a champion design I've been working on for quite some months, off and on. Since the patch for season 3 came out, I've gone back to thinking about it a bit, and have decided that, with the addition of this new forum, that I could probably just work on her quietly here for a bit before releasing her to the player concepts forum as a finished product =3

    Anyway, this is a work in progress, and not done yet, so may change radically. This is the second major version on this forum so far; the previous version can be found copy/pasted later in this thread.



    Lore:
    There are an untold number of planets in the cosmos, perhaps even more if one were to include various dimensional anomalies within that number. In each and every one where the name is known, however, Kiana Schrödinger is one which is spoken in hushed tones and fear.

    A scientist of remarkable aptitude, both for magic and technology, Kiana seeks only knowledge and information. Her methods, however, are almost always called into question, and she's likely best described as simply not having a conscience, nor any sort of moral comprehension of right and wrong. So long as it leads to further understanding of reality, it doesn't matter how many are harmed in the process.

    More than several attempts to kill her outright have failed, as everything from dismemberment to burning has proven fruitless. Instead, world after countless world has banished her, sending her elsewhere, anywhere other than wherever she is.

    It was then that her prison, a ship designed specifically to house only her, crashed into Runeterra. As the renowned explorer Ezreal picked through the ruins, he found a single individual had survived the crash, amidst the horrific tangled web of metal and plastics, seemingly unharmed.

    Within a few short months, Kiana brought revelations to Runeterra into the understanding of how magic and hextechmaturgy worked, though soon her methods left her an outcast nearly across all of Valoran, with but one exception: Zaun. A city after her own heart, finally, Kiana had found a place to call home, and perform her experiments as she pleased.

    If only there were a place that the strongest and most durable of test subjects gathered, within which she could experiment with her latest inventions... a place such as the League of Legends.



    Appearance:
    Kiana appears as a relatively small individual, approximately 4'11 in height, including her overly large, pointed ears which stretch out nearly a foot horizontally from her head. Her body is covered in a soft, light fur, and her features seem vaguely reminiscent of a feline, though the specific species is seemingly impossible to place. Her overly large, 4 foot long tail, with three prongs at the tip, looks almost vaguely similar to that of a fox, yet the tufts of fur upon her ear tips more closely resemble a lynx.

    By default, she is almost always seen wearing her trademark labcoat, enormous scarf and steampunk-esque goggles.

    Statistics:

    Damage 48.5 (+2.5 / level)
    Level 1: 51
    Level 18: 93.5

    Attack Speed: 0.625 (+3.25% / level)
    Level 1: 0.645
    Level 18: 0.991

    Range: 125 (Melee)
    Base Movement Speed: 350 (High due to melee carry)

    Health: 363 (+71.5 / level)
    Level 1: 434.5
    Level 18: 1650

    Mana: 350 (+50 / level)
    Level 1: 400 (Required for her LHC to have 40 charge at level 1)
    Level 18: 1250

    Laserlicht Hextech Capacitor Base Mana: 35 (+5 / level)
    Level 1 (10%): 40
    Level 18 (50%): 625

    Armor: 14 (+3.5 / level)
    Level 1: 17.5 (14.89%)
    Level 18: 77 (43.50%)

    Magic Resist: 30 (+1.25 / level)
    Level 1: 31.25 (23.81%)
    Level 18: 52.5 (34.43%)

    Health Regen: 5.2 (+0.6 / level) - listed per 1 second
    Health Regen: 26 (+3.0 / level) - listed per 5 seconds
    Level 1: 29.0 hp/5
    Level 18: 80.0 hp/5

    Mana Regen: 6.45 (+0.55 / level) - listed per 1 second
    Mana Regen: 32.25 (+2.75 / level) - listed per 5 seconds
    Level 1: 35.0 mp/5
    Level 18: 81.75 mp/5

    Mana Regen (LHC): 5.0 (+0.0 / level) - listed per 1 second; DOES NOT SCALE WITH LEVEL.


    Innate Passive: Etherstrike
    Description: Kiana's capacity to manipulate and control both the physical world and the magical is uncanny, to the point that she's able to cause her physical attacks to be partially phazed, striking a target partially from the physical plane and the astral simultaneously.

    Effect: Kiana's basic attacks strike her target twice, both dealing 50% reduced base physical damage, but proc'ing all on-hit effects twice.

    Purpose: As an on-hit effect champion, this passive is particularly powerful as it doubles the effectiveness of on-hit abilities without really affecting the power of her physical auto-attacks otherwise.

    Appearance: Each attack causes a second, shadowy image of the same attack to occur over top of her actual attack.




    Q: Paradigm Shift
    Kiana experiments with herself, rendering her able to afflict a target with a susceptibility to etherial afflictions. Each attack she makes causes the target to grow even more weakened to the effects. Upon activation, she pulls the entire Field of Justice partially into the etherial realm, slowing those who are weakened to it's effects.

    EFFECT: Every melee attack adds one (or more) stacks of etherweave for 5 seconds, up to 10 maximum. Upon activation, all enemies are slowed by an amount based on the number of etherweave stacks they have for the duration.

    Purpose: This is both used to power her on-hit effects, as well as provides her with an interesting form of a slowing ability so she can stay in range or catch up so someone who's afflicted.

    Appearance: Kiana's claws turn a shadowy blue, of which the particle effect increases with each rank learned. When activated, the entire level gains an overlay which should look vaguely similar to the "invisibility" in World of Warcraft, as it has a nice effect of feeling etherial.

    GUI Notes: The stacks of etherweave stack up to 10; to make this easy to read, this shows as concentric circles around a target's feet; 4 in total. The first three circles are divided into three sections, 100 degrees in width, with a 20 degree gap between them. This makes 3 distinct bars per circle, and allows for thin, easy to notice bars. This adds up to 9 bars, with the 10th bar being a fourth, thin, solid circle around the other three which goes the full 360 degrees. This makes it clear when maximum stacks have been applied.

    Global Slow Notes: Not technically a global; this only afflicts targets which are afflicted with her stacks, of which she has to be in melee range to apply in the first place. As such, no enemy can be more than 5 seconds distance away from Kiana at time of activation. Additionally, the Ethersphere does act as a global aura; it slows all enemies based on the stacks they have; if they gain additional stacks, it slows them further, rather than by X amount when activated that doesn't change. This means Kiana can cast her Q early, then apply stacks after.

    Etherweave Notes: Kiana's passive causes her to strike a target twice per melee swing, meaning she applies her Etherweave stacks twice as fast as suggested by this skill. Also, her autoattacks deal the bonus magic damage for the stacks as they're applied, meaning at rank 5, her first melee hit will deal 50% of her AD +10% of her AP, and the second attack will deal 50% of her AD +20% of her AP, bringing the target up to a full 10 stacks on her first full attack.

    Targeting: Global
    Targets allowed: Any target with Etherweave stacks
    AoE Radius: Infinite
    Travel Speed: N/A
    Cooldown: 20/18/16/14/12
    Mana Cost: 55/60/65/70/75
    Maximum Etherweave Stacks: 10



    Rank 1: Each melee attack applies 1 Etherweave stack. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2 seconds.
    Rank 2: Each melee attack applies 2 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2.25 seconds.
    Rank 3: Each melee attack applies 3 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2.5 seconds.
    Rank 4: Each melee attack applies 4 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2.75 seconds.
    Rank 5: Each melee attack applies 5 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 3 seconds.



    W: Capacitor Shielding
    Kiana activates a lattice of energy around herself which absorbs up to 3 magical damage upon herself for X seconds, and preventing CC effects while the shield is up. Damage absorbed by the shield fuels her Laserlicht Hextech Capacitor temporarily.

    EFFECT: Shields Kiana against all spells cast upon her within 3 seconds and does NOT go down if a spell is absorbed. If she absorbs a spell, she gains 50% (+ a flat bonus for each CC effect she absorbs) of the damage absorbed directly as mana into her Hextech Capacitor.

    Purpose: As a melee combatant, Kiana absolutely needs a way to run into the middle of combat and actually survive getting hit with every CC and spell the enemy team has. As such, her Capacitor Shielding is effective at providing this for a few moments, or at least long enough to let her be effective. In addition, it feeds her mana capacitor, allowing her to use her E on a semi-regular basis, even if she's focused primarily on AP and attack speed, since most on-hit items have been stripped of their mana benefits, even Nashor's Tooth, which is odd, considering there aren't any on-hit champions which don't use mana. Still, this helps deal with the problem of itemization.


    Targeting: Self Cast; no targeting required
    Targets allowed: Self only
    Mana Cost to Activate: 100
    Shield Duration: 3.0 seconds
    Cooldown: 12 seconds



    Rank 1: Shields Kiana for 3 seconds, absorbing up to 75 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +25 mana is added to her mana capacitor.
    Rank 2: Shields Kiana for 3 seconds, absorbing up to 145 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +50 mana is added to her mana capacitor.
    Rank 3: Shields Kiana for 3 seconds, absorbing up to 215 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +75 mana is added to her mana capacitor.
    Rank 4: Shields Kiana for 3 seconds, absorbing up to 285 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +100 mana is added to her mana capacitor.
    Rank 5: Shields Kiana for 3 seconds, absorbing up to 355 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +125 mana is added to her mana capacitor.


    E: Laserlicht Hextech Capacitor Discharge
    Kiana activates her Laserlicht Hextect Capacitor, adding a secondary extension to her mana bar which charges separately at a slower pace. Activating this ability causes her to leap into the air and unleash a barrage of magical energy in a stream of devastation before landing again. Kiana's Discharge will only draw mana from it's own capacitor.

    EFFECT: Leaps forwards 375 units in the direction that Kiana is facing, bypassing terrain. At the peak of the jump, a 575 range, 125 width line AoE is fired in the direction of the mouse cursor. Damage is increased by ((number of etherweave charges upon the target) * 10)%. Passively adds an extension to her mana bar which charges at a static 5 mana per second. The Discharge will only drain power from her capacitor.

    Purpose: A mixture of purposes are to be had here; first and foremost, it allows Kiana to bypass terrain on occasion in a manner similar to a Nidalee pounce, granting her a more limited form of mobility than her ultimate offers. Additionally, it also grants her an interesting way to make use of etherweave stacks. This skill also greatly increases the really interesting and fun things that a skilled player can do with her, while increasing her skill ceiling considerably. This helps to alleviate that she was practically a right click champion where there wasn't much real interaction with her since there really wasn't any situation where it wasn't obvious which spell to use or how. The capacitor is used to limit how often she's able to spam her leap, but also doesn't hamper her other abilities' mana costs, giving her two mana resources to balance.

    Notes on capacitor: The mana capacitor extends her mana bar beyond normal; for each point added, it immediately adds a silver section to her mana bar, each worth 10% of her total regular mana. This is added in her actual mana bar, making her mana bar itself take up less width on the GUI, in much the same way that shielding adds to a player's health bar temporarily. This capacitor charges at 5 mana per second at all levels, regardless of her standard mana regeneration. Putting a point into Kiana's E automatically fills the bar, however, as does leveling up. At rank 1, this is enough that she can cast her E every time the ability is up; at later levels, she will rely on her W to add power to it. Note that her E can only be cast if she has enough power in the capacitor to do so; it will not drain from her primary mana bar under any circumstance. The LHC is refilled on death, refilled by 10/20/30/40/50% of the value of mana restoration abilities such as the summoner spell Clarity, or Soraka's Infuse. The LHC also refills to full when at the fountain.

    Balance Notes: The LHC:D is set up in such a way that at rank 1, with 0% CDR, it's impossible to run out of mana for it. It takes 8 seconds to refill the capacitor, with an 8 second cooldown. Later on, it drains energy much, much faster than the capacitor can keep up with utilizing it's base regeneration. This is intended so that the player must utilize their Capacitor Shielding to power their LHC:Discharges on a regular basis, or refill back at home more readily. Smarter play is rewarded over just spamming. The player has enough to cast their LHC:D 5 times at rank 5, at level 18 without any mana items, however, with +1 leap bonus per CC eaten by their Capacitor Shielding, not including any damage absorbed. This still requires 20 seconds to run dry, during which she'll nearly have another charge ready due to base mana regeneration. This is intended so that, as she gets closer to Nidalee's spam-jumping capacity, the capacity to spam long term is severely reduced, so as to minimize the issues that Nidalee suffers, especially as Kiana has a second high mobility ability she can utilize as well.



    Targeting; Leap: Automatically leaps in the direction Kiana is facing
    Targeting; Line AoE: Automatically fires in the direction of the mouse cursor
    Targets allowed: Enemies, neutral monsters.
    Leap Range: 375
    Line AoE Range: 575
    Line AoE Width: 125
    Travel Speed: 1900
    Cooldown: 8/7/6/5/4
    Cost: 40/50/75/100/125 mana
    Capacitor Charge: 5 mana per second at all levels (or 25 per 5 seconds)



    Rank 1: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 40 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 80 (+0.8 AP) Capacitor holds 10% of Kiana's maximum mana.
    Rank 2: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 80 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 160 (+0.8 AP) Capacitor holds 20% of Kiana's maximum mana.
    Rank 3: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 120 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 240 (+0.8 AP) Capacitor holds 30% of Kiana's maximum mana.
    Rank 4: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 160 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 320 (+0.8 AP) Capacitor holds 40% of Kiana's maximum mana.
    Rank 5: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 200 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 400 (+0.8 AP) Capacitor holds 50% of Kiana's maximum mana.




    R: Phasewalk
    Kiana has gained such mastery over shifting between the various planes of existence that she's able to pass, at will, through the etherial plane. Doing so allows her to bypass solid objects and travel much quicker than normal, applying Etherweave stacks and damaging targets she passes through.

    EFFECT: Kiana is able to dash in a straight line for a distance, but does not bypass terrain, based on the amount of Phase Charge she has built up. The farther she dashes, the stronger the damage and more Etherweave stacks are added, but the more charges she consumes in the process. Multiple shorter dashes are more efficient than one large dash. She gains one Phase Charge on kill or assist.

    Purpose: As a melee champion, Kiana requires staying in melee range, and a high amount of mobility to stay up to speed with how many escape mechanisms recent ranged champions have gained. While her LHC:Discharge allows her to bypass terrain, Phasewalk is primarily used to enter and exit battle as she's a squishy melee carry champion. In addition, however, a long ranged Phasewalk is excellent for applying Etherweave stacks to large groups of enemies so she can shoot them with her LHC:Discharge immediately after, making for a quite effective combo shot against grouped up minions.



    Targeting: Press R; dashes towards the mouse cursor, only up to the mouse's location, not past it.
    Targets allowed: Enemies, neutral monsters.
    Range: Variable based on charges (250/500/750)
    AoE Width: 125
    Travel Speed: 1250
    Cooldown: 0.5 seconds
    Ethercharge Replenish Rate: 18/15/12 (Affected by CDR)
    Maximum Ethercharges: 3
    Cost: 60/80/100 mana regardless of range
    Etherweave Stacks Applied: 4/7/10 based on distance travelled



    Rank 1: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 90/135/180 (+0.3/0.45/0.6 ap) magic damage and applies several Etherweave stacks based on distance traveled.
    Rank 2: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 120/180/240 (+0.3/0.45/0.6 ap) magic damage and applies several Etherweave stacks based on distance traveled.
    Rank 3: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 150/225/300 (+0.3/0.45/0.6 ap) magic damage and applies several Etherweave stacks based on distance traveled.

    Targeting Overlay: Three concentric rings overlay the ground around Kiana, visible only to her. Between each ring is a white line to distinguish between the rings. The rings themselves are coloured yellow for the inner circle, amber for the middle circle, and red for the outer circle. The circle's radius for each are 250 units, 500, 750. As Kiana gains charges, the overlay fills in, making the rings fill out. The white line between each ring is grey when that charge distance isn't available, and turns white when the range is available. The coloured overlap is set to 30% opacity when available, and 15% when not, and gradually fills outward to quickly and easily display how long it will be until the next charge is available. Dashing within the yellow circle only consumes 1 charge; dashing within the amber circle consumes 2 charges, and dashing out to the red circle consumes 3 charges. These circles are cut off by an overlay of unpassable terrain, so that there appears a solid edge to where she can't dash with the circles cut off in that direction. This allows a player to quickly and concisely understand exactly where her escape paths are.

    Using an overlay system as described above allows Kiana's player to quickly and intuitively know how long they have until her next dash charge is ready, and exactly how far they can dash at any given moment, without interfering with seeing the ground. Additionally, when a new charge completes, a particle effect for the ring that just filled can flash to 100% opacity for a brief moment, making it obvious when a new charge is ready.

    The dash itself will have the appearance of Kiana becoming transparent with wisps of blue smoke around her form as she dashes forwards, one arm outstretched with her claws extended in an attack animation.


    Last edited by Katsuni on Mon Mar 25, 2013 4:05 pm; edited 5 times in total
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    Katsuni

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by Katsuni on Fri Feb 15, 2013 5:17 am

    Minor reminder to self for later use:


    - Have the ultimate gain a charge on kill/assist, otherwise it leaves her far too vulnerable after dashing in for a kill.

    - Change the Q to be a line AoE; line targets where the mouse cursor is placed. Specifically interrupts her melee attacks while casting, but not her movement which continues in the path she was traveling until finished. To perform this, Q causes her to leap into the air, turn to the direction of the mouse cursor and fire a beam along the ground in a straight line, then turn back to land running in the same direction she was headed in originally. This shows off her remarkable agility much better, and gives her a neat skillshot which can be used for some rather tricky maneuvering. Note that this means she leaps forwards, similar to Nidalee's pounce, in a straight line, but that the aim of the damage portion is separate.

    - Ultimate can no longer dash through walls; instead, her Q can be used to forcibly jump over a wall in the direction she's facing.

    Overall, these changes should raise her skill floor and ceiling considerably, since she was a little too braindead easy to use previously.
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    MynxTheOrigin

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by MynxTheOrigin on Tue Feb 26, 2013 5:36 pm

    This is interesting. One question first. Does the charge from her mana capacitor add to the effect of the Archangel's Staff and similar items?

    Also, I heard you were a really good champcrafter. I agree after seeing this.
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    Katsuni

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by Katsuni on Fri Mar 01, 2013 7:55 am

    MynxTheOrigin wrote:This is interesting. One question first. Does the charge from her mana capacitor add to the effect of the Archangel's Staff and similar items?

    Also, I heard you were a really good champcrafter. I agree after seeing this.
    Thanks muchly.

    As for the question, I would state that "no", it does not. The primary reason for such, is that there are very, very few things which scale on mana, and of those, the manamune/archangel's items are the only itemized ones that any player can select, with a health regen effect in the utility mastery being the only other option otherwise.

    While this is a limited enough scope that it would provide these choices slightly higher value, to be blunt, none of them are ideal choices for an on-hit AP build. This would mostly just confuse the player or feel dissatisfying, as they'd be missing out on a benefit by not getting items she shouldn't really want in the first place.

    In short, it would artificially make bad itemization and mastery choices look more appealing than they should be, causing players to pick something which is sub-optimal. There's no real benefit to the player to have the additional mana capacitor count as "real" mana for the purposes of such actions.





    Also, another note to myself so I can update this in a bit, update the mana cost on her Q to 10 at all ranks, up from 6/7/8/9/10. A full charge costs too little as it is right now for her Q's burst to be triggered, especially if incorporating a low cooldown leap into the mix.

    Additionally, make notes for Q in relation to CDR. I would like for it to actually increase the rate at which it charges (down to 3 seconds from 5), but not increase the mana drain in so doing, as that's a steady drain per second. This can be more easily described by stating how long it takes for her to accumulate maximum charges (5 seconds, up from 3).

    I'm tempted to consider having the leap distance be increased based on the number of accumulated charges. The down side, is that this makes it very difficult to tell how far the jump will go.

    A better solution may be to not have a stacking charge effect, but rather, that the jump is a single ability that can only be used at maximum charge. Premature release simply toggles the ability off, rather than triggering the jump effect. This does have some minor issues with players jumping when they may not desire to, in order to save mana. This is a little problematic. It may be possible to have her retain a charge for a few seconds after deactivating it, during which she can cast a second time to jump, bypassing this issue? I'll have to think about the specifics on this some more, or integrate it into a different ability.

    Additionally, this allows for adjusting the cooldown considerably; I'm currently thinking that an 8/7/6/5/4 charge time would be preferable.

    Actually, the more I'm thinking on the matter, the more I'm thinking that the leap should be it's own separate ability. I didn't really like her E much anyway; it worked in a previous iteration when it was her ultimate, and interacted with other abilities she had, but just doesn't really fit anymore. The leap, however, does, and makes her far more interesting to play as. It also simplifies the choice for when to use her Q. Additionally, this allows for removing the continual drain effect from her Q, and instead having it closer to an effect similar to Ashe's frost arrows, where it drains mana per attack made. This would specifically make it have a scaling mana cost based on attack speed, despite having a flat mana cost that doesn't scale with ranks.

    Anyway, lots of stuff I need to tweak later, but I'll save that for when I'm not half asleep at 4am =P

    Regardless, thanks Mynx for the poke. Got me thinking on her design a little more.




    EDIT: Minor adjustment to her R's targeting; now that it can't bypass terrain, having it so that it shows the circles get cut off when she doesn't have a clear path to dash would also help make the ability easier to target, and stress it's difference of purpose from her newly redesigned E (the leap). Additionally, R lets her hit enemies in a forwards line to where she dashes, whereas E is a targeted line-AoE based on the direction of the mouse cursor yet leaps in a straight line based on the direction the champion is facing, making it one of the most difficult to master 1-button abilities in the game, yet still easy and intuitive to cast. Anyway, sorry, just thought of that =3
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    MynxTheOrigin

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by MynxTheOrigin on Fri Mar 01, 2013 2:12 pm

    Well, nice to know I could help. :3
    I have no clue what you mean by a poke, but I'm mostly new to forums. XD


    I really like the way you think.
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    Katsuni

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by Katsuni on Fri Mar 01, 2013 5:11 pm

    Further thought updates today:

    Due to changes to the release of the leap from her Q, being migrated to E, this means that Q is a little boring to use. Is there any reason to turn it off? Not really. Ashe doesn't bother using hers against minions due to the fact that slowing a minion doesn't really matter for the most part. As Kiana's Q only deals damage now, this isn't really effective. As such, a minor change:


    Q now adds a stack of damage each melee hit against an enemy, adding 2% of her AP in damage per stack, up to 10 stacks total. Due to her passive, this applies two stacks per autoattack, meaning the first hit deals 50% AD +2% AP, then the second deals 50% AD +4% AP. At full stacks, she'll deal 50% AD +20% AP on both hits.

    Now, to make this scale as she levels the ability, simply having it add a second charge per hit should fix this right up. Rank 5 would apply 5 charges per melee hit, so her first attack would deal 50% AD +10% AP, and the shadow hit would apply 50% AD +20% AP, bringing her to max charges on a single autoattack. This allows her to bring her full damage to bare quickly.

    Next, this is not a good idea to cost mana; it's essentially a false choice; there's no real reason to ever NOT have yeur Q on. Technically it's more of an ineffective choice as yeu COULD turn it off, but it's better not to. This is confusing to the player, so instead, I will suggest that this is an ability similar to Vayne's silver bolts, where it stacks on a single target, and resets when she hits a new target. This can be more readily seen by having a circle around the target's feet with 3 seconds to the circle, each 1/3rd of a circle. Each stack causes 1 section of the circle to "fill". Four concentric circles around the target's feet can be used here; 3 circles with 3 sections each, and then a 4th which is a thin circle that's solid in a full line. The third-section circles denote that the ability is charging up, and the 4th is solid to indicate that maximum charges have been reached, making it easy for a player to instantly know how many charges there are on an enemy.

    This further emphasizes that she wants points on her Q as it's only really good against a single target, rather than targets of opportunity.



    Next, this means her new E is as follows:

    She leaps up to 375 distance in the direction she was facing (same as Nidalee), but fires a straight line AoE in the direction the mouse cursor was pointing, making the targeting very intuitive for a higher end user, but tricky for a newer player. This ensures she has a fairly high skill cap to make full use of her E properly.

    Additionally, her E now simply has a standard cooldown of 8/7/6/5/4 seconds. This keeps it almost as useful as Nidalee's pounce, but not quite as mobile, and drains mana quickly. This would require her capacitor to be charged for extended use, likely.



    Back to her Q, since it's now a passive effect, this is problematic. It does alter how she'll attack enemies, but Vayne's Q works because it directly influences how she'll attack an enemy, and may make the player use her other abilities, such as her roll or knockback/stun to get the extra silver bolt charges applied. This means it's a very active choice, despite being a passive. For Kiana's version, it really isn't.

    As such, I'd like to apply a new feature to the ability. A simple "activate to use ability" doesn't really require much thought, however. "Are yeu in combat?" if so, press the button. A steroid of this manner isn't ideal.

    Instead, I'm thinking about the idea of having her able to activate her Q to cause it to apply the stacks in an AoE around the target hit for the next few seconds, shown by having Kiana's claws glow a vibrant blue, to contrast with her other indicators.

    This means she can pop her Q, apply charges to a wide group of enemies at once, and removing the restriction of one target having stacks, so she can add as many as she wants, but she has to actively do so. This makes her more effective at dealing with a large group of clumped up minions, and better against champions or single targets. Here's why...

    In addition, her E now deals X damage +10% per stack on an enemy. This means that she can activate her Q, apply many stacks to many enemies at once, then use her E as a finisher as it'll now deal bonus damage. Maybe 200 base damage +0.4 AP would increase to 400 +0.8 against a fully stacked target, making it great for wiping out large minion waves when her Q is stacked up on them.

    Anyway, this means her ultimate no longer needs to pass through walls (have it only show the concentric rings out until they hit LoS issues, as she has a leap to bypass terrain now. Instead, her R is primarily used for getting into range, or escaping when needed, while her E is more for damage and utility.

    This means the range on her R will be dropped considerably down to 250/500/750, to make up for the fact that she also has an extra 375 leap to go on top of that.

    In addition, however, I will suggest that her Q's stacks now apply a 3/4/5% slow per stack (30/40/50% at 6/11/16), and that her dash applies 4/7/10 Q stacks to enemies hit, based on range. This makes it so she can autoattack enemies to slow as needed, and synergizes with her other abilities better. The downside, is now her Q doesn't have any reason to apply AoE effects on use, as her R does that and is on a low cooldown.

    Instead, this means that her Q is losing the capacity to apply AoE stacks upon use. Rather, I think it might be better to have her Q actually apply the slow effect as an active ability, since her Q has the stacks anyway.

    This will mean her Q now applies a slow to all enemies which slows them by 3/4/5% per stack as an aura around Kiana which drains mana at an accelerating, linear pace (5/second cumulative, so 5/10/15/20/25/30/35/40, etc). This means the player doesn't want her Q on all the time, and in an extended chase, may want to turn it off so she doesn't run out of mana entirely.

    This now gives her good mobility, slowing capacity, the ability to farm enemy minions, get into and out of melee range, as well as survival against CC.

    She might be a bit overpowered with this much mobility, even with the significant mobility nerf, but I think she's at least "healthy" in the manner that she can realistically become balanced with this kit.

    Anyway, lots of notes that are off the top of my head (obvious by notes contradicting themselves within this very post =P ), and it'll change again soon I'm sure. =3
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    Katsuni

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by Katsuni on Sat Mar 02, 2013 8:22 am

    Updated abilities (in rough form) to be tinkered with and applied later:



    Damage 48.5 (+2.5 / level)
    Level 1: 51
    Level 18: 93.5

    Attack Speed: 0.625 (+3.25% / level)
    Level 1: 0.645
    Level 18: 0.991

    Range: 125 (Melee)
    Base Movement Speed: 350 (High due to melee carry)

    Health: 363 (+71.5 / level)
    Level 1: 434.5
    Level 18: 1650

    Mana: 350 (+50 / level)
    Level 1: 400 (Required for her LHC to have 40 charge at level 1)
    Level 18: 1250

    Laserlicht Hextech Capacitor Base Mana: 35 (+5 / level)
    Level 1 (10%): 40
    Level 18 (50%): 625

    Armor: 14 (+3.5 / level)
    Level 1: 17.5 (14.89%)
    Level 18: 77 (43.50%)

    Magic Resist: 30 (+1.25 / level)
    Level 1: 31.25 (23.81%)
    Level 18: 52.5 (34.43%)

    Health Regen: 5.2 (+0.6 / level) - listed per 1 second
    Health Regen: 26 (+3.0 / level) - listed per 5 seconds
    Level 1: 29.0 hp/5
    Level 18: 80.0 hp/5

    Mana Regen: 6.45 (+0.55 / level) - listed per 1 second
    Mana Regen: 32.25 (+2.75 / level) - listed per 5 seconds
    Level 1: 35.0 mp/5
    Level 18: 81.75 mp/5

    Mana Regen (LHC): 5.0 (+0.0 / level) - listed per 1 second; DOES NOT SCALE WITH LEVEL.

    Q: Paradigm Shift
    Kiana experiments with herself, rendering her able to afflict a target with a susceptibility to etherial afflictions. Each attack she makes causes the target to grow even more weakened to the effects. Upon activation, she pulls the entire Field of Justice partially into the etherial realm, slowing those who are weakened to it's effects.

    EFFECT: Every melee attack adds one (or more) stacks of etherweave for 5 seconds, up to 10 maximum. Upon activation, all enemies are slowed by an amount based on the number of etherweave stacks they have for the duration.

    Purpose: This is both used to power her on-hit effects, as well as provides her with an interesting form of a slowing ability so she can stay in range or catch up so someone who's afflicted.

    Appearance: Kiana's claws turn a shadowy blue, of which the particle effect increases with each rank learned. When activated, the entire level gains an overlay which should look vaguely similar to the "invisibility" in World of Warcraft, as it has a nice effect of feeling etherial.

    GUI Notes: The stacks of etherweave stack up to 10; to make this easy to read, this shows as concentric circles around a target's feet; 4 in total. The first three circles are divided into three sections, 100 degrees in width, with a 20 degree gap between them. This makes 3 distinct bars per circle, and allows for thin, easy to notice bars. This adds up to 9 bars, with the 10th bar being a fourth, thin, solid circle around the other three which goes the full 360 degrees. This makes it clear when maximum stacks have been applied.

    Global Slow Notes: Not technically a global; this only afflicts targets which are afflicted with her stacks, of which she has to be in melee range to apply in the first place. As such, no enemy can be more than 5 seconds distance away from Kiana at time of activation. Additionally, the Ethersphere does act as a global aura; it slows all enemies based on the stacks they have; if they gain additional stacks, it slows them further, rather than by X amount when activated that doesn't change. This means Kiana can cast her Q early, then apply stacks after.

    Etherweave Notes: Kiana's passive causes her to strike a target twice per melee swing, meaning she applies her Etherweave stacks twice as fast as suggested by this skill. Also, her autoattacks deal the bonus magic damage for the stacks as they're applied, meaning at rank 5, her first melee hit will deal 50% of her AD +10% of her AP, and the second attack will deal 50% of her AD +20% of her AP, bringing the target up to a full 10 stacks on her first full attack.

    Targeting: Global
    Targets allowed: Any target with Etherweave stacks
    AoE Radius: Infinite
    Travel Speed: N/A
    Cooldown: 20/18/16/14/12
    Mana Cost: 55/60/65/70/75
    Maximum Etherweave Stacks: 10



    Rank 1: Each melee attack applies 1 Etherweave stack. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2 seconds.
    Rank 2: Each melee attack applies 2 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2.25 seconds.
    Rank 3: Each melee attack applies 3 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2.5 seconds.
    Rank 4: Each melee attack applies 4 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 2.75 seconds.
    Rank 5: Each melee attack applies 5 Etherweave stacks. Each melee hit against a target deals (+0.02 AP) magic damage per Etherweave stack they're afflicted with. Activation slows all enemies by 5% per Etherweave stack for 3 seconds.



    E: Laserlicht Hextech Capacitor Discharge
    Kiana activates her Laserlicht Hextect Capacitor, adding a secondary extension to her mana bar which charges separately at a slower pace. Activating this ability causes her to leap into the air and unleash a barrage of magical energy in a stream of devastation before landing again. Kiana's Discharge will only draw mana from it's own capacitor.

    EFFECT: Leaps forwards 375 units in the direction that Kiana is facing, bypassing terrain. At the peak of the jump, a 575 range, 125 width line AoE is fired in the direction of the mouse cursor. Damage is increased by ((number of etherweave charges upon the target) * 10)%. Passively adds an extension to her mana bar which charges at a static 5 mana per second. The Discharge will only drain power from her capacitor.

    Purpose: A mixture of purposes are to be had here; first and foremost, it allows Kiana to bypass terrain on occasion in a manner similar to a Nidalee pounce, granting her a more limited form of mobility than her ultimate offers. Additionally, it also grants her an interesting way to make use of etherweave stacks. This skill also greatly increases the really interesting and fun things that a skilled player can do with her, while increasing her skill ceiling considerably. This helps to alleviate that she was practically a right click champion where there wasn't much real interaction with her since there really wasn't any situation where it wasn't obvious which spell to use or how. The capacitor is used to limit how often she's able to spam her leap, but also doesn't hamper her other abilities' mana costs, giving her two mana resources to balance.

    Notes on capacitor: The mana capacitor extends her mana bar beyond normal; for each point added, it immediately adds a silver section to her mana bar, each worth 10% of her total regular mana. This is added in her actual mana bar, making her mana bar itself take up less width on the GUI, in much the same way that shielding adds to a player's health bar temporarily. This capacitor charges at 5 mana per second at all levels, regardless of her standard mana regeneration. Putting a point into Kiana's E automatically fills the bar, however, as does leveling up. At rank 1, this is enough that she can cast her E every time the ability is up; at later levels, she will rely on her W to add power to it. Note that her E can only be cast if she has enough power in the capacitor to do so; it will not drain from her primary mana bar under any circumstance. The LHC is refilled on death, refilled by 10/20/30/40/50% of the value of mana restoration abilities such as the summoner spell Clarity, or Soraka's Infuse. The LHC also refills to full when at the fountain.

    Balance Notes: The LHC:D is set up in such a way that at rank 1, with 0% CDR, it's impossible to run out of mana for it. It takes 8 seconds to refill the capacitor, with an 8 second cooldown. Later on, it drains energy much, much faster than the capacitor can keep up with utilizing it's base regeneration. This is intended so that the player must utilize their Capacitor Shielding to power their LHC:Discharges on a regular basis, or refill back at home more readily. Smarter play is rewarded over just spamming. The player has enough to cast their LHC:D 5 times at rank 5, at level 18 without any mana items, however, with +1 leap bonus per CC eaten by their Capacitor Shielding, not including any damage absorbed. This still requires 20 seconds to run dry, during which she'll nearly have another charge ready due to base mana regeneration. This is intended so that, as she gets closer to Nidalee's spam-jumping capacity, the capacity to spam long term is severely reduced, so as to minimize the issues that Nidalee suffers, especially as Kiana has a second high mobility ability she can utilize as well.



    Targeting; Leap: Automatically leaps in the direction Kiana is facing
    Targeting; Line AoE: Automatically fires in the direction of the mouse cursor
    Targets allowed: Enemies, neutral monsters.
    Leap Range: 375
    Line AoE Range: 575
    Line AoE Width: 125
    Travel Speed: 1900
    Cooldown: 8/7/6/5/4
    Cost: 40/50/75/100/125 mana
    Capacitor Charge: 5 mana per second at all levels (or 25 per 5 seconds)



    Rank 1: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 40 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 80 (+0.8 AP) Capacitor holds 10% of Kiana's maximum mana.
    Rank 2: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 80 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 160 (+0.8 AP) Capacitor holds 20% of Kiana's maximum mana.
    Rank 3: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 120 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 240 (+0.8 AP) Capacitor holds 30% of Kiana's maximum mana.
    Rank 4: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 160 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 320 (+0.8 AP) Capacitor holds 40% of Kiana's maximum mana.
    Rank 5: Kiana leaps in a straight line in the direction she's facing, bypassing terrain. She fires a beam of energy towards the cursor at the peak of her leap, dealing 200 (+0.4 AP). This damage is increased by 10% per stack of etherweave. (Maximum of 400 (+0.8 AP) Capacitor holds 50% of Kiana's maximum mana.







    R: Phasewalk
    Kiana has gained such mastery over shifting between the various planes of existence that she's able to pass, at will, through the etherial plane. Doing so allows her to bypass solid objects and travel much quicker than normal, applying Etherweave stacks and damaging targets she passes through.

    EFFECT: Kiana is able to dash in a straight line for a distance, but does not bypass terrain, based on the amount of Phase Charge she has built up. The farther she dashes, the stronger the damage and more Etherweave stacks are added, but the more charges she consumes in the process. Multiple shorter dashes are more efficient than one large dash. She gains one Phase Charge on kill or assist.

    Purpose: As a melee champion, Kiana requires staying in melee range, and a high amount of mobility to stay up to speed with how many escape mechanisms recent ranged champions have gained. While her LHC:Discharge allows her to bypass terrain, Phasewalk is primarily used to enter and exit battle as she's a squishy melee carry champion. In addition, however, a long ranged Phasewalk is excellent for applying Etherweave stacks to large groups of enemies so she can shoot them with her LHC:Discharge immediately after, making for a quite effective combo shot against grouped up minions.



    Targeting: Press R; dashes towards the mouse cursor, only up to the mouse's location, not past it.
    Targets allowed: Enemies, neutral monsters.
    Range: Variable based on charges (250/500/750)
    AoE Width: 125
    Travel Speed: 1250
    Cooldown: 0.5 seconds
    Ethercharge Replenish Rate: 18/15/12 (Affected by CDR)
    Maximum Ethercharges: 3
    Cost: 60/80/100 mana regardless of range
    Etherweave Stacks Applied: 4/7/10 based on distance travelled



    Rank 1: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 90/135/180 (+0.3/0.45/0.6 ap) magic damage and applies several Etherweave stacks based on distance traveled.
    Rank 2: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 120/180/240 (+0.3/0.45/0.6 ap) magic damage and applies several Etherweave stacks based on distance traveled.
    Rank 3: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 150/225/300 (+0.3/0.45/0.6 ap) magic damage and applies several Etherweave stacks based on distance traveled.

    Targeting Overlay: Three concentric rings overlay the ground around Kiana, visible only to her. Between each ring is a white line to distinguish between the rings. The rings themselves are coloured yellow for the inner circle, amber for the middle circle, and red for the outer circle. The circle's radius for each are 250 units, 500, 750. As Kiana gains charges, the overlay fills in, making the rings fill out. The white line between each ring is grey when that charge distance isn't available, and turns white when the range is available. The coloured overlap is set to 30% opacity when available, and 15% when not, and gradually fills outward to quickly and easily display how long it will be until the next charge is available. Dashing within the yellow circle only consumes 1 charge; dashing within the amber circle consumes 2 charges, and dashing out to the red circle consumes 3 charges.

    Using an overlay system as described above allows Kiana's player to quickly and intuitively know how long they have until her next dash charge is ready, and exactly how far they can dash at any given moment, without interfering with seeing the ground. Additionally, when a new charge completes, a particle effect for the ring that just filled can flash to 100% opacity for a brief moment, making it obvious when a new charge is ready.

    The dash itself will have the appearance of Kiana becoming transparent with wisps of blue smoke around her form as she dashes forwards, one arm outstretched with her claws extended in an attack animation.


    Last edited by Katsuni on Sat Mar 02, 2013 4:49 pm; edited 1 time in total
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    Katsuni

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    Re: Kiana Schrödinger - The Exiled Mind

    Post by Katsuni on Sat Mar 02, 2013 4:46 pm

    Due to significant revisions, many of Kiana's abilities have been replaced or reworked. Here is the original design for reference of what was changed.



    Lore:
    There are an untold number of planets in the cosmos, perhaps even more if one were to include various dimensional anomalies within that number. In each and every one where the name is known, however, Kiana Schrödinger is one which is spoken in hushed tones and fear.

    A scientist of remarkable aptitude, both for magic and technology, Kiana seeks only knowledge and information. Her methods, however, are almost always called into question, and she's likely best described as simply not having a conscience, nor any sort of moral comprehension of right and wrong. So long as it leads to further understanding of reality, it doesn't matter how many are harmed in the process.

    More than several attempts to kill her outright have failed, as everything from dismemberment to burning has proven fruitless. Instead, world after countless world has banished her, sending her elsewhere, anywhere other than wherever she is.

    It was then that her prison, a ship designed specifically to house only her, crashed into Runeterra. As the renowned explorer Ezreal picked through the ruins, he found a single individual had survived the crash, amidst the horrific tangled web of metal and plastics, seemingly unharmed.

    Within a few short months, Kiana brought revelations to Runeterra into the understanding of how magic and hextechmaturgy worked, though soon her methods left her an outcast nearly across all of Valoran, with but one exception: Zaun. A city after her own heart, finally, Kiana had found a place to call home, and perform her experiments as she pleased.

    If only there were a place that the strongest and most durable of test subjects gathered, within which she could experiment with her latest inventions... a place such as the League of Legends.



    Appearance:
    Kiana appears as a relatively small individual, approximately 4'11 in height, including her overly large, pointed ears which stretch out nearly a foot horizontally from her head. Her body is covered in a soft, light fur, and her features seem vaguely reminiscent of a feline, though the specific species is seemingly impossible to place. Her overly large, 4 foot long tail, with three prongs at the tip, looks almost vaguely similar to that of a fox, yet the tufts of fur upon her ear tips more closely resemble a lynx.

    By default, she is almost always seen wearing her trademark labcoat, enormous scarf and steampunk-esque goggles.



    Innate Passive: Etherstrike
    Description: Kiana's capacity to manipulate and control both the physical world and the magical is uncanny, to the point that she's able to cause her physical attacks to be partially phazed, striking a target partially from the physical plane and the astral simultaneously.

    Effect: Kiana's basic attacks strike her target twice, both dealing 50% reduced base physical damage, but proc'ing all on-hit effects twice.

    Purpose: As an on-hit effect champion, this passive is particularly powerful as it doubles the effectiveness of on-hit abilities without really affecting the power of her physical auto-attacks otherwise.

    Appearance: Each attack causes a second, shadowy image of the same attack to occur over top of her actual attack.




    Q: Laserlicht Hextech Capacitor
    Kiana ramps up the power output on her Hextech Generator significantly by shunting her personal mana reserves into the capacitor. As the generator rev's up to full power, she can release a powerful discharge at will, depleting the current capacitor's charge. The longer she allows the drain to occur without discharge, the stronger the eventual effect. While charged, her auto-attacks also become charged with arcane energy, dealing more damage the longer the charge has been held.

    EFFECT: Drains mana continually. While Q is toggled on, press Q again to discharge a powerful burst of pure arcane energy around Kiana, draining all charges. While charged, Kiana's auto-attacks also inflict additional magical damage as an on-hit effect. The longer the LHC charges, the more potent the eventual discharge and on-hit effects become. Consumes energy from her mana capacitor before her personal mana.

    Purpose: This is both used to power her on-hit effects, as well as to allow her to have a "finishing move" of sorts, a burst hit to harm an enemy who's at low life. In addition, it also grants her a useful farming tool for wiping out large numbers of enemies quickly. In short, this is where the vast majority of her attack damage comes from.

    Targeting: Centered on self AoE
    Targets allowed: Enemies, neutral monsters; self.
    AoE Radius: 225 (450 diameter)
    Travel Speed: 900
    Cooldown: 0.5 seconds on toggle
    Mana Cost Per Second: 6/7/8/9/10
    Charge Levels: 5
    Special: Toggle Ability



    Rank 1: Gains one charge per second, up to a maximum of 5 charges. Deals 4-20% of Kiana's AP in magic damage based on charge as an on-hit effect. Radial Burst deals 15 (+0.15 AP ) magic damage per charge.
    Rank 2: Gains one charge per second, up to a maximum of 5 charges. Deals 8-20% of Kiana's AP in magic damage based on charge as an on-hit effect. Radial Burst deals 25 (+0.15 AP ) magic damage per charge.
    Rank 3: Gains one charge per second, up to a maximum of 5 charges. Deals 12-20% of Kiana's AP in magic damage based on charge as an on-hit effect. Radial Burst deals 35 (+0.15 AP ) magic damage per charge.
    Rank 4: Gains one charge per second, up to a maximum of 5 charges. Deals 16-20% of Kiana's AP in magic damage based on charge as an on-hit effect. Radial Burst deals 45 (+0.15 AP ) magic damage per charge.
    Rank 5: Gains one charge per second, up to a maximum of 5 charges. Deals 20% of Kiana's AP in magic damage based on charge as an on-hit effect. Radial Burst deals 55 (+0.15 AP ) magic damage per charge.

    Note: Additional levels simply makes the initial charges of her on-hit effect increase by 1 per level. As such, at rank 3, she'll effectively start at 3 of 5 charges, and only need 2 extra seconds to charge to full power on her autoattacks. At rank 5, she can turn this ability on and off at will with no loss. This does not change the charge rate of the discharge; just her on-hit effect.

    Balance Note: With her passive triggering on-hit effects twice, this essentially means that, at full charge, Kiana will deal 40% of her AP in magic damage on auto-attack. Additionally, if she gains the spellsword mastery, and a Malady, she'll deal an additional +15% per hit, or 70% in total per attack. This is slightly above the damage that other on-hit champions are capable of, but the others aren't really designed to specifically utilize such as their primary method of damage. (Teemo gains +30% with an additional +40% per tick. Kayle has 40% base, and Cho'gath 30% base, but both of these are AoE per hit.)



    W: Capacitor Shielding
    Kiana activates a lattice of energy around herself which absorbs up to 3 magical damage upon herself for X seconds, and preventing CC effects while the shield is up. Damage absorbed by the shield fuels her Laserlicht Hextech Capacitor temporarily.

    EFFECT: Shields Kiana against all spells cast upon her within 3 seconds and does NOT go down if a spell is absorbed. If she absorbs a spell, she gains 50% (+ a flat bonus for each CC effect she absorbs) of the damage absorbed as an extension to her mana bar (similar to shields on the health bar) which is consumed only by her Laserlicht Hextech Generator when toggled on. This additional shielding does not get replaced if she casts Capacitor Shielding again and absorbs more spells, it just extends the bar. She can maintain a maximum reserve of up to 50% of her maximum mana as capacitor charge.

    Purpose: As a melee combatant, Kiana absolutely needs a way to run into the middle of combat and actually survive getting hit with every CC and spell the enemy team has. As such, her Capacitor Shielding is effective at providing this for a few moments, or at least long enough to let her be effective. In addition, it feeds her mana capacitor, allowing her to use her Q on a regular basis, even if she's focused primarily on AP and attack speed, since most on-hit items have been stripped of their mana benefits, even Nashor's Tooth, which is odd, considering there aren't any on-hit champions which don't use mana. Still, this helps deal with the problem of itemization.


    Targeting: Self Cast; no targeting required
    Targets allowed: Self only
    Mana Cost to Activate: 100
    Maximum Capacitor Charge: 50% of maximum mana
    Shield Duration: 3.0 seconds
    Cooldown: 12 seconds



    Rank 1: Shields Kiana for 3 seconds, absorbing up to 75 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +25 mana is added to her mana capacitor.
    Rank 2: Shields Kiana for 3 seconds, absorbing up to 145 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +50 mana is added to her mana capacitor.
    Rank 3: Shields Kiana for 3 seconds, absorbing up to 215 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +75 mana is added to her mana capacitor.
    Rank 4: Shields Kiana for 3 seconds, absorbing up to 285 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +105 mana is added to her mana capacitor.
    Rank 5: Shields Kiana for 3 seconds, absorbing up to 355 (+0.75 AP) magical damage. As long as the shield holds, she is immune to all CC effects. 50% of magical damage absorbed by the shield is added to Kiana's mana capacitor. For each CC effect that the shield absorbs, an additional +125 mana is added to her mana capacitor.


    E: Orbital Bombardment
    Using her remote control, Kiana activates a Hextech Kill Sat she's placed into orbit around Runeterra, unleashing a devastating beam of energy at the targeted location, dealing low initial damage, which grows in intensity over time.

    EFFECT: Deals low initial damage to a targeted location, which quickly ramps up in damage over the course of several seconds.

    Purpose: Primarily, this is less of a damaging ability, so much as it is a deterrent to movement. An enemy can run through the zone quickly, but the longer they wait, the less effective it is. This allows for a positioning tool, by which Kiana's player can "herd" enemy champions away from a particular location.



    Targeting: Click on location.
    Targets allowed: Enemies, neutral monsters.
    Range: 725
    Radius: 275
    Travel Speed: Instantaneous
    Cooldown: 12 seconds from initial cast
    Cost: 60/75/90/105/120 mana
    Number of Pulses: 10
    Pulse Frequency: 1/2 second
    Duration: 5 seconds



    Rank 1: Fires a powerful energy beam from orbit at targeted location, dealing 5 (+0.03 AP) to 50 (+0.3 AP) damage per half second. (Maximum of 275 +1.65 AP magic damage)
    Rank 2: Fires a powerful energy beam from orbit at targeted location, dealing 8 (+0.03 AP) to 80 (+0.3 AP) damage per half second. (Maximum of 440 +1.65 AP magic damage)
    Rank 3: Fires a powerful energy beam from orbit at targeted location, dealing 11 (+0.03 AP) to 110 (+0.3 AP) damage per half second. (Maximum of 605 +1.65 AP magic damage)
    Rank 4: Fires a powerful energy beam from orbit at targeted location, dealing 14 (+0.03 AP) to 140 (+0.3 AP) damage per half second. (Maximum of 770 +1.65 AP magic damage)
    Rank 5: Fires a powerful energy beam from orbit at targeted location, dealing 17 (+0.03 AP) to 170 (+0.3 AP) damage per half second. (Maximum of 935 +1.65 AP magic damage)

    Balance Note: This sounds very powerful, at first glance, but is mostly a deterrent rather than actual damage output. Within the first 3 seconds, less than 40% of the spell's total damage is inflicted. Additionally, Kiana does not actually posses any hard CC, so can't root an enemy in place for the duration. This is specifically intended so that she can wall off an area. If an enemy is standing in that location, they can move out of the beam quickly and suffer only minimal damage, to the point of being significantly weaker than even a single tick from a puddle spell from Morganna or Nasus. It will, however, be exceptionally effective on damage if an enemy is CC'd in place for a full five seconds, making it more effective for certain team compositions than others.




    R: Etherwalk
    Kiana has gained such mastery over shifting between the various planes of existence that she's able to pass, at will, through the etherial plane. Doing so allows her to bypass solid objects and travel much quicker than normal, while slowing and damaging targets she passes through.

    EFFECT: Kiana is able to dash in a straight line for a distance, based on the amount of ethercharges she has built up. The farther she dashes, the stronger the damage and slow effect becomes, but the more charges she consumes in the process. Multiple shorter dashes are more efficient than one large dash.

    Purpose: As a melee champion, Kiana requires staying in melee range, and a high amount of mobility to stay up to speed with how many escape mechanisms recent ranged champions have gained. As such, this allows her to both get into range, repeatedly if necessary, and slow an enemy so they have a harder time running. In particular, since Kiana has no hard CC, but relies on a high attack speed, she absolutely must have a very potent slow, otherwise an enemy can simply run away, leaving her wasting most of her time that should be spent utilizing her attack speed, instead being wasted on running after her target. This ability prevents both issues in a tidy manner.



    Targeting: Press R; dashes towards the mouse cursor, only up to the mouse's location, not past it.
    Targets allowed: Enemies, neutral monsters.
    Range: Variable based on charges (300/750/1350)
    AoE Width: 125
    Travel Speed: 1200
    Cooldown: 0.5 seconds
    Ethercharge Replenish Rate: 18/15/12 (Affected by CDR)
    Maximum Ethercharges: 3
    Cost: 60 mana regardless of range
    Slow Duration: 2 seconds, refreshes duration on reapplication



    Rank 1: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 90/135/180 (+0.3/0.45/0.6 ap) magic damage based on distance traveled and applies a 30% movement slow for 2 seconds.
    Rank 1: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 120/180/240 (+0.3/0.45/0.6 ap) magic damage based on distance traveled and applies a 40% movement slow for 2 seconds.
    Rank 1: Kiana dashes in a straight line, up to the cursor's location, bypassing terrain, dealing 150/225/300 (+0.3/0.45/0.6 ap) magic damage based on distance traveled and applies a 50% movement slow for 2 seconds.

    Targeting Overlay: Three concentric rings overlay the ground around Kiana, visible only to her. Between each ring is a white line to distinguish between the rings. The rings themselves are coloured yellow for the inner circle, amber for the middle circle, and red for the outer circle. The circle's radius for each are 300 units, 750, 1350. As Kiana gains charges, the overlay fills in, making the rings fill out. The white line between each ring is grey when that charge distance isn't available, and turns white when the range is available. The coloured overlap is set to 30% opacity when available, and 15% when not, and gradually fills outward to quickly and easily display how long it will be until the next charge is available. Dashing within the yellow circle only consumes 1 charge; dashing within the amber circle consumes 2 charges, and dashing out to the red circle consumes 3 charges.

    Using an overlay system as described above allows Kiana's player to quickly and intuitively know how long they have until her next dash charge is ready, and exactly how far they can dash at any given moment, without interfering with seeing the ground. Additionally, when a new charge completes, a particle effect for the ring that just filled can flash to 100% opacity for a brief moment, making it obvious when a new charge is ready.

    The dash itself will have the appearance of Kiana becoming transparent with wisps of blue smoke around her form as she dashes forwards, one arm outstretched with her claws extended in an attack animation.

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      Current date/time is Mon Sep 25, 2017 1:34 pm