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[Champion Concept] Elizabeth, Zaun's Horror

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Vermana

Senior Member

04-22-2013

Name: Elizabeth (moniker). Actual name unknown.
Mage/Assassin/Jungler
(First Zaunite Female! Yay!)



Appearance
Her design takes influence from Japanese horror and suspense films, The Ring, The Grudge, etc. As well as the mythical "Lady of the Lake" from multiple sources, such as the legend of King Arthur, Beowulf, Mermaid and Siren myths, etc, and also a reference to Lovecraft's The Shadow Over Innsmouth, as one of the Deep Ones. Could also be a reference to Goth culture in terms of her outfit.
Her "creepy" factor is toned down to appeal to a wide age group, so that the younger player base is not so put off.
She appears as a rather drab and unnaturally slender female, young but not childlike, appears to be in her mid to late teens. She is cloaked in a constant black liquid that partially obscures her feet, and reaches upward towards her body in thick, groping tendrils. The 'haze' is two-dimensional, with the appearance of a "living shadow" or a layer of liquid that covers her body. Her movement animation moves her feet out of the shadow, letting them appear briefly as she moves forward.
The "living shadow" also makes up her clothing; it forms a thin dress that obscures most of her body, and is constantly in motion, slowly flowing like thick water as she walks, and the long sleeves end in 'dripping', stalactite-like strands that reach down to the floor.
Her face is pale and with an off-color blue tint, similar to the color of a corpse in the state of hypostasis.
Her face is deceivingly beautiful, being one of the only features that sticks out from her cloak of 'flowing' liquid shadows. She has long black hair that 'flows' down into her dress, joining with it as if it is part of it.
One of her most distinguishing features is the fact that, on seemingly random parts of her body, two-dimensional "tentacles" of her black 'cloak' occasionally lash/grope out at the air. Her arms and legs function in a similar way; they are not normally easy to make out on her body, but when she walks forward, her legs appear out of the front of the cloak, and when she casts spells or attacks, her arms will occasionally appear when she lifts them up, the shadowy liquids acting as if they were a dress.




Lore
For as long as Zaun's children could remember, their mothers had always told them to steer clear of the water. The deep, dark fluids were full of mystery and fright; the remnants of old wells, rivers and lakes that existed long before the great advances in the city-state's Techmaturgical wonders, all corrupted and darkened by the thick waste and runoff of the Industrial city's massive machines. Most of these places have all but disappeared; the waters run into the caverns and sewers deep beneath Zaun's surface, ensuring the populace would never suffer from such dangerous hazards.
But still, mothers still ward their children away from such dangerous waters. Lest, by some tragedy, one of their own might slip into the pitch-black depths, and never return.

Elizabeth, as the Zaunite's call her, was once one of these poor children, cursed with an insatiable curiosity towards the dark waters that ran all over Zaun. Her 'curiosity' was not so much natural, but in reality, a cruel addiction to the "Shimmer", a substance that flowed through the liquid.. One that filled her with emotion and the desire for more. She was enthralled by the call of the mysterious and old rivers flowing around the city, so polluted with filth that they ran pitch-black, and laced with the addictive chemical.. Her mother had always warned her to stay away from those horrible places, but those words meant very little to her. In a tragic turn, the girl's curiosity turned against her, when one day the waters swallowed her up, washing the poor child's body into the depths of Zaun's underground, where she supposedly drowned..
Ever since then, the legend of the drowned girl of Zaun, a horrible reminder of the corruption and addiction of the shimmering waters, has haunted the citizens of the city-state and their children. Many have claimed to have seen her, staring out of the sewers to greet them; the poor girl cursed to forever dwell inside the shadowy depths.. But Zaunites be warned: do not feel pity for her, lest she call you down with her, and drag more innocent souls into the depths of her misery..
This entity, Elizabeth, truly was once a young Zaunite girl, only curious to learn the mysteries and depths of the chemical waters that ran through her city. After so many years of immersion, her body had changed so significantly, even her physical form degraded into nothing more than a liquid corpse.. She flowed all throughout the sewers, becoming the very rivers she once explored. Her body left behind, her only company were the many things living within her depths: the filth, the fish, and the rats.
There was one she often spoke to, a creature that seemed so primitive, and yet seemed to be a part of her as well. It was a small sewer rat, harmless, simply curious of the dark water she had become.. The little rat became Elizabeth's only company for many, many years. He would always return to sniff and drink from her waters, becoming closer and closer to her with every passing. Her consciousness flowed into the little creature, slowly but surely, until one day, the girl's small friend rose from her toxic river, giving itself a name: Twitch, The Plague Rat.
Twitch became determined to discover his own existence. And however loudly Elizabeth called out to him, the creature did not seem to hear her.. Or perhaps, not understand her. She would always flow next to him as he spoke to himself, always rambling on about a strange League, and proving himself as the Champion of Zaun. She wished with all her might that she could speak to her small friend, and tell him of his true origins, but her words would never take true form.
Finally, one day, Elizabeth's small friend left the sewers he was born in, returning to the world above. Elizabeth became determined to one day find him once again, and perhaps someday teach the little creature of his true origins.



Personality

Elizabeth is, like in her Lore, young and curious. However, the Shimmer (A Zaunite substance that causes intense emotional reactions) has changed her, and her curiosity goes to extremes, enough to make her seem rather insane. She has spent years alone and decaying in the sewers, with her only company being Twitch, although he is not aware of that fact. Needless to say having Twitch as your only "friend" (Twitch was never aware of Eliza's existence as a sentient being, but she was aware of him.) would have some bad effects on your mental state. Eliza is lonely, emotionally unstable, and curious of her surroundings as well as other Champions and creatures. Her character references a water siren, and so she is often heard quietly humming or singing to herself. This is her "Siren's Song" that lures people in.

None of Eliza's attacks have ill intent. She does not want to hurt anyone. All of her skills and auto attacks are basically her trying to drag others down to keep her company. She is unaware that her abilities actually kill them. She feels indifferent towards Champions other than Twitch, and does not really understand or care about winning the league. She's just there to try to stay close to Twitch, and she has to keep participating and winning in order to do that.




Stats ::
(Rough)
Attack lllllllllllllllllllllllllll
Defense lllllllllllllllllllllllllll
Spells lllllllllllllllllllllllllll
Difficulty lllllllllllllllllllllllllll
Range: 175.

Basic Attack: Elizabeth's long liquid tendrils that appear to be long sleeves of her dress lash out like two whips, striking the target at 'decent' range for a melee auto attack. For reference, Kha'Zix has an Auto Attack range of 175 when he evolves Enlarged Claws.





Abilities

Siren Call (Passive)
Elizabeth passively decreases the movespeed of enemy Champions that are moving away from her, and increases the movespeed of friendly Champions that are moving towards her, both by a small amount. Enemies and Friendlies marked with "Siren's Song" suffer increased effects.

(Slows would be low, possibly scaling with level. Approximately doubled when enemies are hit with her Song. Allied movespeed buffs would be even lower than her slows. The passive without Siren's Song to buff it would be more of a supplementary skill, not very good on its own but effective when already sticking to a target.)


Suffocate (Q)
Active: Elizabeth attempts to drag the targeted enemy down into the depths of her dark shadow. Elizabeth dashes a short distance towards the target and attempts to force them down into the shadow with groping black tendrils, dealing fast damage over time. The closer the target is to Elizabeth during the duration of the attack, the more damage it does. Suffocate also gives Elizabeth 10/15/20/25/35 Armor and Magic Resist while it is active.
The attack does not slow by itself, but it does affect the target with Siren's Song, letting her innate passive slow the target instead. This is a targeted Ability and it can only be cast at around 325 Range, but the target and Elizabeth may both continue to move while the skill is in effect. It lasts for about 2 seconds, and Elizabeth MAY cast her E and Auto Attack while Suffocate is being channeled without cancelling it, and she may also cast her Ult or her W, but Suffocate's channel will be cancelled.
[Graphical Effect: A pool of black liquid appears beneath Elizabeth and her target, expanding to her max Autoattack range. The enemy Champion "Sinks into the floor", as black tendrils tug down at their legs, going down faster and taking more damage the closer their model is to Elizabeth's. If the target escapes her grasp, the tendrils continue to reach towards them from the edge of the pool.]


Passive - Siren's Song: Enemies and Friendlies are marked with "Siren's Song" whenever Eliza hits them with an ability other than Drowning Pool. Afflicted targets take a small amount of magic damage every second for 6 seconds. Friendlies marked with Siren's Song do not take damage. All targets marked with Siren's Song feel increased effects from Elizabeth's Innate Passive.
[Graphical Effect: Targets marked with Siren's Song have a black shadow beneath them with occasional tentacles reaching up towards them.]


-Low CD-
-Good Base Damage-
-Low Range-
-AP Ratio-
-Medium Mana Cost-
-Magic Damage-

[[Strategy :: This ability deals a lot more damage when Eliza is right on top of the enemy Champion. When the dash first connects, she will be at the spells maximum range, dealing minimum damage. However, her Passive will be triggered, and it becomes easy for her to close the gap and start really dealing damage. Note, if this ability is cast when Eliza is already close to the target, the Dash will move her as close as possible, for Maximum damage while she remains at that range. She has to be quite close for the dash to move her that way, though. This skill is particularly effective against slowed or stunned targets. She can also Auto Attack while channeling, and cast her E. This allows her to proc on-hit effects or "Grab" targets that are escaping her grasp.]]



Lady of the Water (W)
Elizabeth quickly sinks down into the pool of her own shadow, becoming untargetable for a brief moment. She will emerge at the targeted location a short time later (<1s), deal damage in a small AoE (250 Range), and mark enemy Champions hit. Range of the blink is around 375, but cooldown is low. For reference, its CD is slightly longer than Riven's Valor, and it blinks further, but does not grant a shield. Its AoE is the same as her Ki Burst.
[Graphical Effect: Elizabeth's body turns into a liquid and the splashes down into a black puddle. The puddle disappears and then reappears at the target location, and Elizabeth bursts out, splashing her dark shadow into the AoE.]

-Medium-Low CD-
-Low Base Damage-
-Low Range-
-AP Ratio-
-Medium-Low Mana Cost-
-Magic Damage-

[[Strategy:: Eliza's W lets her become untargetable for a brief period (about .7 seconds), move a short distance, and has a low cooldown. It DOES NOT have the ability to hop over walls. Use this ability to dodge burst damage or close the gap between her and her target. Since she becomes untargetable and not invulnerable, targeted spells will not be cast on her, but she WILL be immune to things like Skillshots and AoEs while 'underwater'. It can be cast during her Q, but it will cancel the spell's effects.]]



Voracious Waters (E)
Skillshot. Elizabeth sends a tendril of Dark Water (her shadowy dress) to grope outward in a line at the targeted location. The "living shadow" will deal low damage to everything it hits and will force the first enemy Champion hit to walk towards Elizabeth for 0.5 seconds. If an enemy touches Elizebeth while under this attack, they are stunned for 0.5 seconds.
[Graphical Effect: A long tentacle-like shadow gropes out in the targeted direction, curling back on itself when it reaches its maximum range as if it is pulling the target back towards Elizabeth.]

(Enemies hit will continue to walk towards Elizabeth until they click to move elsewhere. This skill essentially forces a move (not attack) command on Elizabeth's position. Spamming clicks works to counter its "CC" effect, but it will still turn the targeted Champion around very briefly no matter what, delaying movement slightly even if clicks are spammed to escape it. Deals damage to monsters, but does not move them.)

-Medium CD-
-Medium Damage-
-"Low-ish" Range-
-AP Ratio-
-Medium-High Mana Cost-
-Magic Damage-

[[Strategy:: This ability works much like Ahri's Charm. Eliza will force the target hit to walk towards her for a brief period, and they will continue to walk towards her until they place a move command elsewhere. It deals some low magic damage and will always move the target towards her at least briefly, even if the enemy makes a move command right away. It is the only spell that can be cast while Eliza is channeling her Q, without interrupting it. Combining the brief stun with her Q lets her Q deal a lot more damage. This attack will pass through monsters and deal damage to them, but will only pull Champions.]]



Drowning Pool (R)
Elizabeth expands her shadow over a large area, dealing damage-over-time to all enemies inside it. Enemies affected with "Siren's Call" are forced to walk towards Elizabeth for 1 second. Any enemies that come close to Elizabeth (200 range) while she channels are forced into the depths of the pool and take extra True damage, and are also stunned for 1 second.

Elizabeth gains damage reduction while casting and is immune to CC.
[Graphical Effect: Elizabeth sinks halfway into an expanding puddle of black water. Tentacles reach up randomly inside the pool, groping at the air as though they are pulling things down into the pool. Champions inside "Sink into the map", sinking faster the closer they are to Elizabeth. If they are inside the 200 Range "Stun Area", they briefly sink entirely into the water before emerging again, stunned.]

(Elizabeth is still targetable when she casts this Ultimate, as she does not sink into her Shadow. Much like Nunu's "Absolute Zero", Elizabeth cannot move or cast spells while channeling. However, she gains reduction from all damage sources and cannot be CC'd.)

-Long Cooldown-
-High Damage with Siren's Song, Low Damage without-
-Medium Range-
-AP Ratio-
-High Mana Cost-
-Magic Damage, True Damage-

[[Strategy:: This ability doesn't deal a lot of damage or CC on targets that are not affected by her Siren's Song, so it's best to use her W+E+Q to affect targets beforehand. Siren's Song lasts for a long time when applied to a target, so with high CD Reduction she can cast some of her abilities more than once before the effect disappears. When targets are effected by Siren's Song her Ult becomes an AoE Charm that lasts for a brief period, or longer if the targets come close to her while it channels. Beware missed targets; Drowning Pool prevents Eliza from casting any other abilities or moving while it is in use. Do not be afraid to use its damage component either. Unmarked targets still take the DoT portion of the spell, which deals respectable damage especially paired with a high AP build.]]





Idea for Roles:

Jungler - Her E is a charm/stun that can also AoE monsters for some damage, her Passive deals some DoT, her W has AoE, and her Q deals significant Single Target damage to a close target, and also has a short dash. Since Jungle mobs will always be close to her, her Q will deal maximum damage. All of her spells and her passive are meant to chase enemy champions and stick to them, making for good ganks. W from bush or a Ghost in, Q to close the last 250 range, or E if they're further, and Passive+Ult to keep them stuck. Unfortunately Eliza has no innate sustain and is rather fragile. She would function as a heavy damage/heavy gank Jungler with a good early+mid game, but not as great late other than her slow presence.

Mid - Her W would allow her to escape and dodge damage, her E would allow her to harass, and her Q would let her damage Champions quickly if she stacked a lot of AP.


Tips:

Quote:
As Elizabeth
-- Remember to stay as close as possible to your target when using Suffocate, as your damage increases significantly the closer you are! By staying next to the big jungle mob, you can clear your side at a respectable speed. Remember: You can autoattack while using it too!

-- When ganking from the Jungle or harassing in lane, you have many options! You may use Voracious waters to charm, and Suffocate's dash to close the distance and proc her E's additional stun. You may also gap-close with W, and save your E to draw them back in if they try to run.

--In teamfights, focus on marking every target you can with your AoE abilities! If you have everyone marked, your Ultimate will charm and possibly stun everything it hits, which can quickly turn a fight in your favor.

--When ganking or teamfighting, make sure you stay close enough to enemy Champions so that your Passive is in range. Even when behind, Eliza's passive slow is helpful in picking up kills.



Quote:
Playing against Elizabeth
--While she does a lot of damage and slows, she does not deal burst damage and is not tanky, especially early game. Rather than trying to run away, often it's better to try to burst her down quickly.

--Elizabeth is weak when her skills are on cooldown. Take advantage of her early game when her cooldowns are longer.

--Eliza's single-target damage is mostly from her Q. Stun her and move away to escape the damage, and then attack. Do not try to fight Elizabeth close up when Suffocate is active. Don't forget, it gives her Armor and MR on top of damaging you!




Quotes

Upon Selection
"They always run away.."

Attacking
"Come back.."
"Will they talk to me..?"
"Will they see me..?"
"Please, don't go.."
"Will you be my friend..? Please?"
"Come closer.."
"Why are they running away..?"


Movement
"Do they like my singing?"
"I flow, like water.."
"Why are they so far away?"
"It's dark where I'm from.."
"It's too bright up here.. Why don't they come down with me?"
"Why is it so bright?"
"I'm tired of walking.. May I stop please?"
"-Eliza gently hums a few bars of a song-"
"-Eliza gently hums another song-"
"-Eliza gently hums a third song-"


When using Drowning Pool
"Come back!"
"Don't run!"
"Don't go!"


Death
[Eliza's body explodes into a splash of water, before receding back into her puddle.]
"-Eliza cries out softly, sobbing as she recedes into the pool-"

Taunt
[Elizabeth reaches out her arms as though she is offering a hug. The writhing tentacles of darkness around her body flare out with increased activity.]

"Come swim in the river with me.."
"This water's thick.. And easy to get lost in."
(TOOL Reference)
"I am still in the dark place.." (The Ring Reference.)

When taunting Twitch
"Come here, little friend.."
"I miss you, come home.."


When killed by Twitch
"Why..?"


Joke
(Workin' on it! Need to think of some good references.)


Dance

https://www.youtube.com/watch?v=LXO-jKksQkM


~~~~~~~~~~~~~~~~~


My first Champion Concept. Tell me what you think. More exact stats and skill descriptions may come later.

(PLEASE NOTE: Image references do not belong to me and are not really indicative of her looks. They are there to give a general idea of her clothing, style, etc.)

(Also note: Hopefully a real reference for Eliza will show up from one of my artist friends.)




Edits:

-Made changes to her Q. Added a short Dash and AP Ratio, and Increased Mana Cost.
-Made changes to her W. Increased the AoE range and Decreased Mana Cost.
-Decreased her AA Range.
-Gave her Ult's "Stun" True Damage.
-Lowered the Stun on E since it can be cast during Q.
-Added strategies for her abilities.
-Added personality and dialogue.
-Changed base stats slightly.
-Added role descriptions for Jungler+Mid.
-Elaborated on E charm+damage.
-Elaborated on Passive slow.
-Lowered Song duration.
-Added Images, Reformatted, Added Armor/MR to Q.
-Swapped her extra Passive onto her Q, to help Jungling at level 1. Also moved Siren's Song to that passive.


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LeVentNoir

Senior Member

04-22-2013

I would read this, but it's centred. So I didn't. Please make it as enjoyable to read as it would be to play.


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Vermana

Senior Member

04-22-2013

That seems like a pretty bad reason not to read it, but whatever. There ya go.


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LeVentNoir

Senior Member

04-22-2013

RIght, lets work on a few things: 1: Lore is awesome. Your Zaunite female idea kicked my own (which is actually nothing like it, being a ranged adc). But lets go with it's cool, it's thematic, it gives a who, a what, a why.

Q: AD ratio and magic damage. No.
W: Lady of the water needs to have a larger AoE or a targeted enemy cast.
E: Cool ability, pretty much a charm. Passive is nice, take extra damage from getting hit.
R: Very cool idea.

Now, she's an assassin? Ok, does she have a 4 Required things

1: A way to get up in the face of an enemy?
2: A way to prevent them from getting away?
3: A way to completely gib them even without many items?
4: A way to get away before the jungler murders you?

Also for consideration is that she needs to be melee to be an assassin.

If you want to return the favour, try Cirrus, Ete/Hiver or Mallora (http://na.leagueoflegends.com/board/showthread.php?t=3297529)


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Vermana

Senior Member

04-22-2013

Quote:
LeVentNoir:
RIght, lets work on a few things: 1: Lore is awesome. Your Zaunite female idea kicked my own (which is actually nothing like it, being a ranged adc). But lets go with it's cool, it's thematic, it gives a who, a what, a why.

Q: AD ratio and magic damage. No.
W: Lady of the water needs to have a larger AoE or a targeted enemy cast.
E: Cool ability, pretty much a charm. Passive is nice, take extra damage from getting hit.
R: Very cool idea.

Now, she's an assassin? Ok, does she have a 4 Required things

1: A way to get up in the face of an enemy?
2: A way to prevent them from getting away?
3: A way to completely gib them even without many items?
4: A way to get away before the jungler murders you?

Also for consideration is that she needs to be melee to be an assassin.

If you want to return the favour, try Cirrus, Ete/Hiver or Mallora (http://na.leagueoflegends.com/board/showthread.php?t=3297529)


Thanks for the review!

I'm a writer and a roleplayer, so I tend to draw my ideas FROM lore, not from the playability of the Champion. Therefore Eliza's abilities aren't really tweaked towards gameplay as much as they are towards her lore.

-About her Q. I needed a way to modify her kit in order to keep her from going too tanky. I thought a Hybrid kit would work okay for this. Since her W would be a method for her to dodge damage, having damage and tankiness on top of that seemed overpowered.
Magic Damage on an AD isn't really bad, if the Ratio is right.. But suggestions are just fine.

-Lady in the Water would have quite a low CD, like under 10 seconds or less. The low AoE would make up for its spammability. I wanted Eliza to have an "Evade" style ability that she could use frequently, to tie in with her "Flowing water" concept. Eliza is made from shadows and water, she should be quite hard to hit, but fragile.

-E + R. I liked the idea too. Eliza is meant to be a Lovecraftian/Mythical water Siren. She charms people into her depths and drowns them. These two abilities fit into the concept very well and seem balanced to me.

As for her Assassin style:
She's arguably melee range, 250 AA range is quite short, less than Thresh. she has a Passive slow to keep them from getting away, and she can use her W+E to get close, since they have rather low cooldowns. Her Q would have a high base damage and moderate ratio, meaning if she gets right in your face at early game (closer to her means more damage) she will put out a lot of damage very fast. The ability would have to scale well as it would be her main source of damage other than her Ult. Maybe instead of just an AD scaling it would be AD+AP... Not sure yet.


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Lord of Sharks

Senior Member

04-23-2013

I love her lore, it's both creepy and bad ass at the same time. As someone who enjoys Lovecraft a bit, its refreshing to see a champion who is very mentally dangerous.


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Vermana

Senior Member

04-23-2013

I enjoy Lovecraft quite a lot as well, it's just a shame that his work doesn't include many female characters. That's why I decided to combine his Deep One theme with the whole "Water Siren" mythos. Some influence from The Secret World as well, one of my favorite MMOs. Filth Tentacles are just so creepy.


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Mindworm Jim

Senior Member

04-23-2013

Makes me think of this:
http://www.youtube.com/watch?v=srimOYoLKK4


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LeVentNoir

Senior Member

04-23-2013

Regardless of her lore, you need to create playable champions.

Lets take more zaun. Dr Mundo is pretty much jekyl and hyde + the hulk. Drinks potion, goes insane, kills cats, murders people, goes where he pleases. But his skills are playable. Sure, throw a cleaver. Sweat fire. Choppa da chop hard, and just regenerate. Thats a good kit and good lore. Works well together for a tank.

I write the lore first as well, but I choose abilities which work in gameplay.

AP ratios never made anyone taking. AP and AD ratios just gimps parts of cool champs. I don't see how changing her to a more intutive, fun and suitable AP ratio on Q will make her more tanky.

As for 250 range on her AA. Thats huge, way to large. Melee is 125 range AA's. You need to tune that down if you want an assassin. If you want a ranged character, bump it to closer to 500.


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Vermana

Senior Member

04-23-2013

250 isn't very much at all, it's the same range as Ori's Dissonance if you want a clean reference. It's high for an AA, but you wont be kiting too hard with it.

I bumped it down to 175. Having a 125 Range on her AA wouldn't really suit her character, and she'd have to be changed quite a bit to make that work. She's too fragile to stay right up at 125 Range all the time and trade blows with other Melees. She'd just get wrecked by straight up DPS if she tried to do that.

There are plenty of champs with reversed Ratios; Shyvana for example has an AD on her W but it does Magic damage. Will still make some tweaks to it though.

Changed her Q, W, and AA Range.