[Champion Concept] Valenth Faeheart the Mother of Minions

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Captain Astora

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Senior Member

05-04-2011

(Have not work on Lore yet Well get to it)

Valenth Faeheart
"The Mother of Minions"
Human Female, 37
Support caster



Health: 415 (+55)=1405 @18
Mana: 340 (+60)=1420 @18
Movement Speed: 310
Attack Damage: 43 (+1.6)=71.8 @18
Attack Speed: .56 (+1.5%)
Range: 450
Health Regen: 4.8 (+0.7)=17.4 @18
Mana Regen: 7.2 (+0.8)=21.6 @18
Armor: 17 (+2.5)=62 @18
Magic Resistance: 32 (+1.7)=62.6 @18

Passive: Motherly Presence. All nearby Minions take 2/4/6% Less Damage. Nearby Minion Kills are considered Assists for Valenth. 900 AOE

(USE) The Damage Reduction is applied before Armor/Magic Resist

Q: Mother's Guidance. Nearby Minions gain a boost in attack power and target a single foe. 500 Range

Rank 1: +10% Of Valenth's AP becomes Minion AD. 50 Mana, 5/sec CD
Rank 2: +20% Of Valenth's AP becomes Minion AD. 75 Mana, 4.5/sec CD
Rank 3: +30% Of Valenth's AP becomes Minion AD. 100 mana, 4/sec CD
Rank 4: +40% Of Valenth's AP becomes Minion AD. 125 mana, 3.5/sec CD
Rank 5: +50% Of Valenth's AP becomes Minion AD. 150 Mana 3/sec CD

(USE): Allows Valenth to alter the laning phase greatly by strengthening the minions and controlling their targets.


W: Mother's Embrace. Nearby Minions Are healed.
Passive: Nearby Minions Gain Temporary HP and Resistance. 900 AOE

Rank 1: 10% Heal (+1% per 50/AP, 100 Mana. 10/sec CD. Passive: +1% Of Valeneth's health added to Minions. +10/5 Armor/Magic Resist
Rank 2: 20% Heal (+2% per 50/AP), 150 Mana. 9.5/sec CD. Passive: +2% Of Valeneth's health added to Minions. +15/10 Armor/Magic Resist
Rank 3: 30% Heal (+3% per 50/AP), 200 Mana. 9/sec CD. Passive: +3% Of Valeneth's health added to Minions. + 20/15 Armor/Magic Resist
Rank 4: 40% Heal (+4% per 50/AP), 250 Mana. 8.5/sec CD. Passive: +4% Of Valeneth's health added to Minions. +25/15 Armor/Magic Resist
Rank 5: 50% Heal (+5% per 50/AP), 300 Mana. 8/sec CD. Passive: +5% Of Valeneth's health added to Minions. +30/20 Armor/Magic Resist


(USE) This allows better Survival of Minions as All stages of game play.

E: A Mother's Love. Once every 10 seconds Every time a enemy Minion Dies a friendly minion of the same type spawns near Valenth

Rank 1: New Minion has 10% Health
Rank 2: New Minion has 20% Health
Rank 3: New Minion has 30% Health
Rank 4: New Minion has 40% Health
Rank 5: New Minion has 50% Health

(USE) Using this while laning with a Champion with heavy farming abilities can create a large Minion Army.


R: Mother's Wish. Nearby Champions Gain help from Valenth. 900 AOE

Rank 1: 200 Mana 90/sec CD
Q: Grants Nearby Allies 20% of Valenth's AP to their AP and Half to their AD for 10/sec
W: Grants nearby Ally 10% (+5% per 100/AP) of their Max Health
E: Grants nearby Allies 10% Damage Vamp for 2/sec
Rank 2: 150 Mana 60/sec CD
Q: Grants Nearby Allies 30% of Valenth's AP to their AP and Half to their AD for 10/sec
W: Grants nearby Ally 20% (+10% per 100/AP) of their Max Health
E: Grants nearby Allies 20% Damage Vamp for 2.5/sec
Rank 3: 100 Mana 30/sec CD
Q: Grants Nearby Allies 40% of Valenth's AP to their AP and Half to their AD 10/sec
W: Grants nearby Ally 30% (+15% per 100/AP) of their Max Health
E: Grants nearby Allies 30% Damage Vamp for 3/sec

(USE) Allows Support of champions in team fights. the Damage Vamp Nullifies all damage and turns it into Health.



Skins.
Mistress Valenth (WIP)
School Teacher Valenth (WIP)


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Hoofster

Senior Member

05-04-2011

Passive- to much vamp, she'd never have to leave lane, remove it and only keep the first part.

Q- To much damage, by time you max it you'll be able to kill a champ with a single minion wave, and towers would fall instantly.

W- keep the heal remove the passive.

E- this is neat but there needs to be a cd on it. There'd be to many minions pushing towers and with q and w it'd be to much. Also you would end up feeding farmers if done wrong.

R- the scaleing for q and w is to high, at 500 ap you'd give people to much healing and way to much bonus damage.

Conclusion - this, champ still needs work. She can't do much out of lane and is way to op in lane. Keep working on it.


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theWeeBabyShamus

Senior Member

05-04-2011

She is an awesome concept but is pretty OP in certain aspects. As soon as a single inhib is taken down its gg. But even before then she would be able to take towers i a matter of seconds by level 6. She does take a huge hit from AOE heros that will knock out her minions fast but between the huge heal and minions getting 100% of her AP as AD, late game comebacks would be impossible once 2 inhibs were down. Then again, she does have very low health and someone with a global ult would make short work of her. It would be very interesting to see her face a heimer though lol. I like the concept so maybe a few nerfs and buffs in different areas would make her a really fun viable champ.


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Captain Astora

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Senior Member

05-04-2011

Ver 2.

Removed Vamp from passive
Lowered Q's %'s
Added 10/sec time on Minion Cloning.
Adjusted Q-W%'s when Ulting


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Captain Astora

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Senior Member

05-05-2011

Bump


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Captain Astora

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05-05-2011

-Bump due to edits-