Well my critique is to increase the damage of her W because it is extremely low. And her ulminate could pretty much make her unkillable, 400 armor and MR? That's sooo much. Maybe lower it to 20 or 30. And the passive how long does it last? I would say 2 seconds at the most. And the name, I first thought this was about Diana... But then I reread it, so I would change that. Lol. I do quite like this idea though!
Agreed on the Resists part. Especially with allies getting half the amount. A free 200 armor and MR pretty much instantly wins a teamfight. Especially at a range of 1200, which is a little bit larger than
Mystic Shot.
Going along with that, her passive is almost useless. She's not going to get to 10% HP unless she completely forgets to use her ult. Maybe change it to something like, "*Created champion* gains X/Y/Z tenacity after using a skill. This can stack a total of X times."
Dropping the ult's resistance giving to 10/20/30 per enemy nearby, and allies get 25% of the effect seems like it'd be more manageable. It means you don't instantly win teamfights, but your team is a little beefier overall. It's a fairly broken concept though and would never see the light of day.
Having an unavoidable knockup on a minimum 6 second cooldown is ridiculous. Almost as bad as
Terrify or puncturing taunt depending on the range. Plus, it deals damage and cannot be
Cleansed or
Quicksilver Sash-ed out of.

Going along with that, her passive is almost useless. She's not going to get to 10% HP unless she completely forgets to use her ult. Maybe change it to something like, "*Created champion* gains X/Y/Z tenacity after using a skill. This can stack a total of X times."
Dropping the ult's resistance giving to 10/20/30 per enemy nearby, and allies get 25% of the effect seems like it'd be more manageable. It means you don't instantly win teamfights, but your team is a little beefier overall. It's a fairly broken concept though and would never see the light of day.
Having an unavoidable knockup on a minimum 6 second cooldown is ridiculous. Almost as bad as



Sig courtesy of GrandmasterD. Go get your own sig from them. :D
This is the problem with player concepts, they're never balanced, and don't really fit the role.
Her passive is a good passive, on pretty much everyone except a support.
Her Q does a lot of damage, with a good ratio, on a point-and-click knock up thats got a really long duration. This skill is ******ed broken.
Her W is kind of OP
E has massive range, deal aton of damage, insane ratio, and is a dash
R - i laughed when it said "nearby allies" and has a range of 1200. The numbers are way off, like ******ed broken
You basically created a champion with 3 forms of CC and a massive tank steroid without any risk. All of her CC is point-and-click, they're is no risk to playing her. Not to mention her damage is straight up ******ed. This is why I hate player concepts, people just make their creation the dumbest most ****ing overpowered piece of **** in the world.
Her passive is a good passive, on pretty much everyone except a support.
Her Q does a lot of damage, with a good ratio, on a point-and-click knock up thats got a really long duration. This skill is ******ed broken.
Her W is kind of OP
E has massive range, deal aton of damage, insane ratio, and is a dash
R - i laughed when it said "nearby allies" and has a range of 1200. The numbers are way off, like ******ed broken
You basically created a champion with 3 forms of CC and a massive tank steroid without any risk. All of her CC is point-and-click, they're is no risk to playing her. Not to mention her damage is straight up ******ed. This is why I hate player concepts, people just make their creation the dumbest most ****ing overpowered piece of **** in the world.

Thanks for the Signature MissMaw!
Mooninites wrote:
This is the problem with player concepts, they're never balanced, and don't really fit the role.
Her passive is a good passive, on pretty much everyone except a support.
Her Q does a lot of damage, with a good ratio, on a point-and-click knock up thats got a really long duration. This skill is ******ed broken.
Her W is kind of OP
E has massive range, deal aton of damage, insane ratio, and is a dash
R - i laughed when it said "nearby allies" and has a range of 1200. The numbers are way off, like ******ed broken
You basically created a champion with 3 forms of CC and a massive tank steroid without any risk. All of her CC is point-and-click, they're is no risk to playing her. Not to mention her damage is straight up ******ed. This is why I hate player concepts, people just make their creation the dumbest most ****ing overpowered piece of **** in the world.
The point of player concepts is creating and sharing something that you thought of, not necessarily because you expect it to get comments saying 'Oh yeah, that's perfect' or 'Really balanced champion with good ratios'. That's why there's an 'edit' button, so that you can change mistakes and take the 'helpful' feedback you get and put it to good use.
Player concepts aren't supposed to be perfect, I'd be amazed if I saw one that didn't get any criticism. I like to think of it as a block of, let's say, marble, that you're trying to whittle down into a satisfactory look for YOU, not other people, because everyone has different opinions, that's why nothing's perfect.
TL;DR - Nothing's perfect, that's why people accept 'helpful' and 'kind' feedback so that it can be better. Someone displays their sculpture, letting people whittle it down into a more beautiful sculpture, not hammer it into nothing, which is what you're doing. Please don't be a jerk to anyone else.
I liked pretty much every CC heavy bruiser in this game, so I won't rage at the sight of her CC. Nevertheless, the key to all these CC heavy champs is that they have a high skill cap and high chance of couterplay, especially because CCs are hard to land like e.g.
Zacs
Elastic Slingshot.
This is why I would suggest turning the W ability into a skillshot, knocking back enemies around the first champion hit. This would make it a more versatile tool to disrupt the enemy team while offering a higher chance of dodging or tanking the projectile.
I would nerf the E range to 600/625/650/675/700, also giving a higher reward for leveling and not being too op with the dash.
For the Q, I suggest removing the knockup and reworking it into a stun with increasing duration of 1.2/1.3/1.4/1.5/1.6 seconds. This offers a chance of counterplay with
Cleanse. And to prevent the ability from being like
Dazzle. As I would maintain the high damage output for farming, I suggest that allies can take the projectile to prevent it from being op.
For the ultimate, I would greatly reduce the armor/mr buff, while adding a movement speed boost that helps her to stick at her targets.


This is why I would suggest turning the W ability into a skillshot, knocking back enemies around the first champion hit. This would make it a more versatile tool to disrupt the enemy team while offering a higher chance of dodging or tanking the projectile.
I would nerf the E range to 600/625/650/675/700, also giving a higher reward for leveling and not being too op with the dash.
For the Q, I suggest removing the knockup and reworking it into a stun with increasing duration of 1.2/1.3/1.4/1.5/1.6 seconds. This offers a chance of counterplay with


For the ultimate, I would greatly reduce the armor/mr buff, while adding a movement speed boost that helps her to stick at her targets.
Edited the champion! Thanks to all who helped me make this champion not so weirdly OP! Check the Patch Notes for information on what I changed! More crit and feedback is welcome, of course.
Excellent response to Moon, basically sums up every response to a champion concept.
1 thing, I dislike the name "Driana".
Is there some relation to diana, but she is dry? Hue.
Yeah, don't like how the names are too similar, other than that, good concept (:
1 thing, I dislike the name "Driana".
Is there some relation to diana, but she is dry? Hue.
Yeah, don't like how the names are too similar, other than that, good concept (:
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Hey guys, quick champion idea I came up with that I thought I ought to share:
Destiny is a melee support with high CC and good at peeling and interrupting enemies with her two hammers, named Brute and Force. I also imagined she would be a Noxian, but I'm still undecided.
Nothing Will Stop Me (Passive)
When Destiny uses an ability, she gains 10% tenacity for 3 seconds. This can stack up to 3 times.
Hammer Tunnel (Q)
Destiny sends Force into the ground, dealing 50/70/90/110/130 (+40% of ability power) magic damage and silencing nearby enemies for 0.5 seconds. Additionally, her hammer travels underground to target location with a movement speed of 300. When it reaches target location, it deals 20/40/60/80/100 (+20% of ability power) magic damage and stuns them for 0.5 to 2.5 seconds, depending on how far Brute traveled (the farther away, the longer the stun). If there is no enemy by the time Brute reaches target location, it will wait for 3.5 seconds for an enemy to be at target location before returning to Destiny.
Cooldown: 13/12/11/10/9 seconds
Range of AoE burst to nearby enemies: 200
Range that hammer can travel: 1200
Mana Cost: 80/90/100/110/120
Brutal Knockback (W)
Destiny throws Brute in a straight line. The first enemy/ally Brute comes into contact with will knock back enemies in target direction, dealing 60/100/140/180/220 (+40% of ability power), and slow them by 13/15/17/19/21% for 2 seconds then return to Destiny.
Cooldown: 17/16.5/15/14.5/13
Range: 850
Mana Cost: 80/90/100/110/120
Out of My Way (E)
Destiny throws Brute forward with such strength that enemies are dealt 50/90/130/170/210 (+30% of ability power) damage and knocked aside. Destiny may activate this again after 0.5 seconds to jump to her hammer. This ability can go through terrain.
Cooldown: 19/18.5/18/17.5/17
Range: 600/625/650/675/700
Mana Cost: 90
Rally to Me (R)
Passive: Destiny gains 3/4/5 armor and magic resist for each nearby ally and allies receive 50% of the benefit.
Active: The benefit from Destiny's passive is doubled for 10 seconds. During that time, whenever Destiny damages an enemy champion, her movement speed is increased by 20/30/40% for 1 second (cannot stack). Additionally, if Destiny scores a kill or assist, she gains an additional 15% increased movement speed, and nearby allies gain 10% increased movement speed for 3 seconds (can stack with on-hit effect). Within the 10 seconds, Destiny's basic attacks deal an additional 30/55/80 (+25% of ability power) magic damage and lowers the enemy's magic resist by 5 for 5 seconds (can stack up to 5 times).
Cooldown: 110/100/80
Range: 1050
Mana Cost: 100
Anyways, thanks for reading my idea, feedback is welcome, and I'll add more info (
mana costs, lore, look, possible skins - in that order) later~