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Gloom - Noxian Bone Mistress

Creator: PandaOfDarkness May 28, 2013 9:12pm
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PandaOfDarkness
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Name: Gloom the Noxian Bone Mistress

Lore: Studies the forbidden art of necromancy, as part of a secret Noxian project to replicate the rumoured use of such dark magics the league allegedly used to use to supply minions for the field of justice. More needed.



Passive: Soul Eater – Enemy champions and minions that die nearby Gloom activate this passive, healing nearby allied champions for a small amount per minion kill, and a larger amount per champion kill (Should scale with level, or heal HP based on a percentage).

*Note: I just realized that I'd subconsciously ripped this of necromancer themed guy below me XD Mines a bit different in that it's more support orientated, but I just thought I should put this here anyway.

Q: Life from Death – DoT heal on allies, DoT damage on enemies.

W: Grasp of the Dead – AoE patch, slows enemy champions and minions dramatically, and lowers their armour.

E: Well of Terror – Cause a sarcophagus to rise from the depths of the earth for 2 seconds before it opens - causing a patch of decay to spread out from the epicenter of the burst, and anyone within it to become feared for 2 seconds by the hideous denizen within. Lasts 4 seconds.

Alternate 'E' Ideas
Possesion - Skill shot that fears and damages the first champion or creep it hits (Monster included)
Dead Marshes - Creates a pool of shifting darkness which matures over 2 seconds giving way to a blighted field of swamp and eerie blanket mist. Each enemy champion that passes through the area will be slowed by 10% whilst within the field and cause 3 undead denizens to rise from the swamp and attack them. These creatures may only attack the triggering champion and cannot move outside the boundaries of the zone, and will instantly sink back beneath the earth once their pray has left the spell's area of effect. These creatures can be killed to yield gold but have a high amount of health.

Possession could be used as a potent laneing tool to help your AD carry take down out of position enemies as well as to catch retreating champions. It would also make for a potent attack in any fight with the damage and the fear.

Dead Marshes could be used as a kind of wall to trap minions or devastate enemy champions stuck in melee combat within them, but grant the enemy free kills if used wastefully.


R: Dead Rising – Use on a creep wave to kill them, causing stronger undead minions to rise in their place. Range: Unlimited.

Role: Support, Ranged

Statistic priorities (Rough guide)-
Attack Power: 2/10
Defence Power: 3/10
Ability Power: 8/10
Alcasea
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well i am kinda interested in her but not to the point of liking her. There is just something about her that feels bad or unviable in current meta like maybe the ulti ? and i believe using her ulti will just give exp and gold advantage to the enemy, much like the way shaco's trap and teemo's shroom gives exp when destroyed except that they don't when they are activated and annie's tibbers which gives both exp and gold when killed. as you know 1 gold can turn into 100 gold in a very short time. and no, you cannot summon pets that don't give rewards when killed, it is just kill and reward.
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rudyards
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Minions are summoned creatures controlled by amateur summoners. Already established.

She has 2 abilities from Dota, and her E is a better version of Swain's. Her ulti feels OP as ****, either for her team (allowing her to split push without care), or allowing her to troll super easy (feeding XP and GP).
Alcasea
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oh yeah her Q is just like dota's warlock's shadow word and her ulti is furion's summon treants ahahah i know something is familiar with his Q
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PandaOfDarkness
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Lol, I know like nothing about Dota, but it's interesting that my ideas have already been used XD
I did attempt to make them unique though :)

I'm thinking the ulti would need like a 5 minute cool down, but the idea of split pushing, and saving a lane from losing a turret was the general idea I had with the ult - the mass amounts of gold you could farm off it being a drawback. I can kind of see how a big player could do more harm that good with it though, although getting killed a whole ton with stupid mistakes can be just as costly :/

As for the E was meant to stay for a few seconds unlike Swains clawy thing'o so you could push people into the well, although I'm thinking it's a little situational, since you'd need someone like Vayne or Thresh on your team to utilise it (Or maybe someone like blitzcrank?).

I was thinking of maybe changing it to a skill shot that fires out a wraith or something that damages and fears the first thing it hits. Sought of a mix between Elise's web shot and Fiddlesticks terror thing'o. Otherwise I'd go with a bone wall, but I felt that'd kinda ruin Anivia's uniqueness, even if I did shuffle around the cooldown/mana cost/duration ext.

Anyway, thoughts for improvements? Their's a severe lack of necromancers in LoL! And before you mention Yorick, he doesn't really count :P
Alcasea
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making her ult a 5 mins cooldown is absurd. the longest cooldown i can think of is 180secs (3mins) which are mostly global ultis at rank 1. it will still also be imba imo.

also the fact that E(well) uses fear instead of a stun is really OP. fear makes your champion wander around aimlessly so using that near an allied turret will just make your opponent move more likely closer to the turret, for 2 seconds. and also fear is a very delicate CC imho as it is much more OP than stun. making it a skillshot would be better but you said it is a support so how can he benefit from it if he is always at the back or wandering?
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PandaOfDarkness
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Well I was thinking it would make a good snare for the laneing phase, and late game it's still good for chasing and locking down out of position champs in team fights. I might need to cut out the damage for balance though since it's fairly similar to morgana's skill shot, and that one only immobilizes them.

And what do you mean fears better than a stun? It's a 50/50 chance that they walk into your turret, but if u stun them under turret, there's no risk of them walking out as their would be if they were feared. Plus, it's a pain to land further skill shots on a feared champ since they don't stop moving. Easyner than if they weren't feared granted.

Or did you mean just mean snare like with Swain, Lux and Morgana?

Also, what's your opinion of the Q, do you think you'd end up accidentally stealing to many kills with it early game when playing duo support?

Also, I was thinking around 5min for the ult since it's a little situational, and it's not like a normal ulti were you'd be wanting to use it every teamfight. But I don't rly know, it's not like any ability in the game, so I have no idea were it'd fall balance wise.
Alcasea
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fear is better than stun imo why ? most fear makes a champion move slower so a champion moving away would not have that much advantage as a target who is stunned, BUT a champion who moves towards you is in much more serious and dangerous position than a champion who is stunned.

making it a snare would just end up copying luxanna's and moragana's skill which is quite unoriginal.

your Q, if you end up being a support, would most likely be used to heal and harass rather than used to secure kills.

on the ulti why not just change it or change the concept? a five minutes cooldown as i had said, is insane and would render you useless (or not to be considered a real threat) for 5mins. losing presence in the game is very bad.
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you can't really say fear is better than a stun since it takes consistency from the gameplay. ofc, it allows insane durations like Fiddlesticks'. A stun simply turns someone into your mercy, no drawbacks, no "ifs".

that ultimate is very interesting.

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rudyards
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Except fear can force you into worse positioning than you started in, making non-instant cleansing worse. Stun sticks you in place.
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