Showing posts with label Hero Design. Show all posts
Showing posts with label Hero Design. Show all posts

Monday, August 19, 2013

League of Legends LCS Super Week Analysis - With Spreadsheets!

Greetings Fellow Summoners,

I'm Heydon aka Snowspots. For some formal metric practice I decided to watch all 47 Super Week LCS games while taking stats on a whole host of parameters throughout the games. It was a long process but luckily most the games were enjoyable to watch. I'd like to share with you the stats that I gathered and some (hopefully) quick analysis of the professional scene and the effects patch 3.10 has had on it. These are by no means completely conclusive and I'm sure I've made some mistakes, but there's only so much one person can try to do. I hope you find these as interesting as I have.

Spreadsheets can be found here:

Champion List – Contains Pick/Ban rates as well as Win/Loss percentage for each champion.

Items – Contains (primarily) finished/intermediate items picked by X role for each game as well as the total pick-up percentage per game.

Objective Control – Contains a few major objective points found in most/each match and the win rates associated with controlling that objective.

There is an Excel and an OpenOffice file for each spreadsheet. Spreadsheets were compiled in OpenOffice so their may be a few quirks (most likely not) in the Excel files. If there are I apologize.

Onto the analysis!

Objective Control -

The biggest thing to talk about in objective control change is the recent turret buff in 3.10. With the increased tower protection, there was a lot of talk during Super Week about the increased importance of dragon. This may be misguided though. While its true that taking the most dragons is a high indicator of who will win the game, the team with the most dragons having a 70.21% win rate, there was only a 57.69% win rate for the first dragon (42.86% in NA). That is the lowest of what can be considered the first 3 primary objectives

First Blood – 68.09% win rate.
First Tower – 61.70% win rate.
First Dragon – 57.69% win rate.

To make sense of this, we also need to look at what objective normally in between the 1st and 2nd dragons. That is taking down all 3 Outer Turrets. This is the second best early game indicator as to which team will be taking the in (behind First Teamfight Win – 91.49% win rate).

First Outer Turrets – 85.11% win rate.

So what does this mean? Why does taking the first dragon have such a low win rate? I believe the answer comes in map control. While trading dragon for another objective nets you extra gold that the other team cannot gain, there are several things that you lose out on when putting such an early game emphasis on dragon.

1 – You lose out in lane CS. Early dragons take longer to kill (even if not by much). This causes more minions in the lanes to be killed by turrets or minions than if dragon was taken at a later time.
2 – Your lanes take a lot of pressure. While you are prioritizing the dragon, it allows the other team to push to your towers and potentially kill them. With early game being harder to deal, this is important, especially because at this time mark the tower armor has usually started to decay.
3 – You may lose a tower. Even with the extra tower armor, an undefended turret can go down really fast. While gaining more gold for dragon, and still able to take turret gold, you give up map control by losing a turret. This puts the champions in that lane, as well as the nearby buff objectives at greater risk for the rest of the game.

Going for an early dragon can be easily punished. In a worst case scenario, the gold you gain from dragon will be countered by the gold lost from CS and a tower kill by the other team. This will cause you to be on even footing in terms of gold (until you take a tower in response) while being at a disadvantage in terms of map control. In the LCS, this is often the case.

So in a nutshell, while yes Dragon has a large importance in 3.10, it is extremely easy to punish a team going for an early dragon and gain an advantage over them. Dragon is best left to be taken after another early game objective and/or at a time when the opposing team is unable to punish you for it. Dragon should not be prioritized over the other early game objectives otherwise you will most likely put yourself at a disadvantage for claiming the first Dragon.

All of the other major objectives have stayed the same this patch as through the rest of the Season. Taking all 3 of the Outer/Inner Turrets is still holding strong at 85.11/93.48% win rates when taken respectively. First teamfight win is also holding strong at 91.49% win rate.

Champions -

First, the 3.10 effect:
More interesting than the Objective Control changes, 3.10 has had an even bigger effect on Champion selection. With the tower change, laning phases have generally been extended. This has lead to what I like to call,

The Rise of the Assassin.

Ahri – 74.47% Pick/Ban, 55.56% win rate
Fizz – 36.17% Pick/Ban, 100% win rate
Kass – 53.19% Pick/Ban, 50% win rate
Zed – 76.60% Pick/Ban, 58.33% win rate

With the extended laning phase, assassin champions (with escapes) have risen in popularity. Ahri and Zed in particular have extremely high rates of pick or bans, and win rates over half. They've been very high priority picks and both NA and EU and have performed extremely well even in the games they have lost. With more time in lane, and roaming be less punished, assassins have become more effective, able to get to their high burst items while the lanes or most lanes are still in tact, instead of picking them up just as teamfights begin. This change increases their strength, being that they perform best in small fights and skirmishes, not large teamfights.

Elise's Downfall

The other major effect that 3.10 has had is on Elise. From the looks of it, this patch has severely hindered her, perhaps to the point of no longer being viable. Let me give you the stats, and then explain why I believe she has been so hurt.

Elise
34 games Picked/Banned – 72.34%
14 games Banned
20 games Picked
4 games won – 20% win rate.

For the priority that was placed on Elise for Picks and Bans, her win rate is an abysmal 20%. The other champions with similar priority having win rates around 50% to as high as over 75%. 3.10 seems to have taken Elise out of the picture. Why is this?

Elise has been consistently nerfed most patches, but the spiderling change in this one is the straw that broke the camels back. As each of her skills took a hit, more and more of her damage percent was being found in her spiderlings. They were keeping her afloat by providing her much needed sustained damage that the rest of her kit is lacking. Now however, the spiderlings are a lot easier to kill. So much easier in fact that they simply die to incidental AoE damage. They rarely survive the enemy teams burst damage in a teamfight and cause Elise to lose a huge chunk of her damage.

Spiderling Effective Health Changes, parentheses are versus AoE
Vs. AD – 715(1001) to 494(593)
Vs. AP – 825(1155) to 546(682)

The changes in their health are massive. And the loss of DPS Elise gets when they are gone is just as big, even though killing the spiderlings is almost always completely incidental. Because of this large loss of DPS to Elise with extra work required by the enemy, she has taken a massive hit to her potential. To counter this, I'd suggest a buff to her spiderlings, allowing Elise's spider form W to provide damage resistance to her spiderlings, or to cause them to heal on each hit. This would allow Elise to protect her spiderlings with good skill usage.

LCS Super Week Champion Choices

Just quickly some interesting numbers and a few whys. First on the list is Shen

Shen – 100% Pick/Ban rate, 68.75% win rate.
While always a very solid pick, with the extended laning phase, Shen now gets more use out of Stand United before team grouping begins. He is also punished less for using it leave lane early, because his tower can better survive when he is gone.

Zac comes in 2nd with an 85.11% Pick/Ban rate while Zed, Ahri, Elise, and Thresh are all over 70% Pick/Ban.

Shen (31), Zed (24),Kassadin (20), and Ahri (19) hold the highest number of bans, with the next few closest champs running at 14 or lower.

Zyra holds the highest games played at 26 with a 0% ban rate, and a 57.69% win rate.

Twitch is the most popular ADC, at 29 Picks/Bans with Vayne 2nd at 21 Picks/Bans.

Zac holds the most games won (19) along with the best win rate (76%) for the amount of games played (25).

Twisted Fate, Sona, Attrox, Kennen, and Zac all have win rates over 70% while having at least 5 games played.

The least successful champions have been
Nunu – 5 games, 5 losses, 0% win rate.
Vi – 5 games, 5 losses, 0% win rate.
Karma – 4 games, 4 losses, 0% win rate.
Fiddlesticks – 8 games, 7 losses, 12.50% win rate.
Renekton – 7 games, 5 losses, 28.57% win rate.
Orianna – 8 games, 5 losses, 37.50% win rate.
Vayne – 16 games, 10 losses, 37.50% win rate.

The most successful champions have been.
MF – 4 Bans, 4 Wins, 100% win rate.
Fizz – 14 Bans, 3 Wins, 100% win rate.
Amumu – 3 Wins, 100% win rate.

Ryze also was hit hard by the 3.10 patch it seems. Having a 0% pick/ban rate over the course of both NA and EU super weeks.

NA vs EU Champion Choices -

The biggest note here is Fizz. In EU Fizz was Picked/Banned 17 times, a 65.38% rate, while having a 100% win rate. In NA however, Fizz was never picked or banned.

Fiddlesticks/Attrox are also more popular in EU having 13/9 to 4/0 pick/ban rates in NA.

NA places more priority on Tristana at 6 games in NA to 0 in EU, while Rumble is 6 games to 1.

Thresh and Varus have higher popularity in EU, being picked/banned 92.31% and 50% of the time respectively, while in NA they have a 47.62% and 19.05% rates.

Item Choices -

The biggest item to look at this week, as of 3.10, is the removal of the Runic Bulwark and the changes to Locket of the Iron Solari.

NA
Locket – 47.62% pickup rate per game
Aegis – 9.52% pickup rate per game
Total – 57.14% pickup rate per game

This means that in NA the new Locket is being picked up by only 1 team, in roughly half of the games. This is down from an almost 200% pickup rate of the Runic Bulwark in previous weeks, each team having 1 almost every game.

EU
Locket – 103.85% pickup rate per game
Aegis – 23.08% pickup rate per game
Total – 127.93% pickup rate per game

In EU there was a more than double pickup rate, but still a huge drop from the near 200% of Runic Bulwark. This change has given more choice to players. Locket of the Iron Solari being a viable option, but no longer necessary like Runic Bulwark was.

BotRK vs IE vs BT on ADCs

NA
BotRK – 23 over 21 games
IE – 18 over 21 games
BT – 6 over 21 games

EU
BotRK – 24 over 26 games
IE – 17 over 26 games
BT – 23 over 26 games

BotRK is a far more popular item in NA for ADCs. NA players love the auto attack damage and the utility of the on use way more than the pure damage that BT offers. With an almost 400% higher pickup rate, NA players are thinking that BotRK is the far superior item for ADCs. However over in EU this is not the case, BT is picked up just as often. In NA, the IE is normally the counter choice to BotRK, one or the other being picked up and followed by attack speed. In EU however, IE is generally built immediately after BT or BotRK. EU players seem to prefer the high AD rates on their ADCs, for both the on hit damage and the physical spell damage. NA, however, is putting more emphasis on Attack Speed, paring their one AD item with an AS item immediately. This is a difference in ADC play that both regions should note.

AP Carry Item Choices

Zhonya's – 114.89% pickup rate per game
DeathCap – 112.77% pickup rate per game
Voidstaff – 78.72% pickup rate per game

While AP item choices are generally very champion specific, there is a common trend among them. Zhonya's Hourglass is the most popular choice. It's raw power and the utility it offers in protection and baiting is unmatched by most other AP choices and thus it is primarilly the first major AP item picked up by AP champions.

Deathcap comes in second, above Voidstaff. This shows that players are preferring the raw numbers than Deathcap provides over the % penetration that Voidstaff offers. There is a little bit of discrepancy between NA and EU in this though.

NA prefers penetration over raw power.
Deathcap – 95.24% pickup rate
H.Guise – 95.24% pickup rate
Lissandries – 28.57% pickup rate
Voidstaff – 95.24% pickup rate

Where as EU is preferring the power over the penetration.
Deathcap – 126.29% pickup rate
H.Guise – 73.08% pickup rate
Liandry's– 19.23% pickup rate
Voidstaff – 65.38% pickup rate

One other interesting stat that the above numbers show, is the low pickup rate of Liandry's compared to the pickup rate of Haunting Guise. Liandry's is an extremely expensive item for what the upgrade offers, and this is showcased but the poor numbers of it being finished in games.

NA vs EU Doran's Popularity

304.76% - Doran's Blade – 457.69%
157.14% - Doran's Ring – 296.15%
119.05% - Doran's Shield – 157.69%

As we can see, in EU Doran's items are vastly more popular, so what does this mean? EU likes the early potential that they offer. They feel that by filling up your slots for maximum power early on is better play than the gold you save by not buying 2-3 Doran's items. NA will have to realize that this is an early power spike for EU and make sure to wait till they complete their first major item before overly engaging. The downfall of this for EU though, is the lack of item space. Carrying a ward, or that 1 red pot that can save your life in a fight or from a gank are now harder to carry. Larger items must also be completed in full, rather than pieces, making their power curve more spiky, and less consistent.

A Small Boots Note

Just a quick note, EU puts less priority on finishing boots over other items than NA does. Boots of speed (never upgraded) had a 157.69% pickup rate in EU while NA was about 2.5 times lower at 66.67%. EU is also a lot more likely to pick up Mercury Treads on their carries, opting for the tenacity over the damage increase offered

All Done.

While there is certainly more that can be talked about, these I feel are the most important differences in item changes and in NA vs EU choices and should be looked at by both regions as World Championship is coming up.


Thanks for reading and hope you find the statistics interesting. Think I missed something? Want some other statistics? Please let me know. I plan to be continuing this for the Regionals and World, perhaps beyond.

Friday, October 5, 2012

Sintra, Born of the Storm



Sintra, Born of the Storm

          Where she walks, the storms will follow.

            Rumor has it that one day Sintra just walked out of one of Freljord’s infamous storms.  With thunder raging and lightning flashing, she appeared from the snow flurries of the storm before a group of traveler’s who had been caught in the sudden maelstrom of wind and ice.  Even as the storm strengthened, the space around her remained calm and as she reached out a hand to the lost travelers, the vacuum of calmness grew, seemingly at her behest.  Through a curtain of snow, she guided them with perfect calmness, until they reached the outskirts of their home, beckoning them onward.  As they walked out of the storm and into their village, all that they could see of Sintra when they turned, was a silhouette walking away through a veritable wall of wind, ice, and rage.  As she slowly disappeared from the view, so did the storm, following in her wake.
            That is all that is known of Sintra’s past, an ill-recorded rumor.  Her first official record, would be her appearance among Ashe and her allies, seemingly having just materialized in front of them.  As weapons were drawn, she merely bowed to Ashe calmly.  “I have come to unify Freljord.”  Thus, another ally joined Ashe’s court and since her arrival to the League, no storm, no matter how small, is without her basking in its glory.

Role
          Sintra is designed to be a top lane or jungle bruiser type character.  She designed to constantly be in the fray and should be built to take hits.  Her damage is designed to be consistent, coming from both AP and AD sources so that no one defense can stop her.  She can be played with an AP, AD, or hybrid build in mind and which path you choose will slightly alter her abilities, determined by which is greater, her bonus AD or her AP.

Abilities

Passive – Storm Claws: Sintra’s claws are infused with the power of Freljord’s wild storms, both the destructive lightning and the battering hail.

            Sintra’s auto attacks will deal alternating physical and magical damage.  This damage is equal to Sintra’s AD + .225 AP.  Auto attacks will also fill her target with Static for 4 seconds.  Static will cause targets to take extra effects from Sintra’s abilities.

Flickering Strike: Sintra moves so fast that she seems to teleport to her target, leaving lightning in her wake.

            Sintra dashes to her target dealing Storm Claws damage and applying on hit effects.  Flickering Strike has a 1 second CD, but if used on the same target twice in a row, it will go on a 6 second CD while dealing Storm Claws damage x 1.5/1.75/2/2.25/2.5 and applying the following effect.

            AD is greater: Sintra’s attack will guide her target, causing the two of them to switch places.  Also applies a 40% MS slow for 1.75 seconds.

            AP is greater: Sintra attack comes in a thunder blast form, knocking back both her and her target.

            Ultimate is active: Both effects are caused, Sintra switches places then knocks her target and herself back.  Allows this ability to be used for 1 second afterwards on the same target.  After used, or after 1 second, ability goes on its 6 second CD.

           Target afflicted by Static: Target loses 5/10/15/20/25 AR/MR for 3 seconds.

Lightning Blast: Sintra calls on the storm to infuse her fist with lightning which she can then use on her next attack or throw at her enemies.

            When activated, Sintra’s next attack will deal 70/105/140/175/210 (+.5 AP) bonus magical damage.  If cast again before consumed, Sintra can throw the lightning as a quick travelling straight skill shot.  The target hit will also release 4 small sparks that will travel erratically from the target for a short distance. These bolts deal 15/25/35/45/55 (+.15 AP) damage to enemies or the same healing to allies if hit.

            AD is greater: Bolts will also reduce/buff AD by 2/4/6/8/10

            AP is greater: Bolts will also reduce/buff AP by 2/4/6/8/10

            Ultimate is active: Both of the above effects.

            Target afflicted by Static: Every enemy afflicted by static will release the 4 bolts.

Battle Trance: The storm yields to no one, nor does Sintra.  The more enemies in her sights, the stronger Sintra becomes.

            Passive - Grants 5/10/15/20/25% AS.

           Active – Sintra gains 4/8/12/16/20 AD/AP/AR/MR and % Crowd Control Reduction per nearby Champion afflicted with Static.  Max of 3 stacks.

            AD is greater: Grants 1/2/3/4/5% Life steal per stack.

            AP is greater: Grants 1/2/3/4/5% Spell vamp per stack.

            Ultimate is active: Both of the above effects.

Ultimate – Calm Within the Storm: While others may fear the storm, Sintra is truly at home in them.  As the winds rage and the thunder crashes, Sintra feels only calm, collected resolve.

            All targets afflicted by static take 250/350/450 (+Storm Claws damage) magic damage.  For the next 10 seconds, Sintra’s abilities will provide both their AD and AP effects.

            AD is greater: Reduces afflicted targets AD by 75% for .75/1.5/2.25 seconds.

           AP is greater: Silences afflicted targets for .5/1/1.5 seconds

Nimo, The Void Survivor



Nimo, The Void Survivor

          The denizens of the Void are not the only ones who can adapt.

            Many years ago, Nimo was a highly respected techmaturgist of Pitlover.  His primary field of study was in transportation based technology.  He believed that with the right magical energy run through the correct flux machines would result in a stable portal between any two destinations allowing for instant travel.  To this end, Nimo worked night and day in his lab, but one day, tragedy struck, or as Nimo would call it today, providence.  While working late into the evening one night, Nimo had a breakthrough, but the result was not what he expected.  Almost instantly, not only him, but his entire lab disappeared.  He had successfully caused instant transportation, but his endpoint was all wrong.  He had landed himself in the Void.
            Somehow, Nimo survived.  And as he survived, he learned.  The Void was not merely a place of chaos, it was a place of energy, of vibrancy.  It essence, he realized that the Void, was life twisted.  Here things that should not be were.  The impossible frighteningly real, and very dangerous.  Life changed on an almost daily basis, where one week the top of the food chain was ruled by one creature, the next week it was nearly extinct.  The energy of life was accelerated her ein the Void, it ran rampant, vibrant, and vicious.  Nimo realized, that if he was survive, he would have to learn from the life here, and change almost on whim. 
So Nimo set to work.  Using his techmaturgical knowledge and what remained in his lab, he created a suit that could do what no Valorian could, adapt, and adapt quick.  Harnessing the energy of the Void, he sought to direct the twisted life to his means.  And he succeeded.  Years later, he was still alive, thriving even, when a portal back home opened.  Heading straight to the League of Legends, joining in hopes of teaching the Valorians the tough lesson he had learned.  Adapt or die, to the coming Void.
 
Role
I don’t have an exact solidified role for Nimo, but more of a top lane/jungler with some ganking and sustained assassin damage.  I designed this hero when I saw Kha’Zix’s sneak peak.  It was my thoughts for how he might turn out to be designed from an evolving sense.  As Kha’Zix is already done, I moved the lore design to a techmaturgical standpoint using an adapting armor suit powered by twisting energy, like the Void does.  I hope this design has turned out well and viable.  Nimo’s weapon of choice is designed to be small, aerodynamic, dual-bladed daggers that are also viable in hand to hand combat.

New Resource Mechanic – Thirst: Thirst will be resource from 0-50 or 0-100, for now I will use 0-50.  Nimo’s suit’s thirst will drain permeating energy from his surrounding, quickly replenishing its thirst to a minimum of 20.  Whenever a minion or monster dies within a medium radius around him, his thirst will increase by 5.  On champion kill or assist, he will gain 20 thirst, or be replenished to 30 thirst, whichever is greater at the time.  Thirst will be used to power his moves.

Adaption Design:  Every choice will have some impact on the end result of Nimo.  The order of skills will have minor effects in Nimo’s growth, but upon maxing his first 2 abilities, his skills will alter, based upon what 2 skills where maxed and in what order.  The first ability maxed will gain both of its Maxed First and Maxed Second benefits.

Abilities

Passive – Adapting Armor: As Nimo fights, his suit is designed to learn, growing and enhancing its abilities based upon the needs at hand.

            Nimo will gain base stats every level based on the current levels of his skills.
            Precision Strikes: +.2 AD and +.2 AR per skill level
            Concussive Blades: +.4 AP and +.2 MR per skill level
            Nether Wings: +.004 AS and +.2 MS per skill level

Precision Strikes: Nimo delivers a flurry of precise dagger strikes, designed to leech life energy from his target.

            Nimo’s next attack will mark his target and deal 10/20/30/40/50 (+AD) physical damage and doubling Nimo’s AS for his next hit.  Subsequent attacks on the marked target will deal the same damage and AS buff.  If the target is hit 5 times by Nimo, they will take and additional 50/75/100/125/150 + (.3 AD) and heal Nimo for half as much.

            Maxed First: On final hit burst damage, target will also be snared for 1.5s and the damage will be increased by 20%.

            Maxed Second: While marked, target’s attack speed will be reduced by 40%.

            Concussive Blades Maxed Second: On final burst, will also deal 25% of the pre-buffed damage as magical damage.

            Nether Wings Maxed Second: While marked targets MS will be reduced by 30%, recovering as the mark falls off, and refreshing on each mark stack.

Concussive Blades: Nimo’s blades, infused with void energy, slice through the air with such speed that his target is assaulted with the sound waves that follow.

            Nimo gains a small ranged attack for 4 seconds.  During this time his attacks will deal 10/20/30/40/50 (+AD, +.25 AP) as magic damage.  The first hit on a target will also silence them for 1 second.

Maxed First: Attacks echo, returning to Nimo before attacking his target again for 50% of the damage if it is still within range.

            Maxed Second: Attack range is increased while active.

            Precision Strikes Maxed Second: Deal 5 physical damage per second for 3 seconds on attack, and stacks with every hit.

            Nether Wings Maxed Second: Gain 4 MS per attack for 2 seconds, effect stacks per hit.

Nether Wings: Tapping into the knowledge he gained in the Void, Nimo was able to give his suit the power of flight, generating wings out of the twisted energy of the Void for a short duration.

            Nimo takes flight, ignoring unit collision and increasing his MS by 25/35/45/55/65 for 3 seconds.  While in flight, Nimo’s next attack will cause him to dive at his target dealing 65/100/135/170/205 (+.5 Bonus AD) physical damage in a small area and removing any of Nether Wing’s effects from Nimo.

            Maxed First: Nimo gains the ability to see over walls, into bushes, and reveal stealth while in flight.

            Maxed Second: Increases the duration to 5 seconds and Nimo’s dive range is increased.

            Precision Strikes Maxed Second: Dive will draw in targets in a medium radius and slow them for 2 seconds.  Increases the damage of the dive by 25%

            Concussive Blades Maxed Second: Dive will now knockback all targets other than the main target while reducing the target’s MR/AR by 15% for 4 seconds.

Ultimate – Top of the Food Chain:  Nimo learned, that the only way to survive in the Void, was to be at the top, even if only long enough to intimidate those stronger than himself.

            Last for 7 seconds.  Nimo gains 5 Hunger per second and deals 40/65/90 (+.2 AP) magical damage in a medium radius around himself, healing for half of the damage dealt.  Nimo also gains 35% Crowd Control Reduction for the duration.

            Precision Strikes Maxed First: Drains 4 AD/AR per second from all targets gaining them himself.

            Concussive Blades Maxed First: Drains 4 AP/MR per second from all targets gaining them himself.

            Nether Wings Maxed First: Drains 4 MS/.015 AS per second from all targets gaining them himself.
            The ability maxed second will provide half of the benefits to his ultimate.

Myrna, The Shrine Maiden



Myrna, The Shrine Maiden

          Even those who live a life of prayer may be guided to war.

            In Ionia, it is believed that the land itself is alive and that the energy of the land itself is embodied in spirit guardians that protect both Ionia itself and its people.  No better proof of this exists than in Myrna and the guardian that follows her.  From a young age Myrna was dedicated by her parents to live the life of a shrine maiden, an ancient tradition of the Ionians in reverence to the gods of the land.  It was quickly apparent that Myrna would turn out to be no ordinary priestess.  Only a week after her dedication, Myrna had disappeared, to where no one knew.  When she returned though, with a bow of unknown origin in hand, she was not alone.  Floating at her side was unmistakably, one of the land’s guardians, the first seen in hundreds of years.
            Myrna would continue her training as a priestess normally, sitting quiet under the elder’s tutelage, never assuming to be more than a simple acolyte.  For years she would complete her daily duties in respect, spending the rest of her time either training with her bow, or in quiet communion with her guardian.  The temple’s elders watched as she grew in both power and meekness, with a grace unrivaled by one blessed such as she.  They knew she would serve a great purpose and on the night of her graduation from acolyte to priestess, they were not surprised when she said simply “I must go.” And left.
            The next day, the Noxxians invaded.  The Ionians who first faced the Noxxians war machine were slaughtered.  Even as the first of the villages burned only hours into the invasion, it seemed that this would not be a war.  If it had not been for the rise of a few heroes, it would have been genocide.  Myrna, would be one of these heroes.
            As her people fled the Noxxian onslaught, Myrna stepped onto the battlefield quietly.  With a single arrow, she slew one of the nightmarish Noxxian war-beasts.  Calmly, she held her ground as her people retreated, felling Noxxians with every arrow.  As she defended her people, the Noxxians focused on this new threat, but no Noxxian weapon could reach her.  Her guardian would lash out at any who came near, quickly and viciously dispatching them while projectiles seemed to simply be unable to hit her, unphased though they passed mere millimeters from her.  When the Ionian survivors had successfully retreated, she simply turned and left, the Noxxians daring not to follow her.
            As the war continued, Myrna would arrive at the worst slaughters to see her people to safety.  Tens of thousands survived because of her.  When the wars moved to the Fields of Justice, Myrna followed, dedicated to protecting the land and it’s people.

Role
            Myrna is designed to play the role of AD carry, but it would be potentially possible to play her as a sustained ranged AP carry.  Myrna is a hero who is always calm, collected, and peaceful in battle and her skill set is designed without a natural escape but rather some forms of self protection.

Abilities

Passive – Spiritual Barrier:  Protected by spirits, even the most well aimed attacks seem to be deflected from Myrna without effort.

On ability use, Myrna will be shielded for 20 + 10 every 3 levels (+.2 Bonus AD, +.1 AP)

Spirit Quiver: Myrna’s quiver is never empty, the spirits themselves providing her with arrows that pierce even the toughest of armors.

            Passive – Myrna’s attacks will deal 4/8/12/16/20 bonus true damage.

            Active – For the next 4 seconds, Myrna’s guardian will fire a volley of energy at her target with every auto attack, dealing 20/35/50/65/80 (+.3 AP) magical damage.

Protector’s Lash: Those who come near Myrna, must face the wrath of that which protects her.

            Does 75/125/175/225/275 (+.75 AD) physical damage in a 360 degree radius in a small area around Myrna and knocks enemies back a medium distance.

Protector’s Fire: Myrna’s guardian attaches itself to one of her arrows, breathing fire as it flies.

            Line skillshot with a travelling cone (2 hit boxes).  Shoots an arrow that Myrna’s guardian rides as he spews forth flames.  Anyone hit by the arrow itself takes 25/45/65/85/105 (+.5 Bonus AD) physical damage while those hit by her guardian’s flames take 50/85/120/155/190 (+.6 AP) magical damage.  Can be hit by both.

Sacred Arrow: Taking aim with her bow, Myrna sends out a prayer, transforming her arrow into something sacred and full of power.

            After channeling for 1 second, Myrna fires a Sacred Arrow at her target that deals 250/350/450 (+ .75 AP) magical damage and knocks out the targets spirit, suppressing them for 1/1.25/1.5 seconds.  Arrow will pierce the target for half of its max range. Dealing its damage and suppression to anyone hit.