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Heyra, Soul of the Battlefield (New Champion Concept)

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Name: Heyra, Soul of the Battlefield

Concept (Look): I thought of her as a medieval warrior, a warlord. Armed with a spear and plated armor, light enough to be speedy, yet armored enough to be tanky.


Note: (I suck at editing, so some things look **** up and don't show how they should :/. Hope you still can understand it. (If you can tell me how to fix it I'd be grateful).


Abilities

Patch V1.0.0.132
Ability.jpg
Battleheart
(Innate): Heyra gains 2 / 3 / 4 bonus attack damage every two seconds she remains in combat. This bonus stacks up to 5 times (Every 25 bonus attack damage the amount of stacks increases by 1 - does not stack with itself or with any of Heyra's skills). Heyra is considered in combat if she has dealt or received damage in the last 3 seconds.


Ability Description Leveling up
Ability.jpg
Crippling Blow
(Active): Heyra cripples an enemy with a devastating blow, slowing the target by 30% and reducing it's armor for 4 seconds.
  • Range: 500
  • Cost: 50 mana
  • Cooldown: 6 seconds

Reduced Armor: 15 / 20 / 25 / 30 / 35 armor

Physical Damage: 25 / 35 / 45 / 55 / 65 (+0.7 per attack damage)

Ability.jpg
Valiant Charge
(Passive): Heyra gains increased attack damage when she moves towards a nearby enemy champion.
  • Range: 600


(Active): Heyra steps forward and lashes out a powerful slash that will damage and kock back all enemies nearby.

  • Range of dash: 300
  • Radius of damaging AoE: 300
  • Knockback: 200
  • Cost: 65 Mana
  • Cooldown: 20 seconds

Passive Attack Damage: 10 / 15 / 20 / 25 / 30






Physical Damage: 50 / 75 / 90 / 115 / 140 (+1 per bonus attack damage)

Ability.jpg
Strength in Numbers
(Passive/Aura): Heyra's martial training allows her to command her allies effectively, increasing their armor. Her own bonus increases for each friendly champion in range
  • Aura Radius: 700

Ally Bonus Armor: 6 / 12 / 18 / 24 / 30

Self Bonus Armor: 3 / 6 / 9 / 12 / 15

Ability.jpg
Triumphant Anthem
(Toggle): Grants Heyra and her allies increased attack damage and increased attack speed.
  • Range: 1000

Cost: 30 / 40 / 50 mana per second

Attack Damage Bonus: 4 / 6 / 8 %

Attack Speed Bonus: 15 / 20 / 25 %



Skill Description:

Innate Skill (Braveheart): It is basically the same passive Graves has, with some slight modification. Since the extra stacks are given by a considerably low amount of AD, I decided to nerf it so it wouldn't stack for itself (Imagine a full Bloothrister, it would give 4 stacks, and 4 stacks would be almost enough for an extra stack!), this way, the stacking won't get out of hand (Plus, her ulti would give her 8% AD, and that could've meant way to much stacks)

If you want to take max advantage of Braveheart, you will have to rely basicaly on AD. On a champion as squishy as her, in early/mid game (On late game her E will help you get pretty tanky...at least for melee), that doesn't have low cooldown skills to spam, or range/dashes to keep distance, this can give an enormous advantage to your enemies.

Remember that you get stacks by remaining in combat, and early/mid game, while you are still squishy, remaining in combat for such long periods can be dangerous.


Q Skill (Crippling Blow): Your main harrasing skill. Due to it's considerable range, it's low cooldown, the slow and it's debuff, you will be using it constantly. It is useful as an initiator (range + debuff), chasing (range + slow), and teamfights/focus (debuff).

W Skill (Valiant Charge): It's passive, as well as your innate and your E, is focused on your need/advantage of PvP. It's bonus is a cool "incentive" to try gank your enemies.

It's active - a dash/aoe/knock back is meant for teamfights where you need to deal a nice blast to several foes at a single time. It's dash allows it to be good for ganking, or stepping in the middle of a teamfight. It's AoE allows you to easily damage a huge wave of minions. And it's knockback is good for helping allies that got ganked. It is a useful and powerful skill, yet, it's high cooldown makes it a kind of "emergency skill".

'Ulti (Triumphant Anthem):' Your allies favourite skill. A HUGE buff to AD and a nice buff to attack speed. Yet, you're not a mage, you won't be able to sustain it for long teamfights or a large push. Since it is a party buff, remember it works like a 40% AD boost on a huge teamfight (if most of your team is AD).



General: A versatile champion, even when AD will suit best to this champion, his E gives him a good boost for a tanky support, and building aura items will allow you to have you ulti on longer. If you rather be a carry, you will have a free 50 AD bonus from innate and W (and your innate will get even better!). Still, you must take into account that his Q debuff and his E buff, are good only against AD champions, so you might see yourself in a dificult position against a mage. If you are in a team with AP champions, they will not make a great use of your ulti (AD & attack speed) and they will not notice your Q debuff, so make sure your teammates have this into account when they pick champions.

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