Yaga is the property of Opip, first suggested on the EU forums complete with artwork (now EUNE). I ported the suggestion to the NA forums years ago, and it evolved based on NA feedback. I only take credit for correcting/revising the English, and further revisions made based on the feedback posted here.
Malleus Maleficarum - Cosmetic Buff: Yaga is a wielder of old magic, drawing knowledge from her ancient grimoire. Her enemy's magic resistance will increase her damage.
Innate: Yaga gains Blunder charges every 60 / 50 / 40 seconds, to a maximum of 3. For every 1% of health missing, Yaga generates blunder 1% quicker to a minimum of 10 seconds per charge. Charges are automatically consumed when Yaga uses her abilities to alter their effects. All charges are lost upon death.
COST: 65 mana
Active: Yaga dashes forward on her broomstick. Upon reaching the end of her path or hitting an enemy champion, Yaga brings her broom down dealing magic damage to enemies in a 250-radius area and reducing their armor by 25% (+3% per 100 AP) for a few seconds.
Fated Blunder - Mayday!: If Yaga hits an enemy, her broom goes out of control. Yaga becomes uncontrollable for 1 second while she attempts to land her broom. During this time, Yaga is can activate Clumsy Swipe again.
S.M. Apple Series
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
Active: Yaga throws a poisoned apple at the enemy, dealing magic damage and stunning them for 1 second. The stun duration is increased upon reaching ability power milestones.
Fated Blunder - Ooops... I did it again!: Yaga throws the wrong apple, instead hurling an XXL Love Apple. The target enemy is charmed instead. Charm causes enemies to move harmlessly toward Yaga.
Blue Rose Special
COST: 60 + 12 per second mana
COOLDOWN: 20 / 18 / 16 / 14 / 12 (on toggle-off)
Toggle: Yaga summons a giant, 100-radius cauldron at the target location that acts as an area of impassible terrain. While bubbling away, allies within 450-units will replenish health and mana equal to a base amount plus 0.8% (+1% per 75 ability power) of their maximum health/mana per second. The cauldron will vanish upon toggle off. If Yaga gets too far away, Blue Rose Special will toggle-off automatically.
Base Health/Mana Regen: 7 / 10 / 13 / 16 / 19
Fated Blunder - Grab the cat!: When the cauldron vanishes, it goes out with a bang: dealing magic damage to enemies within 450-units.
Passive: Yaga's attacks curse the target, slightly increasing the damage they take from all sources for 5 seconds. Stacks 5 times.
Damage Increase: 1 / 2 / 3 (+2% per 100 AP)
COST: 100 mana
COOLDOWN: 120 / 100 / 80
Active: Yaga channels for 2 seconds to unleash a curse on her target: turning them into a frog for a few seconds. The effects of polymorph render the target unable to attack or cast abilities, as well as slowing them by 40%. While channeling, Yaga has sight of her target and her target is debuffed (including a visual cue beneath both of them).
Duration: 2 / 2.75 / 3.5 (+1 second per 250 AP)
Fated Blunder - Frog you!: If Yaga is disrupted, the curse is instantly unleashed on the source of the disruption instead of her original target.
Secondary casts of Clumsy Strike can also trigger Blunder, allowing Yaga to cast the skill three or even four times. If you don't want to use all your Blunder, you have to embrace the 1 second self-stun or aim to miss (as Blunder only applies if she damages an enemy).
Blue Rose Special's base mana regeneration covers the upkeep cost starting at rank 3. It would take 60 / 15 / 8.6 seconds for the skill to cover the activation cost, not factoring the percentile bonus.
The "too far away" mechanic is shared by Maokai and Anivia, and is approximately 1000-1200 from the center of the ability.
For regular folk, Bogey Mama’s myth is just an old wives' tale told by mothers to scare their unruly kids. That of an old hag, with the proverbial fancy for young flesh, who roams the sky upon her broomstick granting cursed wishes as she goes (and enjoying the mayhem that ensues). For Yaga however, that’s how her own story began. A young yordle prodigy of the chemistry department of the great Academy of Piltover, an excess of enthusiasm can bring about clumsy disasters.
The irony of fate taught Yaga just that, when the Elixir of Agility she had developed started attacking her nervous system. Poisoned beyond remission, her life fading by the day, and as despair took over, that is when Bogey Mama chose to strike. What is a young and smart yordle to do when an infamous fairytale character appears before you with an offer to spare your life? Thus the yordle and the witch sealed a pact. By sharing such a bond Yaga’s life had been saved, and thus began the latest reign of Bogey Mama's title.
Yaga spent the years following as a student of witchcraft: practising the forgotten ways of old magic; granting wishes through curses and philtres; creating loves and sowing fears; bringing fertility; and eternal slumber. Each new pact strengthened her bond her to the old witch's grimoire, source of every Bogey Mama’s power since times immemorial. The same wits that made her a genius chemist made her into a potent witch. And so, fate repeated itself. Reading the wrong chapters far too soon, receiving secrets she could not handle, she completed the succession ritual. The witch's very essence had become her. With the yordle-sized grimoire at her back, the overwhelm young witch sought help of the magical timebomb ticking within her. It was only a few accidents later that the League of Legends offered to help tame the power... and protect Valoran from it.
"What an uncanny habit of tempting fate. Deadly, too."
"So far so good!"
"Carrying a book for you."
"Don't rush meee!"
"Come 'ere you ruffians!"
"Ooh, aren't I wicked?" (After skilling Evil Eye)
"Everyone has a book to bear."
"Following the curse of action."
"No prince charming around? Good!"
"By the book."
"So far, so good!"
"Don't rush meee!"
"I know, I know."
"Are you seriously asking me what S.M. means?"
"Step Mother, obviouuusly."
"What's the difference between the bad guy and a giant frog?"
"2 seconds... give or take."
"Do you really think you can separate this book from m--?" (Animation where her book slams shut on her).
Upon casting "MAYDAY!"
Upon casting "Ooops! I did it again!"
"Ooh, still got it."
"I've done it again!"
Upon casting "Grab the cat!"
"She gonna blow!"
"Get out of the way!"
"Grab the cat!!!"
Upon casting "Frog you!"
"Haha, that showed you!"
"Jokes on you!"
"Ff-- you shouldn't interupt a witch!"
Taking a look at the champion line up, I can’t help but notice some discrepancy in the fairy tale department. I mean, sure, there are plenty of knights in shining armor, though not quite the Prince Charming type, more the rugged ones. And, yeah, you certainly can find lovely princesses around, but they’re more likely to kick some ass than being damsels in distress. Aren’t they? Makes you wonder then, following these statistics, what should a big bad witch look like? Answering that question, I give you Yaga, the Stray Little Witch.
Yaga, the Stray Little Wich, is to be a polyvalent support character. She is a witch, wielder of the old magic: relying on the ancient knowledge of alchemy and enchantment to face any threat, cursing the enemy and making the ally’s job easier, rather than the raw destructive power of rune magic.
Yaga has an unusually large range of skill that allows her to face many situations, for her innate causes time-based switches in her abilities, allowing both peculiar combos, and psychological warfare.
As another representation of old magic, most of her abilities don't scale in damage: rather the duration or potency of the effect. In addition to her own ability, Yaga's abilities also scale from her enemy's magic resistance as it were bonus ability power.
S.M. Apple Series
Blue Rose Special
Death / Taunt
1 of 7
Fated Blunder and Malleus Maleficarum have been rearranged (blog update).
Specified in the tooltip that the target is aware that they are being targeted. 20th February:
(+1 second per 100 AP) removed from the duration of the debuff.
(+3% per 100 AP) added to the armor reduction.
(+1 second per 100 AP) removed from the duration of the debuff.
(+2% per 100 AP) added to the damage amplifier.
Formatting update on the blog.
The magic resist scalings on Clumsy Strike, S.M. Apple Series and Blue Rose Special increased to 190% from 100%. This was calculated such that at the start of the game when your opponent has 30 MR, Yaga will deal 30 bonus damage (after mitigation).
Blue Rose Special
Fixed a typo, now shows 1000 range instead of 400.
No longer toggles-off upon being disrupted.
Clumsy Strike will now only stop on hitting champions.
Attack range increased to 550 from 500.
Movement speed reduced to 310 from 320.
Magic resistance now increases her damage, rather than granting her effective ability power.
Clumsy Swipe now shreds armor, instead of magic resistance.
Even in the original, reducing their magic resistance was counter logical to how she interacted with their magic resistance.
Various changes to scalings to make them more feasible/attainable.
Channel time reduced to 2 seconds from 2.5
Range reduced to 1200 from global
Can no longer target allies
No longer makes the target invulnerable (previously, the spells would grant invulnerability to both allied or enemy target). With the release of Lulu and her Whimsy, Polymorph already has a precedent which is good to keep.
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.