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Treya, the Enlightened mage

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Treya, the Enlightened mage

Word on concept

After riot has thrown so many overloaded kits, I decided that I shall show, that when I am speaking against such concepts, its not because I can't create something similar. Treya should be my proof.

Lets talk about her identity first, shall we?

Treya is somewhere on boundary between mage and support. Her kit offers harass, sustain, burst and heaps of utility and crowd control. To be honest, I would claim her kit is overloaded with bull****, same as Gnar, Yasuo(before removal of flow % gain per dash), Braum, or our new champ, Azir. Don't get me wrong, overloaded kit does not mean it is op, because low numbers can make up for kit synergising too well with itself. However, usually, that means champion does not scale lineary, when getting ahead, but rather geometricaly(for those who do not understand, if he gets ahead = he carries 1v5).

Treyas kit however has different kind of compensation. She lacks real ultimate. She, similarily to udyr, does have four 5-levelable spells, but unlike him, they are not stance abilities, and 4th spell has double cooldown of others. Her passive makes her spell empower next spell to be stronger.

But now, to actual kit.

Champion Info

1 Growth 18 1 Growth 18
Health 375 (+75) Attack damage 48 (+3)
Health regen. 7 (+0.7) Attack speed 0.625 (+1.2%)
mana 240 (+60) Armor 15 (+3)
  Magic resist. 30 (+0)
Attack range 575 Mov. speed N/A
Spellchain
ChampionSquare

Passive: After casting spell, you will gain bonus movement speed for 1.5(+ 0.1 per 20 AP) seconds. Also, you will gain buff that makes your next spell enhanced to have bonus effect - this buff will last until next spell is cast. Effect differs depending on spell used.

  • Bonus movement speed:: 30 / 40 / 50 / 60


Treya does not have 3 abilities and ultimate, but does rather have 4 non-ultimate abilities. Fourth ability however has twice as long cooldown as other 3 abilities. Each ability can have up to 5 points in it, but you only have 18 points to share among them, so you can have either 5-5-4-4 or 5-5-5-3 combinations.


Flow of Life
RANGE: 750
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 10
ChampionSquare

Active: Heals self and all allied units in line, while slowing movement and attackspeed of any enemy standing there for 1.5 seconds. Missile speed: 1200.

  • Allied heal: 40 / 60 / 80 / 100 / 120(+ 25% AP) 
  • Enemy movement and aspd slow: 10 / 15 / 20 / 25 / 30%

Enhancement: Gift of power: Next spell will have 30 / 35 / 40 / 45 / 50% stronger healing or damaging effect.


Returning Swallow
RANGE: 1000
COST: 70 / 80 / 90 / 100 / 110  mana
COOLDOWN: 10
ChampionSquare

Active: Throws boomerang-like weapon, that deals no damage but shreds armor of target it passes for 3 seconds. Upon reaching maximum range, weapon turns into swallow and returns back to Treya with increased speed, dealing magic damage to all enemy champions on its way. Missile speed: 1200. Returning missile speed: 1800.

  • Armor shred:: 14 / 18 / 22 / 26 / 30
  • Magic damage:: 70 / 110 / 150 / 190 / 230 (+ 75% AP)

Enhancement: Gift of focus: Next spell will have it's range and missile/dash speed increased by 30 / 35 / 40 / 45 / 50%.


Thunderstruck
RANGE: 600
COST: 75 mana
COOLDOWN: 10
ChampionSquare

Active: Dashes up to 600 range. Deals magic damage to enemies on way. Dash ends upon coliding with enemy champion, stunning target and any enemy within 125 range radius. Dash speed: 300 + your movement speed. 

  • Stun duration: .8 / .9 / 1 / 1.1 / 1.2
  • Magic damage: 70 / 100 / 130 / 160 / 190 (+ 60% AP)

Enhancement: Gift of wits: Next spell will have it's cooldown reduced by 30 / 35 / 40 / 45 / 50%.


 

Victorious Path
RANGE: 1250
COST: 90 mana
COOLDOWN: 20
ChampionSquare

Active: Sends out 800 units wide wave that moves in line for 2.5 seconds, dealing magic damage to all enemies. After 1 second, you can reactivate spell to turn wave's movement around. Wave will only deal 50% damage on way back but will also root targets for brief time. Missile speed: 500

  • Root duration:: 0.4 / 0.7 / 1 / 1.3 / 1.6
  • Magic damage:: 60 / 100 / 140 / 180 / 220 (+ 60% AP)
  • Maximum damage: 90 / 150 / 210 / 270 / 330 (+ 90% AP)

Enhancement: Gift of freedom: Next spell will cost no mana and will instead refund 20 / 40 / 60 / 80 / 100% of it's mana cost to your mana pool.


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