My idea for an interesting and simple marksman design

The concept

Someone trained to use wind magic by Janna. Their attacks are the classic "wind cutter" or "air blade" concept and they have wind-themed abilities.

The abilities

Passive - A Thousand Cuts

Every subsequent attack on-hit deals an additional 1% of the target's current health as physical damage. Stacks reset after 3 (+0.5 per level) seconds.

This empowers continuously attacking the same target while not scaling into ridiculous damage. Since it's current health based, it disproportionately provides a benefit when attacking tanks. The shorter duration early makes it easy to drop stacks in lane while allowing for more breathing room in mid/late game team fights.

Q - Wind Tunnel

Connects you and the target with a tunnel of wind that latest for 10 seconds and grants 20/25/30/35/40% attack speed against the target. Being more than 900 units away breaks the tunnel early.

A simple stat check ability that has interesting interactions with the rest of their abilities.

W - Gust

Against a target affected by Wind Tunnel, slows the target by 20/25/30/35/40% for 2 seconds (no decay). Against another target, knocks them back 150 units and slows them for 20/25/30/35/40% decaying over 2 seconds.

When on the offensive (with Wind Tunnel), this provides some kiting and gap closing ability. When on the defensive, the knockback and slow

E - Vortex

For the next 2/2.4/2.8/3.2/3.6 seconds, blocks all projectile basic attacks with a 50% chance of reflecting the attack back to its origin. If a target is affected by Wind Tunnel, this chance is increased to 100% and attacks are reflected to the target of Wind Tunnel. While Vortex is active, enemies within 350 units are slowed by 10/12.5/15/17.5/20% and take 30/40/50/60/70 (+ 15% bonus AD) physical damage per second (0.2s ticks).

R - Wind Blade Barrage

Pushes the target back until they hit a wall or are 1000 units away. If the target is pushed against a wall, they are slowed by 100% (not affected by Slow Resistance). Gain 50% total attack speed (can exceed 2.5 attacks per second), 1000 attack range and self-taunt to the target. Channels for 4 seconds or until the target is pushed to 1000 units away.

This provides both a CC with damage burst (that can still be flashed out of under the right circumstances) or a single-target knockback for a clutch escape.

There's probably room for some more diversity in their abilities (there's two different slows for example) but I like the theme and the simplicity of being a basic attack oriented champion with some utility and defense.

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u/Sellorio — 5 days ago

Lethality Senna brings back Senna's glass cannon golden age and it's awesome!

Over the last week and a bit, I've been testing Voltaic Cyclosword in an attempt to recreate the golden days of Senna. The days where Senna would be top damage in the game more often than not and her survivability wasn't defined by how much health you built but how terrified of you the enemy team was. I made a post a week ago about it but I hadn't gotten much testing in so I didn't want to present it as a "build". Now that I'm more sure of it, I wanted to share the build here. Hopefully no one from Riot notices this and nerfs Senna...

Please note, everything here is for 'Support' Senna and would require some level of adaptation for Bottom.

Items

Voltaic Cyclosword

With the strong alpha damage proc and bonus lethality for 4 seconds, this synergises insanely well with Senna's alpha-damage-oriented kit. This is the focal point of the entire build.

Lord Dominik's Regards

With the raw physical damage being supplied by Senna's passive and Cyclosword, this item comes online incredibly early and is the highest damage second item you can build by a solid margin.

Umbral Glaive

My default 3rd item. It's cheap; it has generous stats, it has fantastic passives. You cannot go wrong with this one.

Infinity Edge

Last item isn't as important since you're already a fully armed and operational intercontinental ballistic death laser. Can't go wrong with IE. BORK also good. Axiom Arc could be nice for extra ults. I don't really know which is the best pickup.

Note: some may scoff and say "but you're a support, you don't have enough gold to build all these expensive items". Ummm, you're wrong. And the items are strong enough that you can keep up on damage even if you're behind so it ends up raising your damage ceiling at no cost.

Runes

  • Fleet Footwork (this probably never stopped being the best option but it beats out alternatives because this build benefits more from the positioning control this gives)

  • Presence of Mind

  • Legend: Alacrity

  • Cut Down

  • Manaflow Band (along with POM, solves Senna's mana needs)

  • Celerity (more speed - more positioning control and kiting)

  • Adaptive Force x2 (very strong lane presence and oppressive power in early game)

  • Scaling Health (better than upfront health after hitting level 7)

Playstyle

Use bushes or your superior range to get a Q and basic attacks off to take most squishies from 100% to 50% almost instantly. Everything in your kit scales really well with AD and Armor Pen and this build has plenty of both. This way of building Senna has always been more satisfying for me as you get survivability from oppressing the enemy with surprising amounts of damage rather than relying purely on stats like HP.

Senna already dies really quickly if the enemy engages on her with the Black Cleaver build - so the loss of bonus HP really isn't that noticeable. The reduced attack speed compared to Statikk Shiv in return for more damage leads to more impactful feeling attacks and abilities which feels great and fits really well with Senna's fantasy.

mobafire.com
u/Sellorio — 8 days ago

Lethality Senna is back

I didn't notice this until now, but Voltaic Cyclosword got reworked. For those like me that didn't notice and others that dismissed it, this is huge. The new passives (plural) all synergize really well with Senna. First, the damage is now 7% current health physical making it effectively an extra Senna passive. Second, it grants an extra 12 lethality after proccing so you get bonus penetration for when you proc Senna's passive. This synergizes to give Senna insane alpha damage in a fight.

Second, you build Umbral Glaive which has also been reworked semi-recently and has another 90+ true damage alpha damage proc in addition to being cheap, having good stats and still giving the vision passive.

The weakness of this build is how squishy you are. Back when Lethality Senna was a thing, Senna was much more durable than she is now and the game in general wasn't balanced around 0.1 second kill time as standard. I'm currently experimenting with some extra HP from runes to see if that helps.

reddit.com
u/Sellorio — 14 days ago

Not being able to play Arcade Sona in Classic is a travesty

Doesn't even make sense. Arcade Sona looks so dated in modern league and it came out during the classic era.

reddit.com
u/Sellorio — 21 days ago

Please enable Item Sets for Classic

I always find it stressful to try and remember the next item I want or what items I usually build for a champ. In modern league, I use Item Sets pretty much every single game. It'll be a really nice quality of life feature if we had them in Classic too. Especially since classic items are completely different and now I need to memorise all the items I want to build ahead of time which doesn't seem to be necessary for the classic experience.

reddit.com
u/Sellorio — 21 days ago

Traders need to be fixed...

I love this game but at the same time, the fact is that trader AI is terrible. After all these years of updates, I still have to use Repeat Orders to manually assign trades because otherwise my traders will let one factory sit full of Refined Metals while another factory in the same sector is out of stock. Constantly I have traders either sitting idle "looking for trades" or performing lower priority trades. And no, it's nothing wrong with my setup because sometimes those traders do decide to do the right thing.

There's actually no other work around other than manually setting up repeat orders and having your traders litter up the property panel. I have traders assigned to both factories. In fact, the only reason I'm not doing a mega complex this playthrough is because I tried the "warehouse" design since I genuinely thought that would be a viable workaround for the awful trader AI.

What's the warehouse setup? Simple: factories produce, warehouses store, other factories consume. No traders are assigned to either factory and instead only warehouses pull and push products. That should have vastly simplified trading logic. Unfortunately, it didn't take long before warehouse traders decided to sit idle while factories were full/empty. I eventually tried assigning traders to factories anyway but that only slightly helped.

For a game with so much emphasis on building an economy, it's insane that mega complexes are still mandatory in order to get consistent results.

reddit.com
u/Sellorio — 26 days ago

Asgard battleship spam instead of fleets?

I see a lot of posts here about fleet composition and management but is there anything you can't do but just building more Asgards? Maybe with some anti-fighter support?

Note: we can't post without setting a flair but each flair is very specific. The workaround is to edit flair after posting.

reddit.com
u/Sellorio — 1 month ago

How to deepen the edge when entering a Loop Jump (from backwards)

I've been able to do a fairly good loop jump from 3-turns consistently for months now but my backwards entry loop jump (i.e. from backwards crossovers) doesn't have a clean entry edge. Instead, it's a bit scrapy/scratchy. I can still land it fine but I'm missing that clean entry and that final pivot component of the pre-rotation.

I can probably fix it with enough practice and iteration but I was wondering if anyone has experienced this before and knows what I can do to improve.

Thanks in advance!

reddit.com
u/Sellorio — 2 months ago