User blog:CrashySmashy/Sarah, The Evocator v. 2.0

I decided to change my champion a little after deeply analysing her damage, usability and kit.

She gave me hard times- I wanted to put some mechanics that are yet unseen in LoL; like the "3-in-1" skills, or an innate which acts differently if you let your ult proc on it... I will try to make all this seem less complicated, and balance it as much as I can to keep the old "feel" to her.

When I posted her concept last time I got quite a few critical remarks concerning her kit and style. I've read them carefully, and decided to give the Evocator another chance.

A REMINDER OF WHO SHE IS SUPPOSED TO BE: She is a champion with pets- just like Annie or Malza- but to Sarah, the pets are EVERYTHING. They are as needed as the Ball to Orianna. Sarah commands the Pets to AA, lasthit, protect her and her teammates, and finally- kill the enemies in a cruel way. She is inspired by all the summoners and Summons/Espers/Aeons/Zodiacs/GFs from Final Fantasy series: The Vengeful Phoenix (Phoenix) The Frost Countess (Shiva) The Blazing Beast (Ifrit) The Mighty Drake (Bahamut)

Link to the previous version -> [Sarah ver. 1.0]

Abilities
Sarah can call Ancient Beasts to aid her in battle. The Summons can be controlled by reactivating the corresponding ability; The Summons can be summoned in 2 ways, and can be controlled, autoattack, and be unsummoned in 2 different ways.


 * After the summoning of any of the 3 Beasts, Sarah gains access to a new ability:
 * R: Unsummon the Beast- the effect varies depending on the activated summon.
 * The Grand Summoning will be available as soon as the currently summoned Beast dies/is unsummoned.
 * Summons stay on the battlefield until killed.
 * If Sarah dies, her Summon dies as well.
 * However, If Sarah would be resurrected by the Final Summoning, the pet is not unsummoned due to her brief death.
 * Sarah can command only one summon at a time.
 * Unlike other pets, minions will aggro on the enemy who is attacking a Summon.
 * When Sarah's passive triggers, however, she has 2 summons at once, although she is not able to control the Phoenix in any way.
 * The Summoning ability will go on its cooldown only when the summon is either unsummoned or killed.
 * This means that if Frost Maiden is in play, and she is unsummoned, the cooldown starts counting the moment she leaves the battlefield, not when the summoning spell was cast initially.
 * The Summons have a leash range of 950. They have an arrow above them showing how far they are from Sarah.
 * Green means the Summon is close.
 * Yellow means the Summon is a fair distance away.
 * Red means the Summon is far away, and moving just a bit away will make them start walking in her direction ignoring any commands until within the radius of control.
 * If the distance needed to cover is greater than 2000 units, the Summon will be automatically killed (thus unsummoned)- this includes the occasions of Recalling (if the distance is indeed <2000 units), teleporting, and leaving the Summon in an area from where there is no valid path to Sarah (areas like Baron/Dragon Pit closed off by Anivia's wall.
 * Summons have approximately 550 vision range.

Some of the changes are purely cosmetic, some of them were value-changes:
 * The enhanced summonings now scale with Ultimate, rather than with the spell level.
 * Enemies attacking Summons are aggro'd by minions.
 * The innate now fully resurrects Sarah only- it resurrects nearby allies just briefly, and only when Sarah dies with Ult activated.
 * The way the summons work now is:
 * Summon a Beast with Q, W or E (The R button changes to the Unsummoning for the corresponding Beast)
 * Command it using the same key
 * Unsummon it by using its Unsummon Ability @ R
 * You cannot activate Ult while having a Summon by your side.
 * You MUST have 100 mana to unsummon any Beast manually. Otherwise- wait till it dies, or let it stay somewhere and walk away so that it gets stuck.
 * I tired to make the unsummoning for free, but it's not fair for a skill that good to be free, and simply putting more mana cost on the initial cast is wayyyyy to much for the laning phase.

Building Sarah: While in S2 it could be a good idea to build glass cannon, now it's probably not an option. The league of gap closers is going to kill Sarah, so she needs as much survivability as she can get. This changes her playstyle a bit, but also enables to deal with some of the League's most horrid match-ups. While she IS melee, her minions do the last-hitting job decently. She can stay afar from poke, and as long as she keeps her summon alive, she can hold a lane. Her summons scale with her HP and AP, making tanky AP a more suitable option:



She could potentially be a counter to all those ad assasins- stays in back and still lasthits, and she can be incredibly durable with Catalysts and Armguards while still buffing her skills (hp and ap-wise)

Changes
Listed edits will be here.