Heya, y'all. With me having nothing to do this New Years Eve and with the Custom Runeterra section being so empty I thought I'd continue with my weird collection. Of the three I've posted thus far this one has me the most worried about balance. I don't know if she is too strong or to weak (leaning in the too strong direction) but I am still only trying to give an idea of a design. Did my best to offer a card that allowed unique gameplay but also offered something that felt like the champion. I did my best to show Ahri's mobile mage style of game play. I do think that the Charm spell might be too good but when comparing it to Troll Chant and cards of that sort it's hard to be sure.
Spirit Rush is not a collectable card by the way. It is only gained through the Level Up effect of the champion since otherwise I'd be offering damage removal to a faction in its entirety when that faction is not known for dealing damage at all. I had considered having Ahri's play effect be 'deal 2 to an enemy unit' or 'deal 2 to a random enemy unit' but I didn't want to take the damage aspect too far and thought adding some ephemeral synergy to her as well to make her a more flexible champion would be neat. Lastly I want to make it clear that Spellvamp as a key word is not meant to be something impactful enough to design a card around, it is useful yes, but healing your nexus for 1-2 isn't insane and thus I designed Ahri's Champion spell to be strong without it triggering.
I'm sure I have plenty of other flaws in my design but that is why I share my work, to get creative criticism, so feel free to let me know what you think.
Edit: I made some minor changes due to wording I realized was awkward. This may have been a slightly overly ambitious champion design I'm realizing. >.>;






Leave a Comment