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Terra : The Woodland Guardian

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This is a slight rework with new art.     League post:  community.na.leagueoflegends.c…

Passive) Tuck and roll - Terra receives less damage while her back is turned and gaines a movement speed boost from rear attacks.

Q) Lasso - Lassos a target. Restricting the targets movement to an area around terra (targets can still move and attack. Flash and like abilities cannot exceed the restricted range). Terra may move and guide the target. Terra may target totem traps, if she does Terra pulls herself to the totems location, consuming the totem and resetting lasso's cooldown.

W) Dead Fall - Terra sets a stealth trap affecting an area. Enemies who enter the affected area suffer reduced movement speed and loss of sight.

E) Totem Trap -  Terra may set up to 3 stealthed totem traps that taunt enemies who come within range. Totems return a percentage of damage (+ a percentage of Terra's missing health)

R) Gotcha - Terra sets a stealthed trap that releases a hanging bolder that stuns the enemy who triggered the trap and deals damage and slows all enemies within the area.
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RagnarokTZ's avatar
Hm, seems like a cool champion, I guess it's a sort of tanky initiator? (lasso enemies and drag them through your countless cc traps) You could get soe serious area denial with this champ. Oh god I can imagine as a jungler getting your entire jungle trapped by her and just waiting for a trap to go off, just waiting for you to get lassod.

some tips:

- I wonder though, if you give a champion 3 traps, you may get struck by the 'teemosyndrome'. (not joining fights because you only want to fight in areas you trapped)
- a blitz syndrom may also be the case, if you don't land your lassos, you're not helping your team, if you DO land them, you have the sickest unfightable initiation.
- I can't help but notice there's only direct damage on the ult, and damage on the taunt, which is nearly fully dependant on Terra's missing health against low-physical-damage ouput characters. Consider a small damage component on the Q and W as well.
The Q cooldown resetting upon hitting a totem may be a bit too much, because you can just plant a totem, jump to it, plant another totem, jump to it, etc. (imagine a jarvan without cooldowns)
- the traps are stealthed, on summoner's rift there currently exists no good way to clear traps like these, shacoboxes and teemshrooms are already a terror, a champ with THREE stealth traps may be a bit much.
- final one (sorry, I tend to talk a lot) She has a LOT of strong cc. for instance, Nautilus, current king of cc, has:
a stun
a knockup
a snare
a slow
Terra has:
a pull
a stun
a taunt
a slow
that's 3 fully disabling forms of CC on Terra, that's more than nautilus! Consider things like the totems slowing, and the pitfalls being full of spikes and damaging them while they are on the area.

sorry for me telling you things about your champion, but this might make it all a tad more balanced :P