Vikki, The Gemini Witch (Ver. 6.0)

Numbers can always be modified, so please judge on the concept. For the Wiki version, please click here.

Other Champion Concepts
Mai, The Miracle Maiden
Click here.

Goliath, The Guardian Golem
Click here.

Kiya, The Feline of Fervor
Click here.  (BLOG VERSION.)

Avrillya, The Vindictive Assailant
Click here.

Other Vikki Version(s)
Version 3.0
Click here.

Version 4.0
Click here.

Version 5.0
Click here.
Vikki, The Gemini Witch (Ver. 6.0)

Thank you, Rose, for the Vikki & Valerie drawing! Coloring done by Lethe. >^..^<
For the twin sisters Vikki and Valerie, growing up in Zaun meant sticking together to survive the everyday chaos. Despite having quite distinct personalities, the two sisters were always inseparable since birth. Even though Zaun’s city life was so disorderly, Vikki always had a cheerful mood. On the other hand, Valerie personified the typical Zaun-like behavior with her usually stoic expression and serious attitude.

But fate had a difficult trial in store to test this sisterly bond. On a chilly evening while the sisters were taking a stroll down a street, an alchemy experiment in a nearby building went horribly wrong, triggering a massive explosion. Impulsively, Valerie shoved her sister aside as the stony shower rained downward. Vikki watched in dismay as her sister was crushed by the debris. As onlookers rushed to the scene, and the dust started to clear, Vikki hurried over to grasp her dying sister’s protruding hand.

One particular passer-by happened to be none other than the infamous Dr. Xavier Rath himself. He casually walked over and gently patted Vikki’s shoulder. He knelt down and began whispering something into her ear. After contemplating what he said, teary-eyed Vikki slowly faced Dr. Rath and nodded. With a snap of his fingers, Dr. Rath beckoned his assistants to emerge from the cluster of concerned citizens. The burly men recklessly unearthed Valerie’s corpse from the rubble and carried her off toward Dr. Rath’s laboratory. The “caring” doctor then motioned for Vikki to follow them.

For her sister’s sake, Vikki was prepared to sacrifice everything. After many exhausting hours, Dr. Rath finally completed his zany experiment he concocted the moment he saw Valerie’s corpse. His unorthodox procedure somehow extracted Valerie’s very soul and then attached it to Vikki’s body as a shadowy specter. The process unlocked magical energies that lay dormant in both girls, fusing the arcane properties into an amazing force.

Months later, the League of Legends welcomed a new contender into its illustrious contest … two participants to be exact. To repay their debt to Dr. Rath for saving Valerie’s life, Vikki agreed to step foot on the Fields of Justice to showcase the cunning doctor’s “creation” in action. No matter what the odds, the twins believed they could handle whatever destiny had in store, just as long as they were together … forever.

“The only thing possibly stronger than their sisterly love for each other is their magical potential.” – Dr. Xavier Rath wrote in his lab notes after finishing the twins’ experiment.

Model Concept:
 Vikki is the sister you move around with, while Valerie acts as her shadow and hovers behind her back (by default). Enemies cannot target Valerie with any kind of attack or spell, so they must aim for Vikki. Valerie can also move around the battlefield. Both Vikki and Valerie will use spells together as a pair. The sisters also have a second “form” where they combine together, unlocking a different skill-set.

Attack Animation: Vikki fires a magical sphere at her target from her left hand. Valerie attacks in a similar fashion.

Critical Attack Animation: Vikki uses both hands to attack, making her magical sphere even larger as she fires it toward her target.

Death Animation: Vikki and Valerie fall to their sides, facing each other (Valerie will warp next to her dying sister’s side if she is far away). The two then hold hands as Valerie begins to dissolve into the ground.

Taunt Animation: Vikki and Valerie “power up” with auras surrounding their bodies at their current locations, causing their hands to glow with mystic energies.

Joke Animation: Vikki and Valerie do “silly” poses at their current locations. If the sisters are currently in their “1” skill-set and are close to each other in distance, they will instead do the Team Rocket pose, with Valerie acting as James by creating a magical rose in her right hand.

Dance: “Magic Girl” by Orange Caramel. Both sisters do the dance at their current locations, or if they are “combined” together. I think a lot of sequences from this video could easily be a good, in-game dance routine for the sisters. It would just be a matter of picking a segment of the dance to utilize.

Original Quotes*
Note* Vikki and Valerie both speak at the same time.

Upon Selection
– “We spell double trouble.”

– “Guide us to victory, summoner.”
– “We understand.”
– “They cannot fathom our true potential.”
– “We will have them seeing double.”
– “This sisterly bond is unbreakable.”
– “Together forever.”
– “With twice the magic power.”
– “You can count on us.”
– “Our powers are twofold.”
– “Two souls are better than one.”

– “Witness our combined might!”
– “We will not be defeated by the likes of you!”

– “How about a double date?”
– “Double your pleasure. Double your fun.”

Original fandub done by LilyPichu. Special thanks. 🙂
New Quotes*
Note* Vikki and Valerie both speak at the same time. **Means there is a sound effect.

Upon Selection
– “We spell double trouble.”

– “This sisterly bond is unbreakable!”
– “What a witch thing to do!” 
– “Twin attack!”
– “Double your pleasure. Double your fun.”
– “We will have them seeing double!”

– “Divide and conquer!” **Giggles.

– “Together forever.”
– “Guide us to victory, summoner.”
– “We understand.”
– “Believe in our witchcraft.”
– “In unison.”

– “Synchronized.”
– “They cannot fathom our true potential.”
– “Magical.”
– “Two souls are better than one.”

When castingPosted ImageDouble Spell Shot.
– “Spellbinding!”
– “Bewitching!” 

When castingPosted ImageTwin Comet.
– “Crush them!” **Evil, yet cute laugh.
– **Girly grunt (as if the sisters are throwing something heavy).

When castingPosted ImageHex Halo.
– “Our powers are twofold!”
– “How hexing.” **Giggles.

When castingPosted ImageGemini Veil.
– “With twice the magic power!”
– “A shroud of spirit!” 

When castingWitch Warp.
– “Tricky!”
– “So much fun!” **Laughs.

When castingEnchanted Maelstrom.
– “Dazzling!”
– “Be in awe!”

When castingShadow Sister.
– **Attacking grunt (in girly manner).
– **Girly shout.

When castingExorcism.
– “Fear us!”
– **Evil cackle.

– “Witness our combined might!”
– “We will not be defeated by the likes of you!”

– “How about a double date?”
– “Prepare for trouble, and make it double!”

**Very cute giggling.

Death Sound
– “Sister (in a fading, dying manner)!”

Full version and demo done by Imoristar. (Another take can be found here on Chirbit.) Special thanks, Imori☆. 🙂

Vikki is a mage champion who has the aid of her sister, Valerie, to assist her with spell attacks. Vikki is the character players control, whereas Valerie can be maneuvered around the battlefield for strategic purposes.

Vikki initially begins with the option of having Q, W, E and R available to level up (like Udyr, which means that one skill slot will only get three points total at Level 18). Vikki also has access to a “second” skill-set when using the R ability in a special manner.

Skills for Vikki and Valerie when they are separated have a “1” attached to them. Skills with Vikki and Valerie combined together are labeled as “2.” Leveling up an ability will also level up the other skill-set’s respective ability (e.g. leveling up Q1 will level up Q2). In addition, each of these abilities have INDEPENDENT COOLDOWNS.

Vikki’s kit revolves around a lot of abilities. To compensate for balance purposes, Vikki’s abilities do weaker damage comparatively to other mage-based abilities. However, these abilities have effects to even out the playing field with their utility and other functions.

Vikki’s design has many layers of complexity that would reward a diligent player who is willing to attempt a champion with a higher skill cap. LoL needs more characters who push the difficulty envelope. Vikki and Valerie would certainly make an interesting duo for the game.


Base Stats
Damage: 49+3.1 per level
Attack Speed: 0.625+1.68% per level
Attack Range: 550
Health: 380+82 per level
Mana: 405+55 per level
Move Speed: 300
Armor: 9+3 per level
Magic Resistance: 30+0 per level
Health Regen: 4.75+0.06 per level
Mana Regen: 6.80+0.65 per level

Special thanks to Summoner Seijitsu for helping me with the number crunching for this champion concept’s stats and abilities. Special thanks. 🙂

Posted Image
Magical Momentum
 Each time an ability is used, Vikki gains a Magical Momentum stack for 5 seconds. Each stack provides 3/6/9/12 bonus ability power (improves at Levels 6, 11 and 16) to Vikki and nearby ally champions (within 900 AoE). Cap of 5 stacks.

Bonus AP for Vikki and Nearby Ally Champions: 3/6/9/12 per stack
Bonus AP Aura: 900

 Ability power-enhancing, stack-based aura for Vikki and nearby ally champions by a current percentage.
– A stack is applied AFTER an ability is used.
– The bonus ability power improves after certain levels.
– If the stack cap is met and a new ability is used, the current duration for this innate is refreshed.
– Only ally champions can benefit from this AP aura.
– This AP aura affects ally champions who are in stealth.

Posted Image
Q1 Ability: Double Spell Shot
 The sisters will each fire a magical bolt in a line from their respective locations, which each can hit a single foe. Each bolt deals 30/40/50/60/70 (+.25 AP) magic damage. Valerie will always aim after Vikki’s bolt. Vikki’s bolt will blind its target for 0.5/0.75/1/1.25/1.5 seconds, whereas Valerie’s bolt will silence its target for 0.5/0.75/1/1.25/1.5 seconds.

Animation: The sisters fire magical bolts from their current locations. Each bolt explodes in a different manner to distinguish the respective effects.

Magic Damage for Each Bolt: 30/40/50/60/70 (+.25 AP)
Blind Duration: 0.5/0.75/1/1.25/1.5 seconds
Silence Duration: 0.5/0.75/1/1.25/1.5 seconds
Mana: 45/50/55/60/65
Cooldown: 9/8/7/6/5 seconds
Range: 1,200 (for both bolts)
Projectile Speed: 2,000 (for both bolts)

Further Explanation(s)

The player will use a standard aiming reticle like normal. Valerie’s aiming reticle will always point after Vikki’s reticle from her current location (similar to Lulu and Pix’s Glitterlance). The projectiles fired are similar to other skill-shots, but they can be launched from two different locations at the same time.

– Double skill-shot that fires two projectiles (potentially) from different points that deal magic damage and different effects.
– The player targets from Vikki’s location like any other skill-shot, whereas Valerie’s projectile will always be fired after Vikki’s skill-shot.
– The projectiles stop at the first enemy unit they hit or if they reach their max range.
– Vikki’s projectile inflicts a blind, while Valerie’s projectile inflicts a silence.
– The projectiles do not provide vision as they are flying.
– The projectiles may cross each other.
– The projectiles fly past anything that is not an enemy.
– Leveling up Double Spell Shot will also level up Twin Comet.
– Applies a Magical Momentum stack when this ability is used.
– These projectiles can hit units in stealth.

Posted Image
Q2 Ability: Twin Comet
 The sisters call down a magical comet from the sky that drops after a 1 second delay, granting vision (not True Sight) as it falls toward the ground. The comet deals 80/110/140/170/200 (+.45 AP) magic damage and stuns a single, hit foe for 1.25/1.5/1.75/2/2.25 seconds. If the comet happens to hit more than one target, the damage will be reduced by 10% for each hit target (down to a minimum of 50%) and the stun duration is reduced to 1 second to all struck foes.

Animation: The sisters summon a magical comet to fall from the sky. There will be a shadow on the ground to warn enemies. The comet will break on top of a hit foe, and it will shatter into multiple pieces if there is more than a single target in the vicinity.

Magic Damage: 80/110/140/170/200 (+.45 AP)
Stun Duration: 1.25/1.5/1.75/2/2.25 seconds
Reduced Damage for Extra Targets Hit: 10% (down to a minimum of 50%)
Stun Duration for Multiple Targets Hit: 1 second
Comet Delay: 1 second
AoE: 250
Mana: 65/75/85/95/105
Cooldown: 13/12/11/10/9 seconds
Range: 900

Further Explanation(s)

The comet initially has a brief delay before flying down from the skies toward the ground. There will be a shadow of the comet to warn foes. The comet provides vision (not True Sight) as it is falling. This deals magic damage and a stun effect.

If the comet hits a single target, the comet will deal regular magic damage and apply the normal stun duration. If more than one target is hit, the damage and stun duration become mitigated.

 Aerial skill-shot that deals magic damage and a stun.
– The falling comet would have a shadow to warn foes, giving them a chance to dodge the projectile.
– The comet deals more damage and applies a longer stun effect if it hits a single target.
– Conversely, the comet deals less damage (down to a minimum) and has a reduced stun effect if more than one target is struck by the comet.
– This ability grants vision as the comet is dropping from the skies (not True Sight).
– Leveling up Twin Comet will also level up Double Spell Shot.
– Applies a Magical Momentum stack when this ability is used.
 This ability can hit units in stealth.
Posted Image
W1 Ability: Hex Halo
Active: Valerie places a spell circle at her current location that lasts for 8 seconds. Vikki and ally champions who enter the circle gain 10/15/20/25/30 bonus magic resistance and 15/20/25/30/35 tenacity (reduces crowd control effects such as slows and stuns). Conversely, enemy champions who enter the circle have 10/15/20/25/30 reduced magic resistance and their tenacity stat negated.

Animation: Valerie appears over a target area and conjures a hex circle. The circle lights up whenever an ally or enemy champion enters the area.

Further Explanation(s)

The Hex Halo is created at Valerie’s current location, lasting for a few seconds afterward. Ally champions who enter the Hex Halo AoE gain improved magic resistance and bonus tenacity, which reduces the effectiveness of crowd control abilities.

On the other hand, enemy champions who enter the AoE receive the opposite effects by having reduced magic resistance as well as their tenacity stats negated. This means enemy champions will receive the full duration for any given crowd control effect while inside the Hex Halo.

Bonus Magic Resistance: 10/15/20/25/30
Reduced Magic Resistance: 10/15/20/25/30
Tenacity: 15/20/25/30/35
Mana: 60/70/80/90/100
Cooldown: 16/15/14/13/12 seconds
AoE: 400
Duration: 8 seconds

– Magic resistance and tenacity for ally champions who enter the AoE, while this skill reduces magic resistance and negates tenacity for enemy champions who enter this area.
– The effects apply as long as ally champions/enemy champions are inside the AoE.
– The tenacity provided from this AoE does not stack directly with other tenacity.
– Vikki or ally champions who enter the AoE gain magic resistance and tenacity.
– The decreased magic resistance for enemy champions counts as magic resistance reduction (meaning the magic resistance can potentially go into the negatives in extreme cases).
– Enemy champions who enter this AoE have their tenacity negated, which means crowd control effects (such as stuns and snares) will never be reduced.
– Enemy champions with zero tenacity entering the Hex Halo do not receive negative tenacity. Their tenacity values are just always at zero.
– Leveling up Hex Halo will also level up Gemini Veil.
– Applies a Magical Momentum stack when this ability is used.
– This ability can affect units in stealth.

W2 Ability: Gemini Veil
Active: The sisters form a two-layer, magical veil around a target ally champion or themselves. The shrouded target gains a shield that blocks 60/90/120/150/180 (+.33 AP) damage for 3 seconds. In addition, the target will also gain a spell shield for 2 seconds that blocks the next negative ability. If a spell is successfully blocked, the ally champion is healed for 50/70/90/110/130 (+.15 AP) health.

Animation: Vikki/Valerie pat their hands together, creating a “two-layer” veil around themselves or a target ally champion. If a spell is successfully blocked, the veil will disperse and will heal the ally champion.

Further Explanation(s)

The Gemini Veil provides a two-layer shield mechanic: one is a weak shield that blocks damage like any other shield while the second one is a spell shield that blocks the next negative ability. In the next few seconds for the spell shield, a successful spell block will heal the shielded ally for a small amount, rewarding good timing on the player’s part for that “clutch” feeling.

Shield Strength: 60/90/120/150/180 (+.33 AP)
Shield Duration: 3 seconds
Spell Shield Window: 2 seconds
Heal: 50/70/90/110/130 (+.15 AP)
Mana: 80/85/90/95/100
Cooldown: 20/18/16/14/12 seconds
Range: 750

– Shield and spell shield that heals when a spell is successfully blocked during the limited time window.
– The shield and spell shield are separate things.
– The spell shield blocks the next negative ability.
– Leveling up Gemini Veil will also level up Hex Halo.
– Applies a Magical Momentum stack when this ability is used.
– Only Vikki/Valerie or an ally champion can be targeted by this spell shield.
– This ability can affect units in stealth.

E1 Ability: Witch Warp
Active: The twins swap places from their current locations with warping magic by creating dark portals on the ground. As the twins are swapping locations, the portals also release dark pulses from their current positions that deal 75/100/125/150/175 (+.3 AP) magic damage to foes while also dragging them toward the epicenter of a respective portal. Enemies can only be affected by one portal.

Animation: Vikki and Valerie both twirl around in a circle from their current positions, submerging into the ground as they create makeshift “portals” on the ground. The portals release dark pulses from the rifts. Enemies hit by the pulses receive magic damage and will be dragged back toward the epicenter of a dark portal.

Further Explanation(s)

Vikki and Valerie will quickly swap locations at their current positions by descending into “portals” that open up from the ground.

The sisters will drag any nearby foes close to their respective portals toward the epicenter of the AoE as they are swapping places. The dragged foes also suffer some magic damage. The effects of these portals do not stack.

Magic Damage: 75/100/125/150/175 (+.3 AP)
AoE: 300
Mana: 70/80/90/100/110
Cooldown: 22/20/18/16/14 seconds

– Swapping ability with AoE magic damage and a drag effect.
– The sisters swap places and release dark pulses from their current positions. The pulses will inflict magic damage and will drag them toward the epicenter of a dark portal.
– If the sisters happen to be close by to each other, the dark pulses’ effects do not stack for affected enemies, meaning they will get affected by the first pulses that touch them.
– Enemies being dragged can still take action (think Janna’s Monsoon but inward and on smaller scales).
– Leveling up Witch Warp will also level up Enchanted Maelstrom.
– Applies a Magical Momentum stack when this ability is used.
– This ability can affect units in stealth.

E2 Ability: Enchanted Maelstrom
Active: Vikki and Valerie conjure up a hex orb at a target spot, which releases a magical maelstrom for 5 seconds. The maelstrom whirls around, dealing 30/40/50/60/70 (+.2 AP) magic damage per second and slowing the movement speed of hit foes by 15/18/21/24/27% for 1 second. The first champion, friend or foe, to touch the orb will “carry” it with them. The orb can be potentially “carried” again if the champion happens to die.

Animation: Vikki and Valerie’s hands glow as they do a “lifting” motion to conjure up a hex orb at a target location. The orb sparks up and releases a magical maelstrom. The orb itself will “cling” to the first champion to touch it, carrying the storm with them until the duration comes to an end.

Further Explanation(s)

The sisters conjure up a “hex orb” at a target location, which immediately creates a magical storm that deals magic damage and an AoE movement slow for a few seconds.

The first champion to touch the hex orb will “carry” it with them, potentially moving the storm around the battlefield. Only enemies will receive magic damage and the movement speed slow. The orb can also be picked up again if the original carrier of the orb dies for the skill’s remaining duration.

Magic Damage: 30/40/50/60/70 (+.2 AP)
Movement Speed Slow Percentage: 15/18/21/24/27%
Movement Slow Duration: 1 second (per tick)
AoE Duration: 5 seconds
AoE: 350
Mana: 75/85/95/105/115
Cooldown: 15/14/13/12/11 seconds
Range to Center of AoE: 600

– AoE magic damage and movement speed slow with an orb to act as the “epicenter.”
– The maelstrom appears from the orb.
– The maelstrom spins around in a circle, dealing magic damage and slowing the movement speed of all hit foes.
– The movement speed slow lasts for a second, but then the duration refreshes if an enemy remains in the storm.
– The hex orb clings to the first champion, friend or foe, who touches the orb, which allows the position of the AoE to be physically altered (potentially), so the AoE could wreak havoc across the battlefield.
– If the champion with the orb dies, the orb is dropped on the ground and can be picked up again for the remaining duration.
– Leveling up Enchanted Maelstrom will also level up Witch Warp.
– Applies a Magical Momentum stack when this ability is used.
– This ability can affect units in stealth.

R1 Ability: Shadow Sister
 Whenever Valerie is stationary or trailing Vikki, she will auto-attack a nearby enemy (prioritizing enemy champions) within 300/350/400/450/500 attack range each second, dealing 15/20/25/30/35 (+.05 AP) magic damage. Foes who touch Valerie will be revealed for 1.5/1.75/2/2.25/2.5 seconds. Valerie herself has 400 AoE vision (not True Sight). Leash range of 350/400/450/500/550.

Active: Vikki guides Valerie to move toward a location at 300/350/400/450/500 movement speed (Valerie can pass terrain). If the player targets Vikki with this ability, the twins will instead “combine” together to unlock a second skill-set. In this state, Vikki also gains Valerie’s passive auto-attack damage, 25/50/75/100/125 attack range and will ignore unit collision.

Animation: Valerie will normally “trail” her sister by floating midair, like a haunting spirit. Valerie’s auto-attack is similar to Vikki’s, but a little different. When this ability is used, Valerie moves to a target location like a spooky ghost. Vikki and Valerie will instantly adjust their “forms.” If the player currently has the Vikki skill-set, Valerie will “combine” with Vikki to possess her sister’s body.

Further Explanation(s)

By default, Valerie will follow Vikki behind her sister as a shadowy spirit. Vikki can command her sister to move toward a target location to change up the twins’ positioning on the field (Valerie can pass terrain). Similar to Orianna’s Ball mechanic, Vikki will have an indicator (green, yellow and red) to represent how far Valerie is from her sister. Valerie returns behind Vikki if the leash range is broken. Valerie will also resume following her sister if the player uses Vikki to “pick up” her sister.

Valerie will randomly attack an enemy foe within her attack range whenever she is stationary. Valerie will prioritize enemy champions. Foes who touch Valerie will be revealed for a few seconds.

If the player targets Vikki with Shadow Sister, Valerie will then fly toward Vikki so the two can “combine together.” This maneuver switches to the “2” skill-set. In addition, Vikki will also gain other bonuses, which are Valerie’s passive magic damage, extra attack range and the ability to ignore unit collision.

Valerie’s Auto-Attack Magic Damage: 15/20/25/30/35 (+.05 AP)
Valerie’s Auto-Attack Range: 300/350/400/450/500
Valerie’s Auto-Attack Speed: One attack per second
Valerie’s Revealing Duration: 1.5/1.75/2/2.25/2.5 seconds
Valerie’s Movement Speed: 300/350/400/450/500
Valerie’s Vision AoE: 400
Valerie’s Model AoE: 150
Mana: 30/35/40/45/50
Cooldown: 5/4.5/4/3/2.5 seconds
Range: 350/400/450/500/550
Leash Range: 350/400/450/500/550

 AoE/line skill-shot with the use of Valerie as the projectile.
– Valerie cannot be targeted or affected by any effect or attack.
– Valerie can pass terrain such as walls as she is being commanded to move.
– Valerie grants vision (not True Sight) around herself, meaning the player can scout with her.
 Valerie will randomly attack targets within her range whenever she is stationary, with priority being placed on enemy champions.
– Valerie’s auto-attack does not have a critical strike version.
– Valerie will “reveal” foes who touch her for a few seconds (reveals a unit in stealth), which includes when she is moving around with Shadow Sister.
– Foes who touch Valerie again while they are revealed will just refresh the duration of the debuff.
– Valerie has a leash range, which will be indicated with a green, yellow and red system like Orianna’s Ball mechanic to tell the player if they are moving too far away from Valerie.
– Valerie returns behind Vikki and follows her if the player breaks the leash range, or if Vikki “picks up” her sister.
 Using Shadow Sister on Vikki herself will cause the sisters to combine together, gaining new bonuses and unlocking the “2” skill-set.
– Leveling up Shadow Sister will also level up Exorcism.
– This ability will always maintain the green ultimate dot (for the character portrait for your teammates) because this skill is not a true ultimate.
– Applies a Magical Momentum stack when this ability is used.
 This ability can affect units in stealth.

R2 Ability: Exorcism
Vikki/Valerie’s auto-attack deals an extra 15/20/25/30/35 (+.05 AP) magic damage, the sisters have 25/50/75/100/125 additional attack range and the twins will ignore unit collision.

Active: Vikki releases Valerie from her body, sending her sister toward a target location in a cone AoE and reverting back to Vikki’s first skill-set. Any enemies Valerie passes through suffer 100/125/150/175/200 (+.5 AP) magic damage and are feared for 0.5/.75/1/1.25 seconds. The Shadow Sister ability will be on cooldown after this ability is used.

Animation: In this “2” state, Vikki is “possessed” by Valerie. Vikki looks like she is consumed by evil energy, but it is just the twins being fused together as one. When the active ability is used, Valerie disperses from Vikki’s body and flies toward a target location as a giant, dark spirit.

Further Explanation(s)

Vikki exorcises Valerie from her body and sends her sister toward a target location in a cone AoE. Any enemies Valerie passes through will receive magic damage and will be feared. Using this ability will also revert back to the “1” skill-set, but the Shadow Sister ability is set on cooldown for a bit.

Passive Magic Damage for Auto-Attack: 15/20/25/30/35 (+.05 AP)
Passive Bonus Attack Range: 25/50/75/100/125
Magic Damage: 100/125/150/175/200 (+.5 AP)
Fear Duration: 0.5/.75/1/1.25  seconds
Mana: 80/85/90/95/100
Cooldown: 13/12/11/10/9 seconds
Range: 300/350/400/450/500
Cone AoE: 250

– Passive bonuses plus line/cone AoE nuke and fear that reverts back to the sisters’ first skill-set.
– The passive auto-attack bonus counts as an on-hit effect.
– Valerie deals magic damage and applies fear to all foes she touches as she is traveling.
– Using this ability switches back to the sisters’ “1” skill-set.
– The Shadow Sister ability will be on cooldown after this move is used.
– Leveling up Exorcism will also level up Shadow Sister.
– If Vikki dies while in the “2” skill-set, the sisters will later spawn and revert back to the “1” skill-set.
– This ability will always maintain the green ultimate dot (for the character portrait for your teammates) because this skill is not a true ultimate.
– Applies a Magical Momentum stack when this ability is used.
– This ability can affect units in stealth.
Champion Strategy

Vikki and Valerie have a lot of abilities at their disposal. But because the twins’ abilities are a tad weaker individually in terms of relative strength and scaling, the sisters thus rely on using all of their skills and versatility to deal their damage while also stifling their foes with crowd control effects. In addition, because Vikki is frail just like any other mage, good positioning is always vital for survival. As a result, Vikki and Valerie would require more effort than the average mage to play properly. Nonetheless, Vikki and Valerie bring a lot of options to the table, especially when it comes to team fights. 

Recommended Item Examples

(Just for you, Kas Minus One! >^..^<)
The sisters would greatly benefit from an item setup that provides them enough mana to take advantage of their multiple abilities. Using too many abilities too quickly would drain their mana pool, even through normal spell usage, so having enough fuel in the tank just to use skills would be vital. Furthermore, standard mage fare is always good.

Ability Combos
With so many abilities for a variety of situations, the obvious focus would be the combos. Being creative and quick with these ability combos would separate a good Vikki/Valerie player from an average one. The real key would be knowing how to switch back and from the “1” and “2” skill-sets for a given situation on the fly.

Below are a few examples.

1. Shadow Sister, Hex Halo and then finish with Double Spell Shot.
 —> Posted Image —> Posted Image
Launch Valerie out to a target location with Shadow Sister, drop a Hex Halo to reduce the magic resistance of foes while also negating their tenacity. Finally, hit them with Double Spell Shot for more damage and for the full crowd control effects. Meanwhile, Valerie is also attacking foes because she is stationary, piling on a bit more magic damage.

2. Twin Comet, Enchanted Maelstrom and then Exorcism.
Posted Image —>  —> 
Stun your target(s) with Twin Comet, and then follow it up with Enchanted Maelstrom right away for the magic damage and movement speed slow. Conclude the combo with Exorcism to get the magic damage and AoE cone fear, while also reverting back to skill-set “1” for more abilities to unleash.

3. Shadow Sister, Witch Warp, Double Spell Shot, Hex Halo, Shadow Sister, Twin Comet …
 —>  —> Posted Image  —> Posted Image —>   —> Posted Image
Launch Shadow Sister out to a spot, swap the sisters’ current positions with Witch Warp while also dragging enemies into the portals’ AoE circles, conjure up a Hex Halo, fire Double Spell Shot, use Shadow Sister on Vikki to switch to the “2” skill-set, use Twin Comet and then … Point is, there are a lot of possible ability strings and combo sequences that are all potentially possible, depending on a scenario and the individual skill of the player. Finally, all of Vikki and Valerie’s skills used in conjunction with ally champion abilities could be amazingly effective. Just think of the combos!

– Altered Magical Momentum’s passive.
Thank you for taking the time to read through this champion concept. Remember that numbers can always be modified, so the concept is the key here. Please leave honest comments/opinions. >^..^<


16 thoughts on “Vikki, The Gemini Witch (Ver. 6.0)

    • DancouKaiser June 14, 2012 / 12:34 pm

      Negating Tenacity and the use of heavy CC in each spell makes this Champion automatically OP no matter the damage. Why? Snipe enemy teams during teamfights at Baron and free buff. Easy. Other than that, the abilities are great for support purposes. You could balance this out by making her early game a little weak till lv.6, then have her be a little squishy. Don’t give her too much damage or she’ll be a much more OP version of Lulu. And we don’t want that.
      That aside, you thought everything through stat-wise, so I like this champion lot. Good work!


      • Nhan-Fiction June 15, 2012 / 10:17 am

        Thank you for your comments. Her numbers can always be modified at any point.


  1. Michael June 15, 2012 / 3:31 am

    Love the lore, love the art concept, love the details you’ve put into it! Did you make all this?
    Really hope Riot Games would have a look at this!


  2. iplaynida June 15, 2012 / 10:32 am

    Great concept, this needs some more love. Well thought out! ^.^


  3. Metal_Koola June 18, 2012 / 3:15 pm

    I’ll break down on the abilities first, then I’ll talk about the kit.

    Innate: A little too much AP early, Droop it down a little.

    Q1: Too much Zone potential, I’d consider making it more expensive, or less potent.
    Q2: Is alright.
    W1: Scaling Reduction/increase in stats could get ridiculous, I’d say remove the scaling from the MR boost
    W2: Maybe a bit less utility there, I’d remove the heal from the spellshield pop.
    E1: Inbuilt Flash, which is quite strong, with a max range of 900 is quite far.
    E2: Not too bad.
    R1: Ew. This is Orianna Ball but stronger, much much more stronger. I’d have to say this needs to lose utility as this is not an ultimate, and a normal skill.
    R2: This works.

    Overall her kit has way too much utility for now, and it needs to be a bit ironed out.


    • Nhan-Fiction June 18, 2012 / 7:47 pm

      Thank you for your comments. Numbers are arbitrary and can always be changed. 🙂


  4. Anachronity June 18, 2012 / 11:32 pm

    Awesome concept and really cool backstory, but the champion seems overpowered and complicated.

    The biggest issue is that she has FOUR disables (counting witch warp’s knockback) AND has tenacity reduction. That just blows every other champion out of the water, even Leona has a shorter stun chain than that.

    The other issue is that all of these are good, solid, full abilities. If the cooldowns are going to be independent (thereby allowing Vikki to cast twice as many abilities as an average champion), the abilities should be less powerful than an average ability (maybe 60% to 70% as strong as a normal ability). Managing two separate characters through the use of abilities is not difficult enough to warrant that much power. The character as you present her is limited only by how much mana she has.

    Q1: Consider that Caitlyn’s attack range is 625, the ability has waay too much range. Other than that, it’s a cool ability, and I think it should be kept above the other disables she has. This is what I think Lulu’s glitter lance should have been.

    Q2: The range is too high again, and it’s another disable. Other than that it’s a good skill.

    W1: Cool ability, and the way you describe the casting animation sounds awesome. I think the AP scaling on the magic resistance is okay, particularly if you have to remain inside the circle to receive the benefit, maybe nerf the ratio a bit if the buff is supposed to remain after you leave the circle. The tenacity part is too unique on a character that’s already so unusual. I would replace that part with a simple slow.

    W2: Like Metal_Koola said earlier, remove the heal, otherwise a cool ability.

    E1: Probably remove the knockback, everything else about it is okay.

    E2: This does WAY too much damage if it sticks to an enemy champion. 350 + 2 x AP is more than most ultimates, and sticking it on someone isn’t much of a challenge if you just cast it directly on top of them. On top of that a 5 second slow is a bit much (and tenacity doesn’t reduce it). I would move the slow over to Hex Halo and reduce the AP ratio significantly (the base damage is okay). Maybe add some other side effect like reduced/increased armor for the person carrying it.

    R1: A couple issues here. The first is that Valerie should probably only attack the nearest enemy unit, or else Vikki will have an UNSTOPPABLE laning phase (simply use Valerie as a 300 AoE ward to zone the enemy champion). The other thing I would do is to remove the bonus attack range and the removal of unit collision. Both of them feel excessive and tacked on, considering that this ability is NOT an ultimate (if she has Udyr-style ability progression).

    R2: This ability is also a disable. I would recommend either increasing the cooldown and reducing the fear duration to 1 second at all levels or removing the fear entirely but keeping the cooldown. From a flavor perspective, I find myself wondering why this ability is a cone. The description makes it sound more like a line effect than a cone.

    You’ve done a good job making all the abilities unique, but I don’t think she needs quite as many tricks as you’re giving her. Being a difficult champion to play doesn’t justify overpowered abilities, champions should *ideally* be balanced at all levels of play (though even Riot isn’t perfect at that). This champion would single-handedly break tournaments in half if it weren’t for the fact that she would be banned every single game.

    Overall I think this champion is an awesome idea. Great background, cool concept, unique abilities. I would love to see a new hero based on this concept.


  5. reithena June 26, 2012 / 5:15 pm

    Cool idea. Some kinks, as others have said, but this is just concepting, not engineering 😀


  6. Sadie August 21, 2013 / 7:15 pm

    Love it


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