{CDC #9} High Executor Selendis

In general situations, Selendis is a mostly reliable Melee Bruiser, capable of dueling, with the ability to call down extra support from the Golden Armada.

However, in highly important situations, Selendis may warp to a Carrier to provide powerful, but temporary support to a certain area.

This concept is my entry for Bliztron’s 9th Concept Design Contest, found here:

Statistic Value
Health 1950
Health Regeneration 4.063/s
Attack Damage 80
Attack Speed 1.45
Attack Range Melee
Mana Maximum Standard
Mana Regeneration Standard

[D] - Fleet Support
Selendis calls down support from the Golden Armada, calling down one of 3 ships depending on her last basic ability cast. Each Support Ship utilizes an ability on calldown that assists Selendis in a variety of ways.

Calldowns

[Q-D] - Interceptor Strike
Selendis orders an Interceptor to strafe target area(Vector Targeted), bombarding it with 4 phase bombs as it travels across. Enemies hit by a phase bomb take 110 damage. Enemies take 50% reduced damage from phase bombs after the first they are hit by.

Cast Range - 6.5
Length - 3.5
Bomb Radius - 0.8

[W-D] - Phoenix Support
Selendis orders a Phoenix to utilize its Graviton Beam on target enemy hero, causing it to fly down from the Golden Armada over 0.75 seconds and channel the beam onto that hero, rooting them while active. The Phoenix stops channeling the beam after 3 seconds or after being destroyed.

Phoenix Stats Value
Health 500

Cast Range - 6.5

[E-D] - Scout Support
Selendis orders a Scout to sweep the area, increasing its vision range to 10, but causing its vision to be limited to 1/4 of the area around it, rotating so that it finishes a rotation every 2 seconds. Enemies seen by the Scout are revealed while in its vision range, and for 1 second afterwards. The Scout remains for up to 10 seconds.

Scout Stats Value
Health 600

Cast Range - 6.5.

Cooldown - 15 seconds.

[Q] - Barrier Strike
Selendis quickly strikes a thin inverted cone, charging her shielding unit in the process. Enemies hit take 260 damage, and Selendis gains 400 Shields for 4 seconds, increased by 25% for each enemy hero hit.

Range - 1.5
Area - 50°
Cooldown - 7 seconds.
Cost - 30 Mana.

[W] - Stunning Combo
Selendis quickly lunges in target direction, striking the first enemy hit for 60 damage. After this strike, Selendis will continue to move with the target at normal speed for 0.8 seconds, dealing 200 damage with two strikes during this time, and ending with a sweep, stunning the enemy for 0.75 seconds. Selendis will stop tracking the target if they ever move beyond range 2.0 during the delay.

Range - 3.0
Lunge Speed - 120% Movement Speed.
Width - Selendis’ Hitbox
Cooldown - 12 seconds.
Cost - 45 Mana.

[E] - Maneuver
Selendis quickly dashes in target direction. If she comes in contact with an enemy hero, she stops early, dealing 250 damage to that hero and slowing them by 40% decaying over 1.5 seconds. If she comes in contact with no enemy heroes, she instead gains a 30% movement speed bonus, decaying over 1.5 seconds.

Range - 3.0
Dash Speed - 140%
Cooldown - 8 seconds.
Cost - 40 Mana.

[R] - Carrier Has Arrived
Selendis calls for a Carrier to warp into the battlefield above over 1 second, warping up to it. While Selendis is inside of the Carrier, her screen is zoomed out to 20% farther than the normal maximum, but she cannot move her screen. Additionally, her basic abilities are replaced with Interceptor Strafe, Graviton Beam, and Sensor Sweep, detailed above under Fleet Support, and with cast range equal to Selendis’ vision range. Charges of Selendis’ Carrier Q, W, and E do not return during the course of the ability. The Carrier cannot be damaged or targeted while on the battlefield, has sight across Selendis’ entire screen, and lasts for 10 seconds, before warping Selendis back to her cast location.

Selendis begins the game with this ability.

Cooldown - 120 seconds. Starts the match on cooldown.

[R-R1] - Solar Beam
Selendis directs her Carrier to unleash a powerful Solar Beam at target location beneath it, which winds up over 0.5 seconds before firing, dealing 50 damage per 0.25 seconds to all enemies inside, reducing their armor by 4 each time it deals damage, stacking up to 40 armor shredded. The Armor reduction lasts for up to 1.5 seconds, and is refreshed each time the enemy takes damage from Solar Beam. Solar Beam can be reactivated to move it slowly across the battlefield. The Solar Beam lasts for 5 seconds, before quickly dying down.

Radius - 1.25
Movement Speed - 65%
Cooldown - 90 seconds.

[R-R2] - Cloaking Field
Selendis activates a specialized Cloaking Field specially built into her Carrier, causing all allies beneath her Carrier(AKA within her vision range) to be stealthed. Allies within the Cloaking Field who are revealed from Stealth are re-stealthed after a 1.5 second delay. The Cloaking Field lasts for 8 seconds.

Cooldown - 90 seconds.

Talent Tree

Tier 1|Level 1
Focused Effort - Enemies that have been affected by a Fleet Support calldown within the last 4 seconds(Damaged by Interceptor, Rooted by Phoenix, Revealed by Scout) take 15% increased damage from Selendis.

Replenishing Strike - Each enemy hero hit with Barrier Strike grants Selendis 20 Mana.

Precognitive Evasion - Dashing with Maneuver gives a charge of Precognitive Evasion, causing Selendis to Evade the next heroic basic attack she would be hit by. Precognitive Evasion lasts for 10 seconds, can hold 2 stacks, and stacks do not refresh other stacks upon being gained.

Tier 2|Level 4
(!)Interdictor Armaments - Quest: Damage enemy heroes with Interceptor Strike.
Reward: After damaging enemy heroes with Interceptor Strike 20 times, Interceptors strafe an additional 0.875 units, dropping an additional Phase Bomb.
Reward: After damaging enemy heroes with Interceptor Strike 40 times, the cooldown of Fleet Support is reduced by 0.5 seconds for every enemy hero hit with Interceptor Strike.
Reward: After damaging enemy heroes with Interceptor Strike 60 times, the damage of Interceptor Strafe is increased by 25%.

Heavy Drop - If an enemy is rooted by Graviton Beam for at least 1.5 second, the enemy hero takes is stunned for 0.75 seconds when the root ends.

Marking Sweep - Enemies revealed by a Scout’s Sensor Sweep are marked. The next time a marked enemy takes damage from Selendis, that enemy’s mark is consumed, slowing them by 30% decaying over 1 second and revealing them for 4 seconds. An enemy hero can only be slowed by a mark once per second, and the mark fades after 4 seconds without reapplication or being procced.

Tier 3|Level 7
Executor’s Momentum - Basic attacks reduce the cooldown of Fleet Support and Carrier Has Arrived by 1 second.

Impenetrable Shielding - When shields granted by Barrier Strike are broken by damage, reduce further damage from that attack by 40%.

Advantageous Pressure - Finishing a full cast of Stunning Combo grants Selendis a decaying 40% movement speed increase for 1.5 seconds.

Tier 4|Level 10
See [R-R1] - Solar Beam/[R-R2] - Cloaking Field above.

Tier 5|Level 13
Patient Strike - Selendis may hold her Barrier Strike for up to 1.5 seconds. Each 0.1 seconds held increases the area and damage by 5%, and increases the shielding gained from hitting enemy heroes by 1%. Selendis may move while holding her Barrier Strike.

Coup de Grace - While an enemy is stunned from Stunning Combo, Selendis may reactivate it to channel for 0.5 seconds, before striking the downed foe, dealing an additional 100 damage and lowering their armor by 20 for 3 seconds.

Aggressive Maneuvering - When casting Maneuver towards an enemy hero, Selendis gains 30 Armor for 1.5 seconds.

Tier 6|Level 16
Calldown Carrier - After holding R for 1 second, Selendis can activate her heroic choice without entering the Carrier. Cloaking Field will move with her, still covering the area around her equal to her vision range, and reactivating Solar Beam overwrites Carrier Has Arrived while it is active. Activating a heroic in this way will set it on cooldown; Entering the Carrier while they are still on cooldown can prevent their use during Carrier Has Arrived.

Interceptor Bays - Interceptor Strafe charges during Carrier Has Arrived go on a 4 second cooldown after use. These cooldowns are tracked seperately, and may each be active at once.

Fleet Replenishment - Damaging an enemy hero with Interceptor Strafe reduces the cooldown of Carrier Has Arrived by 1 second. Every second an enemy hero is consecutively rooted by Graviton Beam, reduce the cooldown of Carrier Has Arrived by 2 seconds. Each enemy revealed by a Scout’s Sensor Sweep reduces the cooldown of Carrier Has Arrived by 1 second. These effects are 25% as effective while Carrier Has Arrived is active.

Tier 7|Level 20
Hyper Beam - Solar Beam is cast at Selendis’ cursor position upon entering her Carrier, as though Selendis had cast it there immediately upon entering the Carrier, so long as Solar Beam is off cooldown. Additionally, its duration is increased to 10 seconds, and its radius is increased to 1.75 units.

Mothership Power Core - Cloaking Field prevents enemy heroes from revealing stealthed allied heroes when dealing damage to them.

Swarm Tactics - All casts of Interceptor Strike calls down two Interceptors at once. The second Interceptor’s first strafe is perpendicular to the first Interceptor’s.

Mobility Superiority - Selendis gains an additional charge of Maneuver that recharges with the first and increases the total cooldown by 4 seconds when cast. When casting the second charge of Maneuver at an enemy hero within 3 seconds after casting the first away from one, increase the initial slow by 20%, and when casting it away from an enemy hero after casting the first at one, it gains 20% increased dash speed and travels 50% further.

Skins

High Executor Selendis

Selendis, as she appears in her artwork and in Starcraft.

Base Tint(Normal Selendis.); ‘Azure’(Similar to the Azure tint of Artanis’ Daelaam skin, with a blue primary and grey secondary instead of the reverse.); ‘Golden Age’(Extremely golden variation, more polished, etc, themed around the Golden Age skins in Starcraft II.)

Amon’s Thrall Selendis

Selendis, but, like, red instead of blue. (mind blown)

Base Tint(As just described.); ‘Tal’darim’(Black armor with even more red highlighting.); ‘Tarnished’(Rusted and dirt covered variant of the Golden Age base skin.)

Themed Abilities - Also, like, red instead of blue. (mind re-blown)

Onna-bugeisha Selendis

Selendis in the same universe as the Shogun Artanis and Ronin Zeratul.

Base Tint(Paleish white skin, black armor with red highlights.); ‘Sakura’(Lavender skin, cherry tree pink armor with brown/golden highlights.); ‘Oni’(Grey skin, dark red armor with deep purple & black highlights.)

Themed Abilities - The normally blue-tinted psi energy would be altered to a Cherry-Pink(aka Sakura). Her Fleet Support calldowns are however altered to more of a Dark Red(potentially Oni themed). Solar Beam retains the Sakura coloration of Selendis, while Cloaking Field retains the darker red of the Calldowns.

Quotes

[Playable Voice Lines]
(Default) “I will restore order.”
“Justice is due.”
“Destiny commands us!”
“It is time to act.”
“Khassar de templari!”

Changelog

5/5/2019
Upload Date.

5/13/2019
More specific about the duration of Fleet Support summons.
Specified that Fleet Support continues to be replaced if for some reason it is off cooldown before its summon is killed.
Fleet Support cooldown increased to 30 seconds.
Interceptor health reduced to 260(from 300).
Phoenix Health reduced to 400(from 550).
Scout Health increased to 500(from 450).
Barrier Strike base shield reduced to 400(from 500).
Barrier Strike shield duration reduced to 4 seconds(from 5).
Stunning Combo lunge speed specified as 120%.
Interceptor Strafe Phase Bomb damage reduced to 110(from 140).
Sensor Sweep rotation speed reduced to 1 full sweep every 2 seconds(from every second).
Solar Beam movement speed reduced to 65%(from 75%).
Cloaking Field re-cloak delay increased to 1.5 seconds(from 0.5 seconds).
Heroics now have an 90 second cooldown, for very specific purposes.
Full Talent Tree added.

5/17/2019
Clarification on Patient Strike and Carrier Calldown talents.

5/20/2019
Added Skins.
Added small selection of Quotes.
Wrote out Focused Effort in full, to avoid confusion.
Focused Effort bonus reduced to 15%(from 20%).
Heavy Drop no longer deals damage.
Marking Sweep’s mark reworked; No longer causes damage, but instead inflicts a decaying slow.
Accelerated Recharge removed.
Advantageous Pressure reworked; Now grants Selendis a decaying boost to movement speed under the same conditions.
Coup de Grace damage lowered to 100(from 150).
Mobility Superiority moved to level 20.
Mobile Fleet Support removed.
Hyper Beam explained a bit more clearly.
Mothership Power Core explained a bit more clearly.
Carrier Calldown moved to level 16.
Added Impenetrable Shielding on Tier 3|Level 7.
Added Aggressive Maneuvering on Tier 5|Level 13.

5/27/2019
Fleet Calldown revamp. Calldowns now come in casting their ability, lasting simply as long as they need to in order to utilize those abilities.
Fleet Calldown cooldown reduced to 15 seconds(from 30).
Phoenix health increased to 500(from 400).
Scout health increased to 600(from 500).
Barrier Strike base shields reduced further to 300(from 400).
Barrier Strike damage increased to 260(from 220).
Stunning Combo combo damage increased to 200 over 2 strikes(from 160).
Maneuver damage increased to 250(from 220).
Graviton Beam duration set to maximum 3 seconds.
Sensor Sweep duration set to maximum 10 seconds.
Carrier Has Arrived duration reduced to 10 seconds(from 15).
Carrier Has Arrived cooldown reduced to 120 seconds(from 180).
Cloaking Field duration reduced to 8 seconds.
Focused Effort now only increases Selendis’ damage when attacking enemies recently affected by a Calldown.
Replenishing Strike no longer restores energy to Fleet Calldown ships.
Interdictor Armaments now reduces the cooldown of Fleet Support instead of Interceptor Strike charges.
Heavy Drop now always triggers when Graviton Beam ends after enough time.
Heavy Drop requirement increased to 1.5 seconds(from 1).
Executor’s Momentum trait cooldown reduction reduced to 1 second per attack(from 2).
Executor’s Momentum now additionally decreases Carrier Has Arrived’s cooldown by 1 second per attack.
Impenetrable Shielding reworded to make more sense.
Interceptor Bays now sets Interceptor Strafe charges on a 4 second cooldown after their strafe. Otherwise unchanged.
Hyper Beam duration increase reduced to 5 seconds(from 10).

4 Likes

Total Score - 19/20

Creativity - 5/5
I feel like this concept is very creatively constructed overall. All three basic abilities feel like zealot abilities, without copying any abilities that already exist. Barrier Strike and Maneuver are a little bland, but it all works out fine because of the added complexity of the trait system. Fleet Support is an interesting and unique mechanic that captures the character well, and offers a lot more options in Selendis’s kit, whether she wants damage, control, or vision. Carrier Has Arrived works well off of this system with its own abilities that are iconic to various Protoss vessels.

Cohesiveness - 5/5
All of the kit works well to the intended playstyle. The basic abilities offer a bruiser kit with some damage and survivability, with a bit of mobility to stick to targets. The trait and ultimate offer duration-limited aerial support to bring more variety to Selendis’s options and push important moments in fights.

Thematic - 5/5
This concept fits Selendis thematically in both aspects. On one hand, her prowess as a zealot warrior is well realized with her base kit. On the other hand, her heroic and traits emphasize the fleet commander role very effectively.

Interaction - 4/5
Numbers on the abilities are a little high overall, mainly looking at total damage over Selendis’ abilities plus Interceptor Strafe and the massive shield on Barrier Strike. Summons can be concerning, but you’ve kept their Health and damage numbers reasonably low, I think. Even then, it might be a good idea to up Fleet Support’s cooldown a little bit. The biggest problem with interaction is Carrier Has Arrived; just the extra summons are already powerful, but both Carrier actives (Solar Beam and Cloaking Field) are incredibly powerful and have fight winning potential even without the summons. The long cooldown makes up for this somewhat, but I still think Carrier needs a re-tuning. Since every complaint falls under numbers tuning, I think a smaller penalty fits for this.

1 Like

judgment has arrived
Im gonna rank each tier individually in a vacuum and then give some real overall scores at the end
also sorry for a lack of capital letters, my shift button broke.

level 1
3/5

Replenishing Strike and Precognitive Evasion are both good talents. Precognitive Evasion’s tooltip could be alot simpler

Focused Effort: I dont quite understand what this does do enemies take more damage some Selendis and Selendis takes more damage from the enemy?

level 4
4/5

Interdictor Armaments, Heavy Drop, Marking Sweep are all good talents bit i feel their tooltips could be shortened in some way or unnecessary information could be cut out

level 7
4/5

Executor’s Momentum may be just a little to powerful with how much mobility Selendis has. 30 seconds is alredy a really long time for an annoying summon. Id either nerf it or move it to 13 so enemies wont have to deal with it 1v1 in the lane

Accelerated Recharge and Advantageous Pressure are both good talents and their descriptions cut right to the point

level 13
3/5

Patient Strike the damage and area can go as high as 75% more (5*15) which is an area of about 2.6 and 385 damage. this seems pretty good with any kind of wombo combo but is pretty tame otherwise. it gets an ok from me

Coup de Grace ‭370‬ total damage is maybe to much for such a mobile bruiser. I think this talent would be fine if it was just the armor reduction or keep it the way it is and move it to 16.

Mobility Superiority I feel that this talent does to much. just having a second charge would be plenty powerful for a 13 talent but having both charges come back at once and the other added effects puts this somewhere between a 16 and 20 talent power wise

level 16
4/5

Mobile Fleet Support feels like a level 4 talent to me but I wouldnt move it because that would hurt the whole theme of these talents. carrier has arrived is the kind of ability you would hold on to and use only during a stationary objective and i dont think any amount of moment speed would change that with its 180 second cooldown. this talent might need to do something else entirely

Interceptor Bays and Fleet Replenishment are both pretty good talents

level 20
?/5
need a little bit of clarification on these do what i think i do its a 4/5

Hyper Beam: little confused here. if casting solar beam this way puts it on cooldown then this talent is fine maybe a little oppressive on “hold the 1 point or kill the thing” maps but not enough to warrant a change. but if it dosent go on cooldown and you effectively have 2 charges then this is going to do over 8000 damage and thats way to much

Swarm Tactics is a good talent

Mothership Power Core as long as your allies can still reveal them selves by attacking then this could be ok. the biggest problem I have with is the 1.5 seconds it takes to re-stealth which could any one who dosent completely rely on auto attacks almost unkillable and would not be fun to play against.

Calldown Carrier this is a pretty cool talent but i dont think its strong enough to be a 20 talent, this would make a good 16 talent tho.

.
final scores

Creativity
5/5 would put a 6/5 here if i could
creatively theres a lot of good ideas in here, lots of unique ways to proc things and very few talents that do nothing bur increase the damage of a skill which is something I like to see. one upside to everything being so complicated is that absolutely nothing is just a throw away skill or talent. If you were designing this for an mmo or something where thats a good thing, you would score very highly in every single category.

Cohesiveness
3/5
you seem a little torn on weather you wanna make complex zealot hero or someone who wants to hang back a bit and do lots of calldowns. to me that lack of focus is what holds this score back.the zealot stuff is deep and cool and the fleet stuff is deep and cool but putting these together dosent make it more deep and cool, instead it makes it overly complicated and hard wrap your head around. Selendis feels more like a world of warcraft hero with a piano’s worth of buttons to press then a moba hero and having a tool for every single scenario, I dont think has a place in a moba and is part of the reason why everyone dislikes fighting things like midvth and malganis.

Thematic
5/5
Ive alwase seen Selendis as more of a commander then an agile up close fighter. Im unsure weather i should try to tank damage with her or do lots of running around and picking targets like a thrall would. the calldown stuff however, is really cool and this is what I think you should focus on if you decide to rework things. having to control more then 1 unit can be very challenging and exciting it its own rite and gives the hero more of an RTS feel which is awesome (to me any way, 9 years of starcraft has made me a little bias : p) and each call down being like unique mini heroes makes me think this is what you were going for.

Interaction
3/5
in a vacuum, pretty much every talent is cool and has potential but with a big damage talent on every tier will quickly make you very overpowered pretty quickly, most assassain heroes dont even get damage talents every tier.
over complexity is another big theme. many of these talents could be split up in to 2 different talents which is probably what makes me think so much of Selendis overpowered.

some thoughts on your base kit. (none of this affected my talent review or scores)
you gotta be really careful when making a summoner hero as summons are often unfun to play against. with full control and a 30 second duration, theres gotta be some kind of 1v1 counter play with each call down ship.
ive already said alot on over complexity so imma keep this short. the calldowns can be complicated and the the fast zealot style can be complicated but I wouldn’t try and make both complicated at the same time. all the basic abilities feel like they already have talents baked in, if that makes sense. I think these could benefit from a little dumbing down but I would ask a few other people what they thing before doing anything to drastic, my opinions are often unpopular : p.

anyway feel free to say something if you need any clarification, sorry for taking so long and sorry if its not quite what you expected.

goodluck!

1 Like

now that’s a lot o’ words

In intent, its supposed to be "While an enemy has been damaged by Selendis herself recently, her support calldowns(trait) deal increased damage; While the inverse is true(an enemy has been dealt damage by the calldowns recently), Selendis deals increased damage. Not the best choice of wording, but I didn’t want to make too many long talent descriptions. (v_v)

I was, uh, banking on the inherent squishiness of the Calldowns to help counterbalance this. The highest health one, at a solid 500, dies to 2 abilities on average(if the abilities do roughly normal damage). The most offensive, the Interceptor, has 260 base. (^_^')

It was intended to be auto-cast, as if you had cast it the moment the Carrier arrived, so yes, it goes on cooldown.

Yes, your allies can still break their own invisibility by attacking, casting, etc. Its upgrade is entirely defensive.

Personally, I disagree with the complexity of some of the kit, but, opinions. (^_^')

What parts about the Zealot kit seem too complex? Maneuver and its talents have some complexity, and the Combo is a bit odd at first, but in my mind, I would have never imagined it as a particularly complex kit, so some insight might help me there.

That, and a degree of the complexity is always locked away. You have a high number of things to do, but only a limited number of things you need to focus on, which should keep that complexity down a bit. I hope.

Well. RIP. I themed every talent around a specific thing, turns out a lot of those themes contributed towards damage, mostly.

Those themes, in case you’re curious, and if they’re not obvious, are;

1 - General
2 - Calldowns
3 - Cooldown Reduction
5 - Basic Kit
6 - Carrier

I tried to bake in a good amount of counterplay to each calldown. The Interceptor is unbelievably easy to kill with a stray AoE or Point & Click(both of which a good number of solo laners have), the Phoenix & Scout both have abilities with costs to them to keep them from just always being usable, and ways to avoid their effects. I dunno what else I can do without making it kinda boring and making them uncontrollable. (o_o)

I may not entirely agree with the feedback, but there is definitely some helpful stuff in here. Thank you! I’ll be sure to work on some of this a bit.

1 Like

if thats how it works then 20% damage might be a bit much for a level 1 talent

the most common problem with summons is not that they are hard to deal with but that its very easy to use them to do damage to someone with out taking damage your self. like when zegara puts a hydralisk on you at max range and then walks away

oh, ok. good talent

also good talent then

I got what all the themes were, I liked that there was an entire tier of carrier talents, tier 4 was the calldowns. looking back, I think its better then a 2/5. the talents play nicely with each other and there are a few neat synergies. I think i was to focused on how it would be to play against

unfortunately, summons are just kind of like that. they are often free, safe damage. theres a reason why league of legends has removed almost every summon when they go back to rework things, which sucks because summons are cool to use : c

my bad, its mostly stunning combo doing so much and I was a little worried about how difficult it would be to keep the interceptor alive while also managing a high mobility hero. In my head I was comparing it to jania water elemental and how hard it is to keep it alive in a teamfight and to a lesser extent rexxar’s bear

1 Like

I read the wiki and wow she really didnt live up to her character in the sc2 campaign

Kinda regret only getting 5 hours of sleep that day.
How her skills work together make a lot more sense to me now that Im awake.
However I still think that the kit its self could be split in to 2 different heroes and still feel complete. And that many talents are a bit to wordy for my tastes.

1 Like

Overall Score
Creativity - 5/5
Cohesiveness - 3/5
Thematic - 5/5
Interaction - 3/5

Total - 16/20

Creativity - 5/5
The base design of this character is really interesting, presenting a new take on a zealot in an assassin light, while still capturing the Golden Armada in the kit. I think the way the summons were handled was a really interesting a very starcraft-like incarnation. The basic abilities have enough complexity within them to be fun to use without the summons, though not really inspiring, but the calldowns and the level one heroic definitely take the base kit up and far away in creativity. I definitely think the character would handle very interestingly. For the talents, most of them offer something interesting to the character, and I don’t see any that are plain or boring. Special mention to Impenetrable Shielding for being a really weird effect that I’m not even sure would be useful or if I understand it correctly. The skins and voicelines are not necessarily revolutionary, but they do their job well enough.

Cohesiveness - 3/5
The kit is quite robust in its design, but I don’t think that is inherently bad. The restriction to only one summon at a time makes the character a lot more focused and easy to handle, though the additional ability on each summon might be a bit overwhelming. As Waterlong noted, the calldown side of her character does seem a little detached from her zealot side, but I think they actually flow together in a weird way that fits the character power fantasy perfectly, of having a legion to watch your back as you carve your way through enemies. I think the heroic starts to break the kit down a bit, with the multiple charges of the summons, along with the dozens of extra secondary abilities those summons grants you, and with its own abilities post 10. And this is without talents. I think the heroic might be just a bit overwhelming, especially since you get to keep your legion of summons after it dissipates. I also think that without a way to cancel it, if you are done using your abilities, it might be a bit annoying to have to sit in the sky and wait for you to come back down. My one big concern with the calldowns is that I don’t understand why they are summons. I think the fact the ships stick around for a little while afterwards, each with their own abilities to cast and damage, and forcing Selendis to micro-manage them, is what makes the character appear so divided on first glance. I feel like the characters would work out perfectly fine if they were just additional abilities to call down when in need or something, which would also afford the Selendis the ability to trim the cooldown, bring forth the idea of a legion of ships without being so much clutter. For example, your Q would simply be the interceptor strike, your W would call it down to graviton (and it could be killed to stop it early). This would eliminate the micromanage part of the kit, the energy part as an extension of the durations, the whole duration aspect, the secondary abilities clutter, while still capturing more or less that original intent of the character. You would also be able to input the riskless and unimpactful damage of the summons back into Selendis, making the experience of playing her more fun. Most of the talents seem fine, with no meaningless boosts to her damage or cooldowns or whatnot. Overall, very solid.

Thematic - 5/5
From the base kit to the talents, and even with the relevant skins, this incarnation of Selendis is solid. It draw together the various important features of Selendis’s character in a formidable and flowing way that really feeds into the power fantasy of a commander who is out on the battlefield leading her troops. I have no qualms about the character’s thematic direction.

Interaction - 3/5
Ah yes, the interaction category. On one hand, I think the base character has plenty of options that are fun and engaging, and the enemies have the ability to outplay Selendis herself. Her summons are actually moderately okay to deal with for the most part, being fairly easy to dispose of and their active abilities having plenty of counterplay to them. As mentioned in Cohesiveness, I think the design would benefit greatly from removing the lingering summons from the character, as they don’t really do much besides overload the kit. Still, I have some issues with the kit, primarily the heroic. First off, I think Barrier Strike is a bit overtuned, with shield values that match Tassadar from one enemy hit, and can easily surpass him, while also dealing damage, not taking up much of the proportional power budget, and having a lesser cooldown. I think the shield amount should be tuned down, considering its long duration and low cooldown. Secondly, and the reason I argued between two points off and one point off for a long time, the heroic. So, unless I misunderstand it, this makes Selendis untargetable for 15 seconds while dealing large damage to enemies, grants allies stealth, and gives her a legion of obnoxious summons that breaks all the rules Blizzard instated for summons. With her heroic, she can summon 9 ships to all fly in and pop various abilities and output a surprisingly large amount of damage, while the enemies have no ways to really counter it. It feels like Azmodan’s R1 but taken to an extreme, while also being accessible from level 1 and having additional attacks post 10. This situation would at least by partially alleviated from my earlier suggestion of eliminating the summons altogether, though you might want to reduce the duration of the carrier and the cooldown as well. I don’t have many issues on the talents. Most seem fair enough and there are ways to overcome each.

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before i even start talking about some of the things in cohesiveness and interaction

How is this something I missed across 3 weeks of work? I’m completely disappointed in myself that this oversight made it this far. (v_v)

With that out of the way.

This is an incredible solution to the worry of having summons as an main mechanic of the kit. You’re right about it keeping the feeling while allowing some benefits to the kit in general.

uh whoops totally didn’t forget about our poor hopefully soon-to-be-reworked friend there at all (>_>)

Yeah, this combo of things should hopefully improve the Carrier, and leave it in a good spot.

Forgot to update that wording with Mr. CLFN’s suggestion. Sorreh. Should be much clearer now.

Very helpful feedback here, thank you so much! Also happy to see I’m still nailing the categories I consider myself the best at. Hopefully I’ll keep my relatively positive momentum going for a solid set of 9s and 10s across the board for Week 4! (^_^')7

WhoYouExpect - 88/100

Creativity: 10/10
Cohesiveness: 8/10
Thematic: 10/10
Interaction: 6/10
(+2 Thoughtfulness, +1 Game Fluidity)