Hegia, mercury priestess

mrm94·2/18/2014, 8:49:25 AM·1 votes·876 views

--------------STATS------------------------------------------

Range: 625

Attack Speed: 0.560 + ( 1.3% * level)

Mercury: 100 + (0 * level)

Regeneration of mercury (5s) : 25 + (0 * level)

Armor: 16 + (0 * level)

Magic Resist: 30 + (0*level)

Life : 370 + ( 70 * level)

Reg of life (5 sec): 4.5 + ( 0.9 * level)

Movement Speed: 340

AD: 48 + (2 * level)

-----------ABILITIES-----------------------------------------

Passive: Mercury fountain

Hegia uses mercury generated by the mercury fountain to cast their spells. Hegia also has a tenacity and armor equal amount of mercury that is in the fountain. The maximum capacity of the fountain is 100, she recovers 5 of mercury every second, and its progression is seen in their resource bar. Also Hegia only benefits 50 % of Bonus AD.

Tenacity obtained passively : 0 + (actual Mercury in fountain) %

Armor obtained passively : 0 + ( 1.5 * level) * ( 2%* actual mercury in fountain) Armor [ This armor is added to the base armor not to Bonus ] .

Q - Transmute

Pass-through skillshot Range: 900 Missile speed : 1450 Missile width : 180

Cost: 50/42/38/33/30 mercury

Cd: 18/16/14/12/10 seconds

Active : Hegia throws a light on a straight line which do 60/90/120/160/200 + ( 0.45 AP) magic damage and turns them gold (stunning them) for 0.75 seconds, all enemies who passed through. Also applies them a mark ( after damage ) for 6 seconds which can detonate herself or an ally champion doing damage; champion who detonates the mark win 1/2/3/4/5 + (1 gold every 50 AP) gold.

W - Alchemy

single-spell target Projectile speed : instant Range: 675

Cost: 50/45/40/35/30 mercury

Cd : 18/18/18/18/18 seconds

Active :

On ally champion : Hegia removes all control effects ( only those which are affected by tenacity ) of an ally (can't be selfcasted) and gives him 100% of tenacity for 3 seconds; tenacity decays over time to a minimum of 0 + ( 0.1 AP ) % of tenacity.

On enemy champion: Hegia poisons enemy for 5 seconds , reducing all his healing effects by 50% as well as his crittical chance by 10/20/30/40/50 + ( 0.1 AP ) %.

E -Mercury brightness

Projectile to reach the target explodes in area 300 Range: 925 Projectile speed : 1470

Cost: 20/18/15/13/10 mercury

Cd : 9/8/7/6/5 seconds

Active : Hegia throws a sphere of mercury which explodes at impact impact, doing 60/90/120/150/180 + (0.4 AP) magic damage to enemies and dazzles them for 1.25 seconds .

Dazzle : The enemy only sees a white light and recover normal vision over the duration of the debuff. Restarts the target of basic attacks of enemy champions. [NOTE: something like graves smoke screen but white wich fade overtime.]

R- Mercury Explosion

Range: Global, instant

Cost: No cost

Cd : 120/105/90 seconds

Active :

Hegia unleashes his power by eliminating any debuff affecting her and her entire team , also delivering a spell shield that blocks the next enemy ability that hits for 2.5 seconds. Also completely fill the mercury fountain. This ability can be used even when Hegia is under crown control.

4 Comments

The Ghost Orchid2/18/2014, 12:37:06 PM2 votes

She looks like a mid mage to me, aside from the no damage ult.

Passive: Replacing mana with a new resource that acts very much like energy. This way she is bursty when she needs to be, but doesn't need to back often. It also gives her up to 100% tenacity. Does that mean when the mercury bar is full, she is immune to CC? That's way too good. It means she can always get into a kite and champs like Ashe, who could kite with their slow could no longer do it. Or were you trying to say that her mercury gauge gives her a percentage of Max Tenacity, i.e., 50 mercury gives 17.5% tenacity? That'd be more fair. A mid champ that is also nigh ungankable because of her passive.

I'm thinking it needs to be toned down quite a bit.

Q: Damage, stun, gold buff? Hit a minion wave with it, and your raking in the cash. Mid mage stacking AP making way too much money.

W: Self cast is even MORE immunity to ganks while enemy cast makes your all ins even safer. Meaning, coupled with the passive, you get in without problem and then you get out without a problem.

E: Does the enemy screen flash white when it hits? That would be super frustrating. A knock up would have the same kind of effect without disorienting the player. The goal is to stop ADC damage and there are better ways than torturing the player. Perhaps I misunderstood, though. :P

R: Even more ungankability. At first, when I read it, I thought it said that it could only be used when she is under CC. But I read it wrong. It says, even WHEN she's under CC. Not just ungankability for her, but for everyone on her team always. If I was in queue and saw someone on the enemy chose her, I would implore out team to simply put, not bother with a jungler.

A liquid metal champ sounds cool. I wonder if tenacity is the way to go though.

mrm942/18/2014, 8:48:11 AM1 votes

Some things that i'm searching from feedback:

1)Are the trade offs (some of them for prevent something like a 100% tenacity marksmen,...) for her resouce, wich is for prevent the spam of spells without any consequence (actually the spells are gated by cd),correct?

2)The q pattern is clear enough when i should use it or should i change it? Because now the stun plus the gold could be conflicting in the purpose.

3)Should i change the cc of e (dazzle), for something like slow? Because i dont really know the counterplay for be "dazed".

4)Are the missiles speeds correct? (I'm not very sure about the actual missiles speeds for spells)

5)Is the kit cohesive enough?

6)Would you like to play with, as and against she? Or is she a bully support without counterplay?

7)What do you think about spells names?

8)Would you change something? What and why?

Rubitonabuilding2/28/2014, 1:05:49 AM1 votes

Cool concept, I was thinking of an alchemist based champ the other day, you've done good job.