Mage That Deals %Hp

Avandra·8/2/2017, 2:43:30 AM·1 votes·474 views

I've noticed that no mage in league deals %hp to fight tanks. Their is very little magic pen in the game, you have runes and item 3020 item 3135 item 3151 item 2139 that's not a whole a lot is seems, a tank builds full mr and warmogs and can 1v1 you and win, that honestly doesn't seem fair. Now when I say a mage that deals %hp I mean it can only select 1 champion that it deals %Hp too, you have to select the champion now most people might select the carry which would be an issue, and to select i'm meaning like how kindred selects who she marks. Now I see the issues with a brust mage or just a mage having a passive that lets it select a character and deal %Hp too, most would rather choose the carry rather the rank in fights. I still think it would be a new and unique mage in League Of Legends. This is just a thought, I explained what popped in my head, I know everyone will have their own opinions about this which is fine. Thank you for reading and replay if you want too.

(I only play rift most games so I don't really know the other items for Twisted Tree Line, so forgive me if I don't mention the other ones for that map or if I missed an item for the rift.)

9 Comments

M00ndanc38/2/2017, 3:03:45 AM4 votes

Amumu Brand Malzahar all have percent health damage

oSEXYPLATYPUSo8/2/2017, 3:05:15 AM4 votes

Ahri Deals 40/65/90/115/140 (+0.35Bonus AP) magic damage on the way out, and 40/65/90/115/140 (+0.35Bonus AP) true damage on the way back. Ahri gains movement speed that decays while her orb is traveling. Cost: 65/70/75/80/85 Mana Cooldown: 7 Range: 880

Amumu Toggle: Amumu cries, refreshing Curses on nearby enemies and dealing magic damage equal to 10/15/20/25/30 plus 1/1.25/1.5/1.75/2 (+0.01*Bonus AP)% of their maximum health each second.

Brand Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage over 4 seconds, stacking up to 3 times. When Blaze reaches max stacks on a Champion or monster, it becomes unstable. It detonates in 2 seconds for massive damage in an area around the victim.

Chogath Cho'Gath's next 3 basic attacks launch spikes that deal 20/30/40/50/60 (+0.3Bonus AP) plus {{ f1 }}% of enemies' maximum Health as magic damage and slow by 30/35/40/45/50% for 1.5 seconds, decaying over the duration. Spikes grow wider as Cho'Gath gains Feast stacks. Spikes deal an additional 0.5% of enemies' maximum Health per Feast stack. Percent Health damage against minions and monsters is capped at 60/80/100/120/140. Cost: 30 Mana Cooldown: 8/7/6/5/4 Range: 40 Ravenously feed on an enemy, dealing 300/475/650 (+{{ f2 }}) (+0.5Bonus AP) true damage to champions or 1000 (+{{ f2 }}) (+0.5*Bonus AP) to minions and monsters. If the target is killed, Cho'Gath gains a stack of Feast, which causes him to grow in size and gain 80/120/160 maximum health. Only 6 total stacks can be gained from minions and non-epic monsters. (Current: {{ f3 }}/6) Cost: 100 Mana Cooldown: 80 Range: 175

DrMundo Dr. Mundo hurls his cleaver, dealing 15/17.5/20/22.5/25% of the target's current health as magic damage (no less than 80/130/180/230/280) and slowing them by 40% for 2 seconds. If the cleaver hits, {{ f1 }} health is refunded ({{ f2 }} if the cleaver kills). Infected Cleaver deals no more than 300/350/400/450/500 damage against monsters. Cost: 50/60/70/80/90 Health Cooldown: 4 Range: 975

Ekko Passive: Ekko's basic attacks deal bonus magic damage to enemies under 30% health equal to 3% (+0.03Bonus AP%) of their missing health. Deals a minimum of 15 damage, and a maximum of 150 damage vs. minions and monsters. Active: After a 3 second delay, Ekko creates a short-lived chronosphere at the target location that slows enemies who enter by %. If Ekko enters the sphere, he will detonate it, gaining a shield that absorbs up to 80/100/120/140/160 (+1.5Bonus AP) damage for 2 seconds. Enemies caught inside are stunned for 1.75 seconds. Cost: 50/55/60/65/70 Mana Cooldown: 22/20/18/16/14 Range: 1600

Elise Deals magic damage equal to 40/75/110/145/180 plus 4% (+0.03*Bonus AP%) of the target's current health. Maximum bonus against monsters: 75/100/125/150/175. Cost: 80/85/90/95/100 Mana Cooldown: 6 Range: 625

Evelynn Evelynn impales all enemies in the targeted area, dealing {{ f1 }}% [15/20/25% + {{ f2 }}% per 100 ability power] of each target's current health as magic damage and slowing their movement speed by 40/60/80% for 2 seconds. Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy champion hit which lasts up to 6 seconds.

Galio Galio fires two windblasts that deal 60/95/130/165/200 (+0.75Bonus AP) magic damage. When the windblasts meet, they combine into a giant tornado that deals 30/40.002/50.001/60/70.002 (+{{ charabilitypower23 }}) plus 6% of enemies' maximum Health (max 150 vs. monsters) as magic damage over 1.5 seconds. Cost: 70/75/80/85/90 Mana Cooldown: 10/9/8/7/6 Range: 825

Gragas Gragas guzzles down his brew, taking 10/12/14/16/18% reduced damage for 2.5 seconds. After finishing his drink, his next basic attack deals magic damage to nearby enemies equal to 20/50/80/110/140 (+0.3*Bonus AP) plus 8% of their max Health (max 300 vs monsters).

this is just to name a few champs that do ap damage and HP damages or TRUE damages

the list goes on .. there is lots of % hp damages and true damage abilties in this game

Trap or a Trick8/2/2017, 2:44:21 AM2 votes

Elise T.T

LuaDotExe8/2/2017, 8:51:39 PM1 votes

It's a very interesting idea, a tank-killing mage-- but in my opinion, Liandry and Void Staff already do enough to help the current mage roster kill tanks. And, once again, we have a large variety of champions that already tank shred; the AoE zone when Malzahar ults does % HP damage, for example.

zlumpy8/2/2017, 3:07:58 AM1 votes

Why do there need to be mages that fight tanks tbough? Between adc being able to just buy anti tank, juggernauts doing % damage, and supports that can deny tank play why does there need to be more anti tank? What does veigar doing over 1000 damage a dark matter fall just not do it for you guys?

Some mages can already deal out enough damage to screw some tanks over on top of the fact that tanks have to itemize against two different types of damage if you have a good damage split on team. Now people want more damage they can't itemize for?

Ýones8/2/2017, 8:47:44 AM1 votes

Not only it deals more damage against tanks, but having % max health damage means you can't burst down squishies so easily, so mage who is completely based on max health damage wouldn't be so fun.

It also means that you can go tanky because your damage is based on your enemies' stats, which is something we wouldn't want an Ahri be able to do.

FiddlesOnTheRoof8/2/2017, 4:09:55 PM1 votes

Cass is very good against Tanks. Brand is good too. But I do miss old Malz's W. Those were the days.