New Champion Concept: Magda, The Mercurial Elementalist
Magda is a versatile AP fighter who can fill a number of roles for her team. Her kit allows her to go solo in top or mid lanes, jungle, or even support. (depending on her build)
First her Passive and Resource mechanic: She has an energy system that works like a mix of Gnar's Rage...with a twist. Magda can build either RAGE! or Serenity from her basic attacks and ability usage. The gauge will swing one way or another maxxing on one before moving to the other.(though there are ways to reset it so you can max rage or serenity twice in a row, but we'll get to that later.) Upon reaching Max Power in either, she'll go into an empowered state that augments her basic attacks and abilities for a short period of time. In either empowered mode her basic attack range is increased from melee to 450 and deals additional magic damage. In Rage Mode the damage factor is higher than Serenity, but in Serenity you can target allies with your auto's to heal them.
Q- Lightning Strike: Circular skillshot (like Nami's Bubble) that strikes an area with magic damage and applies a movement imparing effect. It's a charged ability that takes rough 2 seconds for a full charge, and the AOE gets smaller, but the damage and CC increase from mild damage and slow over a wide area to a hard hit and stun to a small area.
Rage Augment: AOE area and damage increased, but CC decreased. Serenity Augment: Charging delay decreased for faster acces to stun, if Lightning Strike hits an enemy(minion,champ or monster) you can recast in again with 6 seconds for free before it goes on CD.
This is her primary ranged harassment tool and can be used to peel or set up initiation(like a mini-Leona ult)
W: Riptide Rush: Magda temporarily becomes untargetable and invunerable and rushes to a target location, she can bypass many obstacles including large terrain walls and even Azir's Ult. Upon reaching her destination, she erupts from the water to deliver an uppercut to any opponent unlucky or unwary enough to be in her path, knocking them up. Any ally in the target area are healed from the water splash.
Rage Augment: Missile Speed of Riptide is increased for faster gap closing, increased damage in the AOE Serenity Augment: Knock-up zone increased, Slow applied after knock-up, Heal on Allies increased+powerful but brief MS steroid to allies affected by the Riptide heal.
Multi-use gap closer, good for engaging, peeling, escapes and chasing fleeing opponents.
E: Earthen Hammer: EH is basic attack modifier that can be used in a number of ways. In its base form Magda calls upon the strength of the earth to empower her next strike dealing additional magic damage, and stealing a portion of her enemies Armor.
Rage Augment: Magda calls up molten lava to throw at her enemy, dealing increased magic damage and shredding her enemies armor with such force it sends shrapnel behind them dealing additional damage to enemies directly behind the first, in a 90° cone.
Serentiy Augment: Since you can use your auto's to heal allies or attack enemies, ths one has two effects: 1) Hitting an enemy will deal magic damage then a portion of the damage and the enemies armor gets bounced(think Nami's W) to a nearby ally, when multiple allies are present, will heal the one with lowest health. 2) Targeting an ally directly will heal them for more than the "standard" attack and give them a temporary armor boost based on your armor.
R: Inferno Blast / Phoenix Flame: Can only be activated in an empowered state. In either, you charge a massive ball of energy (think Goku-Spirit Bomb) and then hurl it in a straight line unto it hits a affected player, reached its max range/targeted area, or is manually detonated by you.
Inferno Blast(Rage): Upon Detonation, will deal a large amount of initial magic damage, then leave a "Blast Zone" that will continue to burn enemies based on their maximum health. (TLDR version - Nunu ult charge, Ezreal ult fire, Ziggs ult boom, then Nasus E but with more burning.)
Phoenix Flame (Serenity): Pretty much the same as Inferno, but instead of damaging enemies, you heal allies. It will detonate on an ally, heal them and leave a blast zone that will put up a AoE HoT for allies. so the TLDR is just like the last, but replace the Nasus E with Janna ult minus the knockback.
This can be a game changer, getting a fully charged Ult, in either mode can secure a teamfight, the drawback though is you have to be empowered to do it, so timing is everything and like a nunu ult, if someone stuns or interrupts you in anyway, it will only do minimal damage or healing.
Also things that can change the Passive "swing". Letting the gauge drop down to zero and keeping it there for at least one minute will reset it(aka recalling or long death timers will do it) or after you turn level 6 you can "activate" your ult when you're not empowered to auto switch to the other side, but with drawbacks. 1) you just blew your ult for half it's normal CD, 2) any energy buildup doesn't transfer to the other side, you start at 0 rage/serenity.
I'll update this with the lore and other stuff later.