Help me brainstorm a pure-magic-damage ADC

darkdill··10 votes·2,353 views
http://imgur.com/XLdjIkI

This is something I got a pseudo-"green light" from RiotScruffy on: an ADC who does purely magic damage, not physical. Sounds too weird, right? Well, I aim to make it work.

I have some skills prepped so far, but need ideas for fleshing out the kit. I'll provide a general design direction I'm using to help out.

NOTE! - Everything here is subject to change. Don't freak out if something looks broken!

EDIT: Updated! The ult is removed, but the kit now has a Q and E skill. Needs a suitable ultimate.


#Mikoto, the Shrine Maiden

General Concept

Mikoto is a marksman Champion who does purely magic damage instead of physical, even with her basic attacks, yet scales off attack damage. Offsetting this powerful mechanic is that Mikoto cannot critically strike, though she gains bonus magic penetration from building crit chance (up to a cap). Mikoto excels at hitting multiple targets at once, pushing lanes and spreading out pain in team fights, but doesn’t do nearly as well as other marksmen in one-on-one fights.

For team compositions, Mikoto's presence can help out greatly in that she allows the top, mid, and jungle positions to all take physical damage dealers without making their entire team deal only physical damage. Mikoto would be able to cover the magic damage position excellently. She also serves as a powerful pusher and helps to round out AOE compositions with her ability to spread damage around widely.

P - Spirit Talismans

Mikoto’s basic attacks deal magic damage instead of physical damage, but cannot critically strike. Critical chance instead gives Mikoto % penetration against bonus magic resistance (this includes MR from runes, masteries, items, and buffs), up to a cap of 40%.

Q - Yin-Yang Orb

Mikoto lauches an orb that deals magic damage to the first enemy it hits, then bounces to the closest enemy up to 4 times. Each bounce deals increasing damage. Max. 5 targets struck. Can't hit a target more than once.

W - Purification Amulets

For X seconds, Mikoto gains increased attack speed and fires amulets out at up to 4 enemies near her primary target (similar to Runaan’s Hurricane), each dealing magic damage and applying on-hit effects.

E - Balancing Phase

Passive: Your basic attacks apply a mark to your primary target (doesn't include targets hit by your W) for a few seconds. You can only mark one target at a time. (An indicator also appears to show whether you are "far or close" to your target in relation to the active effect.)

Active: If you are further than X distance from your marked target, you blink a fixed distance toward it. If you are closer than X distance to your marked target, you blink a fixed distance away from it. In either case, you also gain Y% bonus movement speed for a brief time after blinking.

R - (undecided)

#Design Intents

  • Mikoto is designed to be strong against crowds, but weak in duels.
  • Lacking the ability to critically strike, Mikoto's single-target DPS is lower than other marksmen. She compensates for this with her ability to deal high amounts of multi-target damage.
  • Mikoto is not meant to scale well with AP, but scales quite well with AD and AS.
  • Mikoto is not to have any ability that can deal a % of an enemy's health, making her weaker against high-health tanks and fighters.
  • Mikoto gives a team the ability to take several other physical damage dealers while having a marksman who can deal purely magic.
  • Mikoto lacks burst capability, but her damage-over-time can be impressive, especially against multiple targets.
  • Ideal items for Mikoto include Runaan's Hurricane, Wit's End, Infinity Edge (which gives her magic penetration instead of crit strike), and Bloodthirster. She does not want (or need) a Last Whisper, Youmuu's Ghostblade, or Black Cleaver.

--

Who wants to pitch in?

38 Comments

Rockman2 votes

Old Ryze

2000boxes2 votes

q - autos apply a burn effect equal to 15% of her ad per second e - Mikoto makes a 200 radius zone that is centered on her (it follows her around like maokai) this zone gives mikoto 5% increased healing from all sources and 50 ad . All allies in the area are healed the same amount that Mikoto heals for whether it is from life steal or naturall regeneration or any other form of external healing

darkdill2 votes

The E sounds interesting, but definitely would need to be altered for balance reasons. As for the Q, it'd have to be a skill-shot, not something that applies on her autos. Or it could be a debuff that makes your autos deal that DoT; just something that allows the enemy to back away from you and avoid being hit.

2000boxes2 votes

Thanks Maybe the q could be 30% ad and the next auto attack applies the burn to the next person you hit dealing damage over 5 seconds. The auto that applies the burn will only do the damage of the burn and no auto attack damage.

With that she only needs to use 1 auto but at the same time she can't just buy runaans and burn an entire team btw if she has a runaans the burn is applied only from her main auto, the 2 shots form runaans don't do anything.

BExDyepjSq2 votes

OK I LOVE THIS CHAMP CONCEPT i have an idea for R, but please make R an execute. what if it is a purified arrow that does like % health damage based on health missing, but it acts like an Ahri dash backwards when you fire it and it has the range of a Varus piercing shot, without the charge up time. instead make it almost instant with a small arrow , but hit-box similar to Varus piercing shot , with small knock-back effect so this champ can kite a bit better, and survive a 1v1/1v4 in other words < its something you can use in different ways. for an escape or for snipe execute, make sure the arrow would fly fast though. almost instant, but still something you can dodge. sincerly the Ahri Riven main. ALSO I REALLY AGREE I WANT A NEW ADC BADLY in this game. i like this concept hopefully riot takes it in.

darkdill1 votes

For starters, Mikoto is to have no mechanic that deals damage based on any health %. This way, she can be countered by building Warmog's and Banshee's, and has a clear downside compared to other ADCs like Kog'Maw.

As for that ult's functionality, though, I could repurpose it in a way.

Cleansing Arrow Mikoto sends forth a spiritual arrow that deals magic damage to enemies it passes through. Whenever the arrow hits an enemy, it sends magical bolts out at other nearby enemies, dealing light magic damage to them per bolt.

Utterly vicious if the enemy gets clustered together, not so good against a singular enemy.

May have to edit it if this version is too nasty.

BExDyepjSq1 votes

hmm, i see the only problem is that this tank meta will shred this adc i like the idea tho, my only concern is i don't want this champ to be countered to easily out of a health difference , since targeting whole teams and getting a kill, i figure it would be good to have an execute ,since i play this game and everyone is so tanky late/ mid game, i think there should be a different weakness to her ult,,, but i like the aoe idea of this character..! good job hope you get it added to the game.

darkdill1 votes

Sivir has a similar weakness against high-health opponents, but she does just fine. Mikoto would be a similar case; as long as one of her teammates can cover the anti-health case, she shouldn't need to focus on a high-health tank.

Or if all else fails, she could still use a BoRK (albeit poorly since she doesn't get ArPen).

Seshs1 votes

Kind of like MF in the sense that it scales AD magic damage... interesting, but probably would take months to balance and would stand in line of the champs waiting to be made.

Docyry2 votes

{quoted}

Kind of like MF in the sense that it scales AD magic damage... interesting, but probably would take months to balance and would stand in line of the champs waiting to be made.

Cough AoShin Cough

regonas1 votes

Dot + multi target suggestion

Ionic talisman [Q] For next 10 sec your basic attacks builds charges. At 4 charger your next basic attack releases chain lightning dealing X damage to up to 5 enemies. This lightning can't hit same enemy twice.

Destruction dance [e] First use: perform a basic attack for 50% or normal damage to every enemy in your range and mark them. Second use: if any marked enemy is still in range put a dot on them dealing X damage over 6 sec. Third use: if any marked enemy is still in range push them outside of your basic attack range. {each use would have some global cooldown, like 1,5 sec or so}

Multi target + multi cc suggestion

Thunder palace [q] Deal X damage to enemies in range and unbalance them, causing them to stun themselves for 1 sec if they attack anyone whit their basic attack within 3 sec.

Yin-Yang seal [e] Put a seal on the ground. Hitting enemy in the seal will also cause other enemies inside of seal be hit for 20% of damage your main target receives. Damage from seal apply on hit effects. Seal last for 6 sec.

Multi target + surprise dot burst suggestion

Balance distortion [q] Put a dot on targeted enemy doing X damage over 6 sec. If enemy dies this dot jumps to other nearby enemy and is refreshed. Each dot can jump up to 2 times. You can put only 1 dot on one target, but multiple dots can affects same target if they jumped on him/her.

Scattered petals [e] Release a storm of petals around you putting a debuff on every nearby enemy for 6 sec. While debuff lats they will cause X damage every sec to other enemies near them.

darkdill1 votes

Q1 - Ehh, I don't think it fits the theme. Plus Statikk Shiv basically does the same thing, something a Mikoto player might choose to build.

E1 - Sounds complex, but not exactly dynamic. What reason would you have to wait before the second activation? (Think of why Twitch or Kalista might withhold using their E actives)

Q2 - Can't use this one. Breaks the "burden of knowledge" rule and forces a "bad and worse" scenario upon the enemy with unclear counterplay. I'd only allow it if it was just "damage yourself if you attack while debuffed", not "stun yourself".

E2 - I've tried something like that in the past, but it's VERY hard to balance a "Fatal Bonds" effect like that. It's confusing to the enemy, it makes AOE compositions absolutely murderous, and I feel such an effect is more reserved for an ultimate. Good try, though.

Q3 - It'd be called a copycat of Malzahar's E. Sorry, can't work.

E3 - That one's more interesting, but relies a lot on your opponents having bad coordination. I dunno if I'd go for it.

regonas1 votes

E1- well global cool down would prevent from instant knock back and enemy could have a chance to get out of range or use some defensive skills.

E3- a lot of skills relies on enemies having a bad coordination. Malza silence, blitz grab, thresh hook, morgana stun and much more.

DorsalChicken1 votes

I actually had this same exact idea rolling around in my head for awhile but never went anywhere with it, glad to somebody else had the same idea.

For E I was thinking that an effect like the mirage blade from the bmb game mode. something like

 E: 

Passive: The most recent enemy (Minion or champion) hit by a direct basic attack (ignores runaans and W) is marked for X seconds and Mikoto and her allies gain vision of it for the duration of the mark. (Mark is removed if she changes targets as soon as she damages another enemy)

Active: Mikoto may blink directly away from her current target (Slightly longer than flash distance) and gains slight movespeed for X seconds.

after that I thought that the Q could be more of a utility spell with some damage.

 Q:

Passive: Mikoto gains X amount of AD on her primary auto attack damage for every enemy that has recently taken damage from her W in the last X seconds.

Active: Mikoto focuses on her currently marked target and increases the time that they are revealed for X extra seconds (This effects persists even if Mikoto marks another target but cannot be active on more then one target.) Duration is doubled against minions and monsters. This ability can also be cast on revealed enemy wards to turn them to your side for the remaining duration on the ward. LONG CD

I also wanna add in my own ult idea as I'm not to partial to yours but that's just preference.

R:

Active: Mikoto commands the mark on her target to grow and engulf the target in light, slowing and dealing damage over time to the target and other targets nearby (like a shyvana W but bigger and on the enemy) The damage on each tick is increased by ad and the number of ticks is increased by attack speed. This effect grows in size the more enemies take damage from it.

Not sure what to name any of these abilities so mhe.

darkdill1 votes

Now that E, I like. HOWEVER, I think I can one-up it a bit:

E - Balancing Phase (tentative name)

Passive: Your basic attacks apply a mark to your primary target (doesn't include targets hit by your W) for a few seconds. You can only mark one target at a time.

Active: If you are further than X distance from your marked target, you blink a fixed distance toward it. If you are closer than X distance to your marked target, you blink a fixed distance away from it.

This might or might not work out. If it doesn't, I'll stick with always blinking away from the enemy.

The other parts sound good too. The ult, in particular, might be better than what I was planning. However, I wouldn't have it increase in size or number of ticks, as that'd incentivize too much into attack speed.

I'll be looking into them a bit later, but I gotta have dinner now. It's pasta tonight!

DorsalChicken1 votes

I like that Q change, gives a lil bit of choice to the ability.

And on the ult yeah you may be right about the increase in number of ticks, however I do think that it growing in size would be ok on it's own. It wouldn't be much against one or two people but against several it would do pretty well.

IcyPepper1 votes

I dunno, "shrine maiden" makes me think more along the lines of utility mage, possibly anti-cc?

For a magic damage ADC, I think more of a "mage hunter" kind of deal. Kind of like Lucian as in a mage that uses weapons to hunt, perhaps augmenting mundane weapons with magic.

darkdill1 votes

I think of it more as breaking the norm in terms of people thinking "shrine maiden = mage", and instead going with a "Touhou path" of a marksman who's all about Danmaku spam. XD

IcyPepper1 votes

Well, when you put it like that...

Yes.

Zmuecat1 votes

If you want want her to be stronger against groups, make her Q somethings that bounces on champions.

Mikoto throws out a SOMETHING that will bounce from the target to nearby enemy champions before returning to her, dealing (low amounts of) damage to enemy champions. Upon returning her next attack deals bonus damage based on the number of champions hit. Or just make it a bouncing spell that does a low amount of damage on the first target, and a large amount on the last person hit. Either one of these, to me, encourage fightings larger groups of enemy champions and hinder her ability to burst someone in a 1v1 situation.

E - Generic AoE. Either instant or projectile -> Explosion (Like Ziggs Q I think). Not everything needs to be special.

Alternate R - Throws out two projectiles in an arc that collide. Upon collision, releases an explosion Diana style arc so the entire thing will be a circle. Projectile destruction is annoying to play around, but the arc could be big enough to fly around a windwall. If you want to make it more rewarding than just another skill shot, make it so that if either projectile hits a champion, there's no explosion, but if both get to the area of detonation it deals a good amount of damage. Tanks can still block it, but if they are just charging at this champion she can just do decent damage to their back line.

darkdill1 votes

I like that Q. The R, though, sounds REALLY tricky.

Zmuecat1 votes

I have confidence that Riot can program it.

Unless you're talking about using, in which case I'd prefer a tricky ability to use, cause if you get it off than it makes it worthwhile. The only problem is that, while it is an ult, it may provide too much burst to a single target in duels. Though, if you are attempting to design her for bottom lane, as you said MDC, then you can also use a linking/buffing effect. A lot of tanks are played down there so you could go.

Linking effect example, remaining with yin/yang as of right now. Buffs an allied champion, after X seconds (decreasing with level) the ability is able to fire off a skillshot from both champions, going through all targets and slowing them/dealing damage.

Buff: Target allied champion gains a delayed AoE burst. After X seconds, it deals Y damage. The explosion can be a yingyang symbol.

Both of these encourage grouping and grouping leads to teamfights or at the least skirmishs/picks, and remove her power alone making her dueling power meh by comparison.

darkdill1 votes

I was referring to using it in terms of practicality. It doesn't sound like it'd be all too practical, even when you are in a team fight scenario.

The Rain 771 votes

lol Reimu.

Nothing else matters, I just want her to have custom interactions with her best frienemy Lux

Ahkor Luna1 votes

turning a shrine maiden into a marskman is just wasted potential imo...

you're using the abilities as a concept and putting a shrine maiden skin on top of it. that's bad both for the champion and the kit. this champion could literally be anything...

darkdill1 votes

Well, that's your opinion.

Besides, would you care to describe something more appropriate?

My view is that as a Shrine Maiden (or Miko), she's throwing enchanted ofuda's (paper talismans) at you.

Ahkor Luna1 votes

yes, I know... (imo means "in my opinion")

MLDzXnRRR1 votes

Q and W are not very original - one is Sivir's W, the other is Runaans... Check Lina from DOTA for AOE mage/DPS carry hybrid.

darkdill2 votes

Even if they aren't too original, they're still very functional.

agbudar1 votes

passive:

converts all damage to magic

done

Horuz1 votes

there is no adc which does pure magic dmg you have adc because its sustained high ad damage in late game kogmaw can do that because of % dmg but pure magic dmg doesnt make meta sense xd

i mean everything that has to do with sustained range magic damage you have azir, orianna, viktor all the mages even an autoattack based one and jea thats azir

BExDyepjSq1 votes

personally, i am one of those people who prefer Ezreal ap damage so i am not finding any problem in the fact that its an apc.

Shahamut1 votes

Interesting Concept. I am curious how powerful that passive would be, aka how the pen would compensate for not being able to crit.

Q: I like it. I think there should be some reward for it hitting all targets rather than just a increase in damage per bounce. Maybe have it bounce and then slow all targets hit based on how many bounces the attack made?

W: Not really a fan of this ability. It just seems bland. I dunno. Just my opinion. Not sure what I would put here atm. Ill edit if I think of something. EDIT since its called "Purification Amulets", why not try something like:

Passive: As Shrine Maiden attacks enemies, she gains passive resistance to CC effects. Each stack grants 5% reduced duration. She loses 1/2 her current stacks if hit by a CC effect. At 10 stacks, She has 50% cc reduction and heals X health over 3 seconds. She must wait 5 seconds before gaining more stacks.

Active: Activating this skill grants the Shrine Maiden X% increased attack speed for 4 seconds. If she maxes her stacks during this duration, the cooldown for the passive is removed.

E: Im not really a fan of this. Ezreal has a blink already, vayne moves faster, but only when moving towards an enemy. This basically combines them, and only requires that you attack someone first. Im not opposed to some kind of mobility skill (everyone apparently needs one in this league :P ) but this feels kinda thrown in there.

R: Ultimate idea... hmmmm.... this is tough, maybe a passive for 10/20/30% magic pen, since you can't crit and all, maybe tone back your passive limit a bit to compensate, but that way you aren't forced to build crit to deal with tanks. Not really sure what else to do though since Im not 100% sure on your concept.

Just some ideas. Like the idea though. :)

darkdill1 votes

Hmm, maybe I could make her ultimate the one that lets her throw out dozens of shots per attack, in a sort of Volibear-esque or Twitch-esque fashion. I'll also have to think about that passive MPen.

As for that W idea, I don't think giving any marksman CC resistance is really productive. The idea for marksmen is that if you got hit by CC, you're already in a bad spot, even if the duration is reduced (that's why you almost never see Zephyr on ADCs). You either want to cleanse it immediately (which I won't be putting into this kit) or just don't get hit by it in the first place.

Shahamut1 votes

Given your inability to critically strike, I think its fair to give some CC resist on the char. Mostly though, was going for the heal effect. :P

I think that would be a good direction for the ultimate.

BuzzinTate1 votes

Cool idea!

Punkkee1 votes

her laning phase will be super awkward because she has huge push and no mobility to run from ganks. sivir has push too but has her ult and a spell shield.

DeynaTaggerung1 votes

A pure magic damage ADC... I think you mean a pure magic damage marksman.

As for an ult:

R - Spell Card: Mikoto is surrounded by a complex pattern of orbs (Touhou bullet storm, would be standard not random) which shoot in strange looking directions about 600-750 range? They pass through champs and deal regular(maybe reduced) damage to every champ hit.

To be clear, this ability wouldn't keep generating in a field but would all appear once, move in their prescribed pattern and then disappear. I'm not sure if this should be centered around Mikoto herself or be more of a targeted ability, the thing is if it's targeted I feel there's too much overlap with Miss Fortune. This pattern would of course be dodgeable, but hard to do so, especially in a teamfight where most people can't just stop what they're doing to dance around. It could be devestating to a team but maybe make it so that one person individually wouldn't be able to get hit by too many therefore making it weak in a 1v1.

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