[Champion Concept] Fegaja, the Exotic Mage

Thaumaturge Void·2/28/2018, 7:17:20 PM·1 votes·370 views

Updated 6/22/2019

Passive: Runic Emanations When Fegaja dies, she leaves behind a colorful spirit that will drain up to 15% of nearby enemies' movement speed. If her Ritual Site is active, then another spirit is created inside of it that drains nearby enemies' primary attack stat (AP/AD) by 10%. Spirits last until Fegaja has revived.

Q: Area of Denial A block of "terrain" is placed in the cast area. Cast area is a rectangle around the size of a small brush. This "terrain" appears as a black and light blue void. No units can pass over it, and abilities that would normally travel over terrain will instead be absorbed/cancelled by this void. Lasts 3 seconds and grants 15-50 mana every time it blocks an ability. 12 second cool down.

W: Ritual Site Fegaja creates a ritual site made out of runes where she stands. The Ritual Site empowers her E and casts a skillshot towards Fegaja's abilities. The skillshot deals 105 (+5% AP) to all enemies it hits, and passes through enemies until it reaches where the ability was cast, then dissipates. 6 second cooldown.

E: Mana Wave Fegaja will summon 2d "waves" on the ground that will spread out in a slowly widening direction, dealing 50-175 (+15% AP) each wave. Sends out a total of 2 waves, max range of 475 units. If empowered, Mana wave launches a third wave after a delay that deals 40% of the damage as true damage and having range increased by 75 units. If an enemy champion dies by an empowered E, it grants Fegaja 20 ability power until out of combat, maxing at 3 stacks. All waves deal 10% more damage to minions. 10 second cool down.

R: Manic Transport Passive: Fegaja can lend 5% of her health and ability power to an ally, marking them until this ability's active is cast, or Fegaja chooses someone else to mark.

Active: Fegaja channels her inner self for 6 seconds, allowing her to freely move between her ritual site, where she first cast Manic Transport, and her marked ally for 20 seconds. This is done by recasting her R, which has a cooldown of 4 seconds between each recast. When this effect is up, the marked ally's mark is consumed and Fegaja teleports to her ritual site.

3 Comments

LeBlanc Rose3/1/2018, 11:37:43 AM1 votes

Firstly, the Passive is pretty confusing (you might want to reword it.)

Secondly, the kit is completely overloaded. Their ultimate is flat out the best in the game. Firstly, the shield is similar level to pre-nerf when ultimate. To everyone, not just one person. Secondly, the portal mechanic is extremely powerful (5 person ganks with tp.)

I'm 90% sure her q blocks off people from getting past in midlane at the bit between the river and jungle entrances. Ritual Site seems pretty clunky to use, and while it actually is pretty unique and interesting to play as, one of the following will occur depending on the player:

  • The player doesn't know how to manage waves and will get barely anything out of it apart from a free teleport.
  • The player knows how to manage waves well and the opponent doesn't. They stack up all game and get thousands of ap and ad.
  • The opponent and player can manage waves, and it becomes a matchup problem, where she can stack freely for some matchups who have weak pushing power (Annie Fizz Lulu & Talon) or are against someone with great pushing power and cannot stack at all (Syndra Ryze Karthus & Anivia).

Her e also does slightly too much damage - by this I mean a level one kill if you hit it all.

Firstly, remove the teleportation aspect of her w. Maybe give her a new Passive (something related to wave management, possibly, such as her spells dealing a small AOE to other units when she hits them with a spell.) Her ritual site should probably make her e give the additional waves, with only 1/1/2/2/3 additional waves made with each level to encourage her to max it second. Their e needs a damage scaling of some sort, possibly 75/100/125/150/175 with a small width increase at max of about 50, at the moment it is an extremely narrow syndra e.

Her ultimate definitely needs to either affect only one player, or be completely revamped. It's simply too strong. If it is a locational portal, it would probably be too much like Ryze ult. Possibly making it a short range pull with a short cooldown would work, but the teleport portal idea is fine.

Finally decrease her q length dramatically. The effect is pretty nice, however at the moment it doesn't really seem like a tool for skill expression, and rather just a giant wall to cut all escape off from a player. Possibly if you gave it a shorter 6 second cooldown, 2 second duration, and made it something similar to trundle e size, and whenever it blocks a spell it reduces its cooldown by 2.5 seconds?

Anyway, hope this helps.

LeBlanc Rose.

Void Kaiju3/2/2018, 1:23:39 AM1 votes

What is your goal for Fegaja? Is she a midlaner? A support? Right now her kit feels very all over the place and I'm not sure what you want her role to be in-game.

I can see that you have good intentions with your passive, but what will Fegaja actually get out of it or give her team? The effect isn't going to do anything to enemies unless she jumps into their team and allows them to kill her, or if she gets killed amongst allies for the (modest) positive effects. That aside, it's overall strange and doesn't really match her weird environmental/area control theme she has going on. I'd recommend looking for something that she can use whilst alive, rewarding her for assisting her team without dying (rather than requiring her to die to assist her team).

**Area of Denia (Q) **is an extremely powerful ability. I do like the idea of a stationary spell "wall" spellshield. It's difficult to place how powerful the mana restoration on it is, given the kit as it stands has no written mana costs, but the number seems a bit high to me (and with the current itemization for mages, mana very quickly stops being an issue anyways, so having huge lategame mana restore isn't useful, and having it early is overbearing). Are you sure you want this spell on the Q? that's usually where the most recognizable spell is placed, and this seems more like a defensive spell (usually those go on W or E).

Ritual Site (W) is a bit of a mystery to me. Does the shield scale with her ap? It's got very low values. How long does it stay on the ground? 6 seconds is a long duration for a shield, although for one with this few hit points I suppose it won't make too much of a difference. It feels like binding yourself to the area this spell is in reduces the potential for fun map interaction with your other spells by confining you to wherever you have placed it.

Mana Wave (E) doesn't do damage. It's your only damaging spell aside from your very situational ultimate. A slow moving, maximum 20% AP scaling spell that seems like its empowered form is less useful than the default. Why does the cooldown get longer for using the empowered one? Isn't the price you pay for it the fact you need to be near your W already? Why does it grand you additional stats on kill? I'd recommend pulling that in favor of making the spell actually deal damage. Probably pull the extra AD scaling as well, there's not much use for it. It would be cool if you could have the second wave emanate from your W (wherever it is) when you cast it, and the empowered version combines the two waves to deal the true damage instead.

Your **ultimate **feels to me more like a long ranged bard tunnel with damage that won't often be procced. I suppose it could be used to grant your jungler an explosive entrance when they gank your lane, but that means your ultimate is just being used as a slightly better thresh lantern. The burning damage doesn't need to be divided, given how insanely situational it is already. The minion teleporting seems goofy and cheesy at best, but it won't ever be able to be much of a problem given the INSANELY long cooldown and the fact you won't be able to stop enemies from just stepping on it.

My final recommendations are: try to figure out some mana costs, how you want her to build, how you want her to play. All of her cooldowns are extremely long and don't show how they scale. Low output spells with high cooldowns don't equate to fun. I'd recommend taking a look at the spell stats of champions who inspired you on the lolwiki to get a general feel for how damage, costs, cooldowns, and scalings tend to work.

Have a good day!