Yox, the Reflection of Ionia

Stacona··3 votes·1,848 views

Yox is a male vastayan, in the form of a red fox, standing on two legs and having a mixture of paws and hands at the end of his arms - a little taller (when on hind legs) than our red fox and of course has a big fluffy tail!

Like the magical Ionian trees, Yox aids with his magic and his "weapon" of choice is a magic mirror that reflects the true intentions of others for all to see within the shining glass' constraints.

With his mirror seeing the truth inside of people's hearts (and a little bit of natural instinct as well); he helps the pure and kills the evil, but he must first toy with his prey and never directly kill anyone. His kills are always so elaborate to... in a way... keep himself pure, using his mirrors or keeping others alive to do the dirty work for him.


Yox is an immobile assassin with supportive qualities, meaning he is an assassin that is very tactical and requires a lot of thinking and set up to acquire his kills, he is NEVER brute force (or feels cheap / unfair) about his kills while valuing the helping of others as a higher priority than a few gold coins... though the extra cash for that Deathcap does help!


Attack Range: 550 units Movement: 340 units per second Attack Speed: 0.644 +3% per level Attack Damage: Very Low Health: 500 - 1600 based on level Health Regen: Very Low

NOTE: The mirrors count as an allied pet.


Ionia's Light (Passive):

Range: 550 units

Yox's mirrors heal the closest champion, ally or himself, to it for 5 - 40 (+1% - 35% AP [based on level]) health per second. Yox's hand mirror that he always holds will also heal the closest allied champion around himself.

Mirrors have 50 - 160 (+110%AP) health and give some sight around them. Mirrors cannot take more than 45% of their maximum health in a single hit and cannot be targeted by towers.

Magic Beam (Q):

Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 30/35/40/45/50 mana; Range: 900 units

Yox blasts a beam of magic in the target direction, dealing 40/60/80/100/120(+40%AP) magic damage to enemies it passes through, 50% increased damage against minions and monsters.

Magic Beam can be absorbed into a mirror for up to 5 seconds, and then recast Magic Beam to send the beam in the target direction from the mirror's location, dealing 10/15/20/25/30(+10%AP) additional magic damage for every time the beam was absorbed into a mirror, but stops at the first enemy struck.

The same Magic Beam can only absorb into the same mirror once.

Magic Mirror (W):

Static Cooldown: 0.25 second; Cost: 40 mana + 1 mirror; Range: 700/900/1100/1300/1500 units

Passive: Yox's basic attacks deal 4/8/12/16/20(+8%AP) bonus magic damage, increasing whenever allied minions or pets die near him and whenever allied champions take damage, up to 40/80/120/160/200(+80%AP) bonus magic damage. Attacking resets the bonus damage.

Yox creates a Magic Mirror every 22/20/18/16/14 seconds [affected by CDR], up to 5 at a time. A maximum of 10 Magic Mirrors may be in play at a time. Champion kills or assists will instantly create a Magic Mirror.

Placing an 11th Magic Mirror will shatter the oldest Magic Mirror.

Active: Yox places a Magic Mirror at the target location indefinitely until destroyed or shattered.

Shatter (E):

Cooldown: 10 seconds; Cost: 80/90/100/110/120 mana; Range: 900 / 550 units

Yox shatters the target mirror, dealing 80/105/130/155/180(+50%AP) magic damage to nearby enemies and stunning them for 1.5/1.75/2/2.25/2.5 seconds.

Mirrors must be in play for at least 0.75 second before they can be shattered.

Passive: If Yox dies, he and all currently active mirrors will shatter, applying the same damage and stun duration around themselves.

Ionian Mirror (R):

Cooldown: 150/120/90 seconds; Cost: 100 mana; Range: Global / 1400 units

Yox creates a mirrored statue in his own likeness and instantly stores up to 3 Magic Mirrors. Ionian Mirror takes 65/70/75% less damage from all sources, while constructed will super charge all nearby mirrors around it:

~ Ionia's Light heals all allied champions and himself around mirrors, but at 50/60/70% effectiveness when healing more than one champion. ~ Magic Beam will always travel through all enemies. ~ Magic Mirror will shatter when destroyed by the enemy, but does not stun in this way. ~ Shatter deals true damage instead of magic damage.

Only one Ionian Mirror can be in play at a time.


UPDATE NOTES:

Ionia's Light: Heal changed / lowered to 5 - 40 +1% - 35% AP from 5 - 30 +1% - 40% AP health per second

Shatter: Cast range increased to 900 from 850 units Damage lowered to 80/105/130/155/180(+50%AP) from 80/110/140/170/200(+60%AP) Stun duration increased to 1.5/1.75/2/2.25/2.5 from 1.4/1.55/1.7/1.85/2 seconds

Ionian Mirror: Stated as stores up to 3 Magic Mirrors instead of creates for better clarity. Damage reduction adjusted to 65/70/75% from 60/70/80% for Ionian Mirror.


(These are changes that benefit his support half over his damage dealing / assassination half.)


9 Comments

CauseSCIENCE2 votes

Hey, that's pretty good.

Stacona1 votes

Thanks.

Psyrix1 votes

I like the concept alot, but i think u'll have to either place harsher restrictions on the mirror passive and explain the interaction with multiple mirrors, or change it up abit. Healing is a tricky thing to balance if it's technically spammable. being able to keep 10 active mirrors up needs to be changed tbh, decrease it to 5-6. 10 is too much to keep track of for the enemy.

Stacona1 votes

11 mirrors can be in play, your ultimate is a mirror too, mirrors can be destroyed so it is not a problem and since the mirrors do not directly harm the enemy without Yox nearby they are not oppressive.

Healing is an unique effect so can only heal from one at a time per champion and his defenses are low since he can heal, so easier to burst him out. For healing, it is tuned pretty well since it is the early game healing that will be a problem, later on in the game the enemy has a lot more damage and can get grievous wounds to help cut the healing. In the early game, it is a more active form of health regen for himself and really is just boosted health regen for allied champions.

40 mana per mirror is quite a bit overall, but especially in the early game and can burn through your mana pool quickly, the mirrors are fragile even with an anti-one-shot mechanic (he would not be able to deal damage or anything without this since he relies on mirrors heavily while Heimerdinger can still use nades and rockets) in the early game, with a bunch of ability power they get slightly tankier, but the enemy also has more damage as well.

As long as there is a point of weakness and some feeling of counterplay and able to respond in a healthy way, it should be fine. He is an immobile mage that is very squishy with his low defenses, so if he gets jumped on, then he probably is dead - the reverse end, his healing makes poke damage very inefficient against him - so he is weak against one set of champions and strong against another.

5 held mirrors allows for enough to circle your Q around the enemy team and hit their backline creating the assassin aspect, for the real big damages, you set up 5 mirrors ahead of time and then wait for the creation of the mirrors to kick in for the other 5, creates a huge delay before Q damage, but your Q really puts on the pain going through around 10 mirrors of amplified damage.

The more mirrors ends up having a lot more counter play to it since the more mirrors the Q goes through means more damage, but also means what you are doing is a lot more telegraphed, especially since the same beam can only be absorbed by the same mirror once. Something you could also do is hold the beam in the mirror for as long as possible to stall for mirror creation on max CDR reaching well above 10 mirrors of amp damage. I love adding skill expression and letting players decide cool tricks and alternate ways to play the champion. Quick burst combo, and one most would probably do, is walk up close to Q (since first Q is always AoE) and then place a mirror behind the target and shoot them in the back - at level 2 this is 90+90%AP (40+40%AP + 50+50%AP on the single target return) damage for a decent trade.


The one thing I will say however is that I have no idea how the mirror durability (ultimate mirror is meant to feel tanky) will play out in the actual game. As in, I am not sure if they are so fragile that he is useless or so durable that they are gods and cannot be killed creating a constant 10 active mirrors near each other all the time - my balance goal is having them durable enough that he can have around half of the maximum limit available to him, even if they involve their charge system and die a few seconds after placement, while not being so durable that he is always at max limit without TRYING to actively save his mirrors and keep them alive.

100% mirror durability is the greatest thing here to decide if Yox is underpowered, balanced, or overpowered; unfortunately, something like this is too hard to tell on paper and would need gameplay to test for.

Again, healing involves being close to the mirrors, and since mirrors can be destroyed also means that there is something the enemy can do to deny the healing. Otherwise he gets treated like a normal healer, where poke damage is inefficient, but all in the squishy, immobile healer and they die real fast. And yes, I planned on Yox always having like 1 or 2 mirrors active behind him at all times, this at least helps him make an escape to run to his mirrors and threaten with a stun to keep himself alive (every champion should have some kind of escape ability, could be roots, slows, stuns, dashes, etc. but anything that allows the user to hold onto to escape if not used offensively).


I am rambling on, so time to end.

Psyrix1 votes

Dude, u have the possibility of having 11 mirrors up, NO champion has access to that many interactive units willingly. Illaoi's tentacles are generated randomly and can only summon a few via the ult, which even then has some reliance on an outside factor (that puts her at even more risk to achieve) to have more generated. Zyra can only plant 1 plant with her w at a time (she has access to a maximum of 2, as she can store two in the w), and has a relatively long charge, other than that, the plants are placed around her randomly (and can be preemptively destroyed by walking over them... Additionally she has a limit of 8 that may be active at a time (and generally it'd be impossible for her to have all of them activated). Heimerdinger can usually only place 3 turrets, and then 1 more (much more powerful one) via his ult. Malzahar's voidlings rarely exceed 3 (dont even think they can) Bard can only have 3 healing shrines up at a time. Syndra can only deploy a maximum of 7 orbs (which carries alot of micromanagement to even get that many in the first place, with only a split second to use all of them). Azir generally only has 3 soldiers up, i think he can have 4-5 in Aram after his rework...(dont recall ik originally he couldn't exceed 3).

Now lets talk about dmg interactions. Most of these "pets" die relatively easily. generally 2 auto attacks (Heimer, Zyra, Malzahar, Illaoi). Tower hits immediately kill them. Azir's soldiers have a decreased duration under towers.
Now lets look at Yox. His Mirrors don't have a timer, they have

50 - 160 (+110%AP) health They can't be targeted by towers, they can't take more than 45% of total health in one hit. There can be 11 deployed (each only having 40 mana and a .25 cd)

What's more... they heal.... PASSIVELY. Heimerdinger's turrets used to increase the base hp regen of those nearby..this was removed cuz it got oppressive, Soraka (whose heal costs both mana and some of her own health) was considered oppressive cuz u do all this dmg then it's healed up on a low cd with little interactivity... this still remains a point of annoynace, however it was mostly addressed by adding a q-w interaction. If u want to have bonus health regen/whatever, u need to keep it on Yox himself, and decrease it, limit it (like Ahri's q), or isolate it as an ability. As is now (with ur added caveat he always has 2 mirror behind him :/) he always has a source of free health regen. it's not counterplayable. Your comment about "every champ needs some source of escape be it stuns dashes etc" is already applied by the mere existence of his E.... it stuns.

Additionally u have a mechanic that discourages you killing him. He explodes, dealing dmg. His mirrors also explode at the same time. applying the CC of Shatter. And he's able to make up to 11 mirrors? Do u see one of the problems with this? It's actively discouraging you killing him because not only does it apply dmg in return... it also applies hard cc. (there's also another issue regarding the w that i'll bring up later)

Is the range of the explosion 550 units as an aoe??? if so u need to decrease that, as a comparison: lux's e is 310 (and is a slow) Orianna's is similarly sized to lux's e, and displaces (so similar to what u have rn except smaller radius plus is an ultimate to compensate the size) Zyra in this case as well, has a large cc ground, but has a delay before it activates (also an ult.) Key note: CC's with a wide radius that isn't tied to the champion are either reserved for the ult, or aren't hard cc. You may counter this with Ekko and Lissandra. Lissandra's is tied to herself (plus is 450 units) so requires you to be in a very close range to activate. Ekko's is ranged you may say, to that I'll point out his W is extremely delayed, requires you to make a prediction 3 seconds in advance (that u can't change) and, in the end, still requires his physical presence in the zone to trigger the stun portion.
Additionally... 2 seconds is quite a long time for an aoe stun. 1.4 seconds is also a long time for a first rank ability. Ahri is a special case.

Jesus H Christ.. i didn't even notice the range you have on the W.... 1500 at the end?? You need to pay attention to the interactions of his abilities and consider that when balancing it rather than keeping them in isolation. (Your justification seems to keep the balance in terms of how uve isolated elements of the kit, rather than the kit as a whole) And sorry that I'm a bit all over the place lol, it's extremely early here and i have to reread ur post each time i write a sentence to make sure i didnt misunderstand/misreference something, so i keep noticing new things.

The 1500 range at max rank in and of itself doesn't seem too broken, so im not really gonna say anything of it, just was surprised.

My major gripe about the "11 mirrors" thing, is that each mirror is a source of zone control. I wasn't saying the mirrors are a lot to keep track of for Yox, im saying 11 is a lot to keep track of for the enemy team (not just yox). You need to add something else to balance this out.... Make the mirrors have a spawn time of like 5-8 seconds, have them die in two hits. If u go the "they get damaged route" u need to have them be targeted by turrets (and die in one hit by turrets), You should decrease the total amount of mirrors that can be active on the field to 5-8. Decrease the amount that may be instantly deployed to 3. Change the interaction with the Q.

Magic Beam (Q): Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 30/35/40/45/50 mana; Range: 900 units

Yox blasts a beam of magic in the target direction, dealing 40/60/80/100/120(+40%AP) magic damage to enemies it passes through, 50% increased damage against minions and monsters.

Magic Beam can be absorbed into a mirror for up to 5 seconds, and then recast Magic Beam to send the beam in the target direction from the mirror's location, dealing 10/15/20/25/30(+10%AP) additional magic damage for every time the beam was absorbed into a mirror and travelling 900 range, but stops at the first enemy struck.

The same Magic Beam can only absorb into the same mirror once.

Make the first mirror deal 20% AP additional dmg, and subsequent ones deal 10-20% ..... so the initial cast of Q deals 40% ap, throught the first mirror it'll do +20% AP (therefore 60% in total), then decide whether u want subsequent mirrors to do 20% or 10%. (it still stacks, but decreasingly...somewhat similarly to Xayah's feather interaction with her e). I want to say decrease the storage time to 3 seconds... but i'd have to think about it more.

The W passive... is interesting... it discourages enemies attacking yh...but i think it should be fine to keep, within reason. maybe add a 5 second cd between uses. (the E passive definitely has to go tho)

The ult.............. change the heal to a small shield imo, if u really want to keep a supportive aspect to his kit that doesn't involve dmg/cc.

I feel like I'm missing something lol, but i'll get back to you... for now i'll leave u with this and organize the rest of my thoughts.

Stacona1 votes

I want Q damage to be about setting it up first, the more mirrors means better counter play and fairness to play against.

The mirrors have a charge cooldown so the cast cooldown is going to be tiny. Mirrors do not harm, so unlike plants and turrets, they are really easy to take down with no threat to them - also can be damaged by spells and aoe effects.

Mirrors have 5 charges so you can bring your Q around the enemy team and hit the backline, just one short cooldown would just mean he is a control mage and make him awkward to play as since Shatter destroys a mirror for the stun and the stun helps land your Q (you can launch your Q from the mirror then Shatter that mirror to guarantee the Q hit).

It is not passive healing, it consumes a cooldown and mana, the team healing is for the player feels like he can have some kind of passive before W is scaled. This has better counter play however as there is a way to deny the healing, or just treat him like a normal healer and play for commitment rather than trying deal inefficient poke damage, a good player will know not to poke at someone that has a bunch of health sustain in their kit - they either need to commit or just farm up with them (flaw to Vladimir's design is that he has his blood pool with the healing, he could have a bunch of healing or even more and be a lot more balanced and healthier for the game if he has a different utility that made it where he cannot die [unless ignited] whenever you tried to engage against him).


Healing feels better for the player and has more ways to properly deal with it. A shield only makes sense if he was a diver, but he is a backline mage that can reach the enemy backline, so healing makes sense since it counters poke damage while shields counter burst damage - his weakness is getting bursted out and strengths is making him and his team strong against poke.

TekkenPlayer1 votes

owo what is this?

Stacona1 votes

UPDATE NOTES (2):

Ionia's Light: Mirror durability ability power ratio reduced to 110% from 125%

(Mirrors may be slightly too durable in the late game with a bunch of ability power, and since the mirrors have an anti-one-shot mechanic, they can be slightly less durable.)

Shatter: Added all currently active mirrors will shatter as well as himself when Yox dies, from only dying Yox will shatter.

Ionian Mirror: The all damage reduction increased early to 60/70/80% from 50/65/80%.

(Compensation for its health pool being toned back since it has a very long cooldown, it should be tough to destroy.)


UPDATE NOTES (1):

Shatter: Cast range increased to 850 from 825 units Time before a mirror can be shattered reduced to 0.75 from 1 second

(There was too much counter play to the point that it would have been impossible to ever shatter and stun a mirror on an enemy (champion) since any damage dealer would instantly destroy the mirror before you had the chance to shatter it. The other reason is that I realized Yox does a lot less damage after thinking over the damage values some more, plus he is immobile, so this is a pretty safe buff.)

Stacona1 votes

UPDATE NOTES (3):

Ionia's Light: Heal changed / lowered to 5 - 40 +1% - 35% AP from 5 - 30 +1% - 40% AP health per second

Shatter: Cast range increased to 900 from 850 units Damage lowered to 80/105/130/155/180(+50%AP) from 80/110/140/170/200(+60%AP) Stun duration increased to 1.5/1.75/2/2.25/2.5 from 1.4/1.55/1.7/1.85/2 seconds

Ionian Mirror: Stated as stores up to 3 Magic Mirrors instead of creates for better clarity. Damage reduction adjusted to 65/70/75% from 60/70/80% for Ionian Mirror.


(These are changes that benefit his support half over his damage dealing / assassination half.)


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