[Item Concept] Hextech DMCA-04
Hextech DMCA-04 (Demacian Magic-Cancelling Anomaly)
- Cost: 2400 Gold
- Recipe: Negatron Cloak + Crystalline Bracer + Ruby Crystal + 630 Gold = 2400 Gold
- 350 Health
- 45 Magic Resistance
- 50% base Health Regen
- UNIQUE Active: Creates a magic-dampening field that lasts for 4 seconds. Other allies inside of it receive 10% less magic damage. Only one ally at a time can receive magic damage from the same spell inside of it. Spells prioritize the ally closest to the center. All spells prioritize the field generator if their current Health is highest (120 second cooldown).
If the field generator dies or leave the field, it disappears after 0.5 seconds.
Made by Heimerdinger with the permission of Jarven the 4th by experimenting with combining Anti-Magic Marble and Hextech techonology. Previous experiments always ended in failure because the Anti-Magic Marble causes Hextech technology to malfunction. The only thing Heimerdinger managed to successfully recreate was a magic-dampening field caused by a Hextech pulse overcharging the Anti-Magic Marble. It requires a whole lot of Hextech energy so it has a long charge time (longer than his usual Hextech creations) and a short duration.
Gameplay-wise, it provides a sort of Spell-Taunt. It could be bought by Divers, Vanguards and Wardens as a utility item that protects their team from Mages with a lot of area of effect damage. For example, if your Marksman is stunned in a Veigar cage and about to get hit by his Dark Matter you can dash to them and activate this item to tank the W damage (provided you have more Health than them or are standing closer to the center). You have to get hit by the spell in order to tank it. Just creating the field with your Marksman in it isn't enough.
If the field generator steps into an Anivia's Glacial Storm while someone is already tanking it, it automatically switches focus to the field generator (provided he has more Health). So if Braum made the field and chased Anivia for a while but saw his ADC is tanking, he can hop back to his ADC to tank the damage instead.
~~I tried out different variations on the active text, but it's supposed to be clear this only works on spells that deal magic damage (hence the 10% reduction on magic damage). ~~
The item would require a visual indicator to show who is currently tanking damage and visuals for the field. The indicator would flash up during single instances of damage and stay for as long as you are tanking damage over time. Spells that are only partially in the field are also affected. If the field was grey, it would dampen spells in it with a grey sheen in order to communicate that to players.
Edit: Made some changes. Explanation in a comment below. Edit: Made some more changes. Field now lasts for a shorter time and drops if the generator leaves it.