Character Concept: Mana Drain

Morotikiasis·10/23/2019, 9:19:24 AM·1 votes·1,291 views

I'm back once again to place my insane ideas onto the forums for the sole purpose of having myself a personal laugh. I know this one will be the last in terms of what order it will show up on the forums, but whatever. Tonight I intend to take you on a deathly journey filled with knights of death and stuff. But first, I was looking through the most recent concepts and saw a comment that said mana damage was dumb (not verbatim) and I thought that I couldn't let that stand. All niches have their place and I must let them breathe.

Mana is a nuisance. While it must be managed early on, as the game progresses mages, carries, and tanks alike begin to forego their worries about mana and go straight balls to the walls. This cannot stand. Energy users must consider their energy at the very least. The other alternate resource users are a different thing that won't be talked about, but mana users should once again fear the depletion of their mana. Too little and they may see their lives cut short. Numbers can always change.

Mana Drain is ranged and magical.

Passive- AA's drain .5% of an enemy's mana. When spells deal damage they drain 1-4% mana, increasing with each rank of the ult.

Ability 1- Conjure 4 spectral blades that, from a set distance, travel to you until they reach you. Each spear damages an enemy they pass. If the mana drain drops them below 75%, 50%, or 25% mana, they take additional damage.

Ability 2- Charge system- Dash in a target direction, slowing enemies you pass and drain 2-10% of their mana for yourself. Multiple dashes through the same targets only create the effects at 25% efficiency.

Ability 3- At a target location summon a spectral spear. The spear will mark nearby enemies for 2s. After that time, the spear will deal damage based on their missing mana. If their mana hits 0, you can reactivate this spell to throw a spear at them that deals 15% of their mana as hp damage.

Ult- Create a ring of spears that rapidly orbit you. Enemies inside have 1% of their mana drained every .5s. After 3s, the spears will converge towards the enemy who had the most mana drained. The spears damage anyone they pass. The main target takes the total amount of mana drained multiplied by 10x the % of missing mana they have as hp damage. Ex. A destroyer with 2000 mana is more likely to be the target rather than one with only 1000 mana. If only 150 mana was drained in total and the target was only missing 39% of their mana, then they would take 150 x 3.9 damage.

Mana Drain is clearly strong against high mana targets if they get the chance to smack them around a bit. With a fair amount of mobility, Mana Drain can dart on the outskirts of a fight and act as a kiting mage or can get more aggressive by dashing onto their enemy and drain higher amounts of mana in one go. While they can punish enemies that drop mana quickly, their damage isn't all that high in reality and even when reducing a destroyer to zero mana, if that destroyer doesn't even build mana items and as such only has maybe 1000 mana by late game, the execute on the E is pathetic and the ult doesn't have much to work with if the target isn't in the ring for the whole time and they might not even be the target. The obvious counter is just anyone that doesn't use mana. Rage, energy, nothing at all. Bring this against Mana Drain and their screwed. The point of the kit is an alternate win strategy, but you can't beat someone over the head with their own bat if they use a chainsaw.

Anyway. If you like it, cool. If you don't, hey. At least it ain't in the game.

6 Comments

KFCeytron10/23/2019, 9:41:17 AM1 votes

Champions with high mana pools are also likely to have more mana regeneration and restoration effects, making mana drains disproportionately affect many juggernauts, tanks, marksmen, and similar classes who usually focus on other stats. Your champion concept would deal more damage to a high-mana target, but a low-mana target would have trouble maintaining enough mana to cast spells.

Posui Gart10/23/2019, 9:52:12 AM1 votes

Its not a good idea to make a champion useless against certain enemies. Its ok if you can counterplay this, not as ok but still passable if you can counterbuild this, but if you can just counterpick it to the point where 0 skills work against you, this is a bad design. Also, mana champions still fear the depletion of mana. Thats why they build mana items.