[Champion Concept] Mirage, Shurima's Bulwark
Mirage, Shurima's Bulwark - Tank/Support
Lore Mirage is a genie tasked with eternally guarding the Shurima Desert. He travels about as a great sandstorm, providing innocent merchants cover for safe passage from bandits and predators alike. Little is known about him, and even fewer know him. Mirage cannot stand the cold, he will taunt nearby Freljordians (friend or foe) though he bears them no ill will. One myth of his creation states that when one Mirage dies he leaves his cloak in the Shurima desert to be found by a dying traveler, converting them into the new Mirage. It is said by some that mirage is the cloak, or the spirit of Shurima manifest, while others say he's just the sand itself, creating illusions.
Friends:
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His appearance resembles is that of a genie made of black shadows, wrapped in sand-colored scarves and a great cloak to give him shape. The "ether-tail" where his legs would be swirls around the ground like a tiny tornado. He leans forward as he moves, showing how top heavy he is.
Design Philosophy Mirage is a champion that is meant to do two things, soak up damage and disrupt the enemy team. His passive creates a unique mini-game of sorts, juggling when to charge in and take damage so you can trade it back with your Q or W. Mirage is extremely sticky. He has many ways to slow enemies and enhance his own movement, however, chasing an enemy down is only worth it if you can secure the kill with the help of a teammate, as you put off very low damage especially if you haven't been in a fight very recently.
Team Roles Mirage can probably be played in top lane where he has good sustain and can easily escape ganks with a proper amount of mana. His kit is also suited to playing Support as he can easily peel and soak up harassment. Last, Mirage could be played in the jungle where his sustain, AOE and cc will enable decent clear times and very pesky ganks. The most important thing for Mirage is his utility in teamfights, he can engage, soak up damage and lay down some basic cc on the carries long enough for your team to get into the action. During the fray you can ult for a quick boost of power, cleansing damage immediately for sustain, or wreaking havoc with your empowered abilities.
Counterplay Mirage is effectively useless if he's not in the thick of battle, kite him out of the fray or just ignore him and focus down his teammates. His Q is telegraphed, his W has small range and his E is also telegraphed. In the thick of battle you must keep an eye on him lest you feel the wrath of the Shurima desert. Mirage is strong against opponents who seek to duel and less effective against sustained damage and % health damage. Keep an eye on his passive to see how much damage he's taking, sometimes simply retreating will let his own passive kill him with a well placed ignite to stop the healing potions.
Base Stats
Health - 600 (+85/lvl) - 2045 @18
Mana - 260 (+36/lvl) - 872 @18
Attack Damage - 60 (+3.4/lvl) - 117.8 @18
Attack Speed - .625 (+2.3%/lvl) - .828 @18
Movement Speed - 335
Health Regen - 10 (+1/lvl) - 27 @18
Mana Regen - 6 (+.6/lvl) - 16.2 @18
Armor - 28 (+3.8/lvl) - 92.6 @18
Magic Resist - 32 (+1.25/lvl) - 53.35 @18
PASSIVE - Shifting Sands Mirage is able to shift a small portion of damage from all incoming attacks into a damage over time spell. This gives Mirage more durability and interacts uniquely with his other abilities.
Reduce all damage taken (including true damage) by 9%. Each time you take damage gain a debuff called "Shifting Sands" that lasts for 6 seconds. Shifting Sands deals all damage taken split equally into 6 parts over 6 seconds. Getting hit while you are already afflicted with Shifting Sands resets the timer and stacks the damage.
EX: If you take 100 damage, you will Shift 9 damage, you will then take 1.5 damage per second for the next 6 seconds. If after 4 seconds and 6 damage taken you are hit for 200 damage you will shift 18 and reset the timer to 6. Now you are taking 21 damage over 6 seconds or 3.5 damage per second.
Q - Shurima's Fist Cost - 80/85/90/95/100 Range - 900 Cast - Line Skill Shot Cooldown - 12/11/10/9/8
Mirage slams the ground, causing a large fist to appear from the earth knocking enemies airborne and slowing those hit by the shockwaves.
Active - Mirage slams a fist into the ground causing a shockwave to shoot out from him in a straight line. At the end of the range, or upon reactivation, a fist made of sand will emerge from the ground dealing 50/75/100/125/150 physical damage to and launching any enemies hit into the air for .5 seconds. Upon cast, Mirage instantly deals half his remaining damage from his Shifting Sands spell to himself and half to all enemies hit. Enemies hit by the shockwaves from the cast and not the fist itself are slowed by 20/22/24/26/28% for 1 second.
EMPOWERED Active - Mirage throws himself into the ground, emerging in a massive fist at the target area. The area of effect, damage done, time airborne and slow are all greatly increased. Mirage is untargetable while under-ground.
W - Sandstorm Cost - 60/75/90/105/120 Range - 500/550/600/650/700 Cast - Self Cooldown - 20/18/16/14/12 seconds
Mirage attunes to the desert and the earth passively granting him movespeed and increasing the effect of his passive.
Passive - Increase the damage shifted by your Shifting Sands passive ability by 1/2/3/4/5%, increase your movespeed by 1/2/3/4/5%.
Active - If you are afflicted with Shifting Sands, reset the timer to 6 seconds. For the next six seconds double the effect of the passive bonuses granted by this ability. Enemies caught inside your Sandstorm will take 1/1.5/2/2.5/3% of their max health as physical damage each second. Enemies inside your sandstorm will also be afflicted with a replica of your Shifting Sands debuff so long as they remain inside.
EMPOWERED Active - The range and movement speed bonus are greatly increased.
E - Parch Cost - 80 at all levels Range - 1000 Cast - Aimed Skill Shot Cooldown - 20 seconds
Mirage subjects a small area to extreme sunlight slowing movement and attack speed of enemies standing on the Parched ground.
Active - After a short delay (think Soraka's Starcall) blast an area with extreme sunlight for 2/2/2.5/2.5/3 seconds, lightly exhausting all enemies inside. Enemies standing on Parched ground lose 6/9/12/15/18% attack speed, movement speed, armor, and magic resist. Enemies caught in the center of the spell when it strikes are stunned for .2/.3/.4/.5/.6 seconds and blinded for 1 second after the stun wears off.
EMPOWERED Active - The effects and duration are increased greatly. In addition, enemies on parched ground receive massively reduced healing.
R - Empower Cost - 100 at all levels Range - Self Cast - Self Cooldown - 240/180/120 Duration - 15 Seconds
Mirage calls upon the power of Shurima, lowering his cooldowns and empowering the next cast of each of his abilities for the next 15 seconds.
Passive - Your Passive ability shifts 2/4/6% more damage.
Active - Mirage empowers himself, reducing the cooldown on his other abilities by 1/2/3 seconds instantly and empowering their next use. In addition, shift 1.5x damage while you remain empowered.
2nd Activation or Upon duration end - Cleanse your current Shifting Sands debuff, dealing all damage in a small area around yourself.
Example Combos
R->E->Q->W Is this ultimate chasedown sequence/party initiator
E->Q->W is the normal order combo, launch them, aim Parch and charge in with Sandstorm.
W->E is for dueling, throw on sandstorm, parch the battle ground and see if your opponent still wants to tussle
Q->W or W->Q both let you retreat from or catch up to an enemy
