Mandara - The Sylvan Keeper
Mandara - The Sylvan Keeper
Lore: Mandara is a leader of a group of Wardens, who protect the forests of Runeterra.
Looks: Leafy armor, no weapon, shoots energy from her palm
Role: Mage Support
Basic attack range: 500 units
Passive - Keen senses You can see the shadows of enemies, that are hidden in a brush in your sight range.
Q - Soften Cooldown: 15/14/13/12/11 seconds Range: 200 units, 60° angle You deal magic damage to enemies in a cone. Targets hit, are enchanted for 3 seconds, reducing damage dealt by 20% up to a maximum amount. When the enchantment ends, you and the nearest ally in a 200 unit range are healed by 50% of the damage, that was prevented by the enchantment.
As long as at least one enemy is enchanted, the ability is changed: Q - Retract: You can use this up to one time after successfully casting Soften. Range: 200 units, 40 units wide You deal magic damage to enemies in a line and dash 125 units backwards, healing yourself and the nearest ally in a 200 unit range after dashing. If you don't use Retract, the cooldwon of Soften is reduced by 25% after the enchantment ends.
W - Natural Adaption Passive: You get bonus movementspeed in the jungle and bonus manaregeneration in the river. Active: Cooldown: 40 seconds Range: 400 units. You and target ally gain Natural Adaption for 10/12/14/16/18 seconds. You are invisible, as long as there is a tree in a 325 unit range from you and your movement speed is increased by 15%. Natural Adaption ends, when the champion attacks or uses an ability, except Mandara, who can use abilities without breaking Natural Adaption. You can also target yourself.
E - Entangle Cooldown: 13/12/11/10/9 seconds Range: 500 units You summon an area of entangling roots with a diameter of 50 units at a target location after 0,5 seconds delay. You can activate the ability again, to make the roots move up to 350 units towards another location. When an enemy steps on the roots or is hit by moving roots, he is dealt magic damage and is snared for 1 second.
R - Sylvan Spirit Cooldown: 125/100/75 seconds Range: 600 units After 0,5 seconds casting, you summon an unmovable spirit with a diameter of 100 units for 4 seconds, that deals magic damage to nearby enemies in a 200 unit radius one time every second, increasing damage by the initial damage amount with each second. You and allied champions can right click on the spirit to dash to the location of the spirit and get a shield that absorbs damage for 2 seconds.
Thoughts about gameplay: WIP
- Good lane sustain
- Mediocre harassing
- Good scouting and jungle control
Constructive critique appreciated.