{Champion Concept} Mana Draining Bladesman

LilStacey87·3/25/2015, 5:37:53 AM·1 votes·928 views

I thought of an idea of a champ that has wields some type of Enchanted Blade or Spell Blade. Mainly AD.... and the passive I thought of was one where if he hits you with spells or abilities, he deals (or steals) a percentage of his current mana from the enemy champion If the enemy is a manaless user however, it deals damage to their the mana drain as damage instea. Also, I seen a passive on a player concept that that could be a great Ultimate. It said for any damage the champion would take over a certain percentage of his health, half the damage is dealt to your champions mana. Combined with a decent AD damage spell (that could build Tear of Goddess stacks) and moderate AD scaling. I think this guy would make an excellent Fighter/Assassin or Fighter/Tank.

4 Comments

Peridition3/25/2015, 6:01:09 AM2 votes

Fun story: item 3091 used to burn mana on hit instead of stealing MR like it does now.

It was removed because mana burn is generally seen as a very unfun mechanic to play against. This would be further compounded by the fact we have a lot more resourceless champions in the roster in present day.

MASSIVE LEGEND3/25/2015, 8:25:42 AM1 votes

Mana stealing/removing champions are absolutely no fun for mana hungry champions (ex. talon, cass, kass, etc.) They'd just be a 100% counter, and make them completely useless in lane. There's no counter play to it either, aside from buying Flask/pots, which those champions generally do anyways.

Dyslexai3/25/2015, 2:38:02 PM1 votes

I had an idea a while back that was along these lines. While I agree that the idea of burning mana isn't fun for the person on the receiving end, I don't think it's an innately terrible concept.

What if, instead of completely burning the mana, attacking the target instead affected them with a debuff that would remove X amount of mana, then regenerate whatever mana had been removed after a duration? That way, you're not completely crippling that character forever, but you're more "soft silencing" them by temporarily blocking access to their full resource pool.

I'd also steer clear of adding a handler for champions that don't use mana, as something like extra damage to champions that don't use mana would just make this character absurdly strong even against character's he shouldn't be able to counter.