Lokiina, the Absolute Magician

Stacona··3 votes·887 views

Lokiina will be of the mage class that has a special effect that makes her deceptively very tanky for a mage while appearing more like a traditional mage with extremely powerful magic.


Basic Attack Range: 575 units


Magic Barrier (Passive): Lokiina has very low Health and Health per level and all of her bonus Health is reduced by 50%, but in exchange she gains 30% increased Mana and 85% of all damage dealt to her is taken through her Mana instead of her Health as long as she still has Mana.


Mana Drain (Q): Cooldown: 7/5.5/4/2.5/1 second; Cost: 50/65/80/95/110 Mana; Range: 900 units Lokiina uses draining magic in the target location to deal 70/95/120/145/170(+40%AP) magic damage and steals 20/25/30/35/40 plus 2/2.5/3/3.5/4% of the unit's maximum Mana and restores it for herself to the first enemy struck if Mana Drain strikes an enemy.

If there is no Mana to drain on the struck enemy then it will deal 20/25/30/35/40 plus 2/2.5/3/3.5/4%(+1% per 100AP) of the unit's maximum health as true damage instead, Lokiina does not restore Mana if true damage was dealt (maximum 100/125/150/175/200 true damage against monsters).


Unbreakable Bubble (W): Cooldown: 50/45/40/35/30 seconds; Cost: 45/40/35/30/25% current Mana, minimum 200; Range: 1000 units Passive: Lokiina's basic attacks restore 1/1.5/2/2.5/3% of her maximum Mana on-hit (50% of the value against minions and monsters). Casting Mana Drain lowers the cooldown of Unbreakable Bubble by 2 seconds.

Active: Lokiina creates an unbreakable magical bubble around her target for 2.5 seconds which has different effects based on what she bubbled:

Ally: Create a bubble around an ally causing them to be immune to all damage, but the unit in the bubble cannot attack or freely move, by recasting the spell Lokiina may move the bubble and the ally unit inside to where ever she pleases. Lokiina cannot move if she bubbles herself. If the unit is an ally champion they may right click the bubble to burst it early after 0.5 second of being inside.

Enemy: Create a bubble around an enemy unit to form a unique stun to it that ignores spell shields, black shields, and tenacity.

Ally Tower: Create a bubble around a friendly tower to cause it to be immune to damage.

Enemy Tower: Create a bubble around an enemy tower to cause the tower shots to hit the inside of the surrounding bubble instead of its target and is affected with a Mark of Lightning while the bubble is in play.


Elemental Magic (E): Cooldown: 11/9.5/8/6.5/5 seconds; Cost: 60/75/90/105/120 Mana; Range: 1400 units Passive: Lokiina's basic attacks and other spells mark struck enemies for up to 4 seconds, the same enemy can only be affected by one type of mark at a time and only can take damage one time per Elemental Magic:

Basic attacks applies a mark of fire. Mana Drain applies a mark of water. Unbreakable Bubble applies a mark of lightning. Forbidden Destructive Magic applies a mark of light.

Active: Lokiina detonates all marked enemies within range:

Mark of Fire: The mark explodes in a very large area around all the enemies that had marks of fire to deal between 90/125/160/195/230(+75%AP) to 18/25/32/39/46(+15%AP) magic damage based on how close enemies were to the center of the explosion. Minions take 90/125/160/195/230(+75%AP) magic damage regardless of distance to the center of the explosion.

Mark of Water: The mark absorbs into the bodies that had marks of water to deal 60/90/120/150/180(+50%AP) magic damage and slow them by 28/36/44/52/60% for 1.75 seconds.

Mark of Lightning: The mark electrifies the enemy to deal 100/140/180/220/260(+100%AP) magic damage if Unbreakable Bubble is still around its target, half damage to towers. The damage is reduced by 50% if the marked enemy is not currently surrounded by Unbreakable Bubble.

Mark of Light: The mark illuminates the enemy to grant Lokiina Mana equal to 10/15/20/25/30% the target's maximum Mana and deals 12/14/16/18/20%(+1% per 50AP) of the target's missing health as magic damage. If the target does not use Mana then Lokiina restores Mana equal to 10/15/20/25/30% of the target's maximum Health.


Forbidden Destructive Magic (R): Cooldown: 140/110/80 seconds; Cost: 100% current Mana, minimum 300; Range: 2500/3000/3500 units Lokiina drains her life to channel for 2.5 seconds to unleash devastating magic on the target enemy champion to deal 30/35/40%(+1% per 20AP) of the target's maximum health as magic damage plus 150/225/300(+50%AP) true damage (both the magic damage and true damage combined cannot exceed 75% of the target's maximum health). Afterwards Lokiina is stunned for 1 second and for the next 4 seconds the next cast of Elemental Magic costs 0 Mana and doubles in range.


11 Comments

D0MINATING2 votes

I like your creativity but this champion has way too many health % damage and true damage skills. pls no h8

Stacona1 votes

Her ultimate - and her Q is not always % damage because it depends both if the target has mana to use and if the target does not even use mana in which case you get some % true damage because instead of draining mana it is draining health - its like a pump when there is no longer water to suck up it sucks up sand instead --- and then the other reliable % damage is her ultimate (missing health on E can only occur with her ultimate) which has cooldown and an insane mana cost restriction

high mana costs and % mana costs because she would naturally builds a bunch of mana and mana regen for her items even taking clarity as they provide a way to give her life sustain--- her actual health i was thinking will be 800 or less by level 18 and like 300-400 level 1 - so impossible for this champion to get anywhere close to 2000 health even stacking health items because of the bonus health restriction --- so if she ever goes oom she dies instantly which gives a new meaning to spell and mana cost management since misusing will actually mean your life- so plays differently than every other mana champion since it is a double resource here

but yea, i want Lokiina to be a hyper mage and scale well, % damages naturally are weak early and strong late on top of the 1 second base cooldown with rank 5 Q for late game sustain damage


Decided to make the missing Health for mark of light magic damage with an ap ratio on her E --- max health true damage will stay, the damage is relatively low, but the dps is there as well as long as you land the spell- but this basically, again, for not having any mana to consume your health gets consumed instead - i do not want the spell to just be punishing against mana champions, resourceless champions and such need to feel the pain from this spell as well

Vbunnie1 votes

ok where do i begin.... first that range is pretty high not saying i hate but 550 is adverage and i have seen 600 but 575 is rare and should mean with a range like that that she is supposed to be designed as a rather far ranged carry type which she does not seem like 600 is snipers 550 is normal/mage so you would think her kit would be somewhere in between but it doesnt seem like it... passive is interesting and unique but with that much mana and a kit that keeps healing your mana she is basically invincible and tanky as hell interesting though.... things i have a question about though is what about true damage or % health damage how would those apply on her? Q: actually really good except Riot has made a statement against using abilities that drain mana because not only are they uncounterable but that gives the champion something cannot come close to and thus is overpowered and will never appear in game because it is an unfair advantage that makes the champion an instalock/ban champion which riot does not want.... W: on an ally can be a total total troll move give the ally a chance to escape and have them choose the location they want do not make it the opposite no.... too many possibilities of being used in the wrong way to ruin/sabotage your team.... no...... the stun duration is also way too high and if it is a stun that ignores sheilds it is uncounterable and once again feeds into riots antiuncounterable design they want there to be some kind of counter for everything. .....also the shield on an ally is like a kayle ult with more utility and way too powerful/longer and it is a normal ability and not an ult.... um no.... the e there is nothing really wrong with but a single target should only be able to be marked by one mark and the mark can be replaced by a new one if they receive damage in the given way.... lastly the ult does way too much damage.... way too much..... way too much.....it also doesnt fit the champion. I would change it.... completely and make it something different....

Stacona1 votes

Zyra, Varus, Annie are 575 -- Ashe, Anivia are 600--- i gave her slightly longer range for she can have basic attack mechanics in her kit

% health would be extremely weak because her actual health is always less than 800 naturally even at level 18 -- true damage will work normally, it is just a conversion of mana instead of health

she has extremely high mana costs, only normal mana cost is here E because it is the only normal spell in her kit - basically mana is a double resource and almost like health and mana costs at the same time - on top of the fact that the enemy can make you go oom by attacking you and your spells technically hurt you so there is a very unique playstyle of having to manage your spells even more than a normal mana champion because it is a lot more punishing misusing spells

first pick / perma-ban champions only happen if the champion is overpowered - but in this case she can also be oom'd by attacking her thanks to how i set up her passive, so it is not a no counterplay spell because you can strike back and make her OOM rather than yourself since damage against her drains her mana on top of it being her health and when she is oom she cannot do anything so she can easily die at that point - it is also a skill shot too

i made it that after 0.5 the ally champion can break the bubble by right clicking the bubble (kind of ironic since allies can break the unbreakable bubble; but so can an enemy use cleanse, QSS, and other cleansing spells and items - morg black shield, sivir, noct and banshee spell shield, and tenacity cannot stop the stun from happening or reduce the duration- cleansing effects do break the stun, it is not like suppression) but yea i made sure ally champions can self escape the bubble if they choose so --- anyways the stun duration is fine, meant to be longer cause it is one powerful stun, the counter play is cc cleansing spells and items cause it is still just a stun that ignores tenacity- spell shield and black shield does not matter so much since it would be instant -- because it is utility only spell the utility can be strong on it -- it is a way to deal with mobile champions, because adding more counter play all it does is make the mobile champion immune to the stun and immobile champions get punished even further than they already do,

kayle ult allows the ally to move and attack - this does not allow you to move or attack - plus you can try to CC the target before the bubble wears out since you are still affected by attacks and spells, but just cannot take damage during the bubble duration

i already have it in the tooltip of only one mark on the same target at a time and you can only take damage one time per Elemental Magic cast

the ultimate is balanced for an ultimate - it does make sense - she is a true mage that wants to deliver devastating damage out of no where and hold you in place from afar


P.S. You can make minions or even pets immune to damage, it does not have to be champions

Vbunnie1 votes

{quoted}

Zyra, Varus, Annie are 575 -- Ashe, Anivia are 600--- i gave her slightly longer range for she can have basic attack mechanics in her kit

% health would be extremely weak because her actual health is always less than 800 naturally even at level 18 -- true damage will work normally, it is just a conversion of mana instead of health

she has extremely high mana costs, only normal mana cost is here E because it is the only normal spell in her kit - basically mana is a double resource and almost like health and mana costs at the same time - on top of the fact that the enemy can make you go oom by attacking you and your spells technically hurt you so there is a very unique playstyle of having to manage your spells even more than a normal mana champion because it is a lot more punishing misusing spells

first pick / perma-ban champions only happen if the champion is overpowered - but in this case she can also be oom'd by attacking her thanks to how i set up her passive, so it is not a no counterplay spell because you can strike back and make her OOM rather than yourself since damage against her drains her mana on top of it being her health and when she is oom she cannot do anything so she can easily die at that point - it is also a skill shot too

i made it that after 0.5 the ally champion can break the bubble by right clicking the bubble (kind of ironic since allies can break the unbreakable bubble; but so can an enemy use cleanse, QSS, and other cleansing spells and items - morg black shield, sivir, noct and banshee spell shield, and tenacity cannot stop the stun from happening or reduce the duration- cleansing effects do break the stun, it is not like suppression) but yea i made sure ally champions can self escape the bubble if they choose so --- anyways the stun duration is fine, meant to be longer cause it is one powerful stun, the counter play is cc cleansing spells and items cause it is still just a stun that ignores tenacity- spell shield and black shield does not matter so much since it would be instant -- because it is utility only spell the utility can be strong on it -- it is a way to deal with mobile champions, because adding more counter play all it does is make the mobile champion immune to the stun and immobile champions get punished even further than they already do,

kayle ult allows the ally to move and attack - this does not allow you to move or attack - plus you can try to CC the target before the bubble wears out since you are still affected by attacks and spells, but just cannot take damage during the bubble duration

i already have it in the tooltip of only one mark on the same target at a time and you can only take damage one time per Elemental Magic cast

the ultimate is balanced for an ultimate - it does make sense - she is a true mage that wants to deliver devastating damage out of no where and hold you in place from afar


P.S. You can make minions or even pets immune to damage, it does not have to be champions

she doesnt need the extra range the kit is indicative of a close range brawler type the range in this case makes her op especially since you already stated the only way to counter her is to attack her which isnt a counter strategy at all. no you do not have to worry about mana because mana costs are not an issue you have so much manadrain/mana regen that you honestly can probably throw out all your spells and still have mana left to spare and in a couple seconds all the mana you lost comes right back.... % health is better and not weak especially since you can easily build more health via items and such there is also no sort of stats associated with the concept so I cannot judge how much health it would have and have to go by adverages and adverage health is between 1600 and 2000 1800 on the low spectrim that would mean she would have probably about ehh 1400 health and 20 health regen which is still rather high for good measure. your mana resource is so high that you do not have to worry about anything and if you are decent you can build armor/magic resist and sustain yourself forever..... or go the route of mundo and just go all mana since that is your "health sheild" in this case.... because fuck the meta..... and you will have so much mana sustain taht it wont matter..... the range also is not listed and does not matter on the q because the numbers are so far off that it is so broken that it doesnt even matter and since you are a ranged champion with hella range just kite their shit when your mana is low wait for your insane mana regen to kick it back up and blast them with spells or better yet fuck it and just use your q... besides that there still isnt a counterplay if you drain all my mana i cannot cast spells i go oom and i die.... done end of story not fun to play agaisnt and no counterplay..... anyways i like how your stun ignores normal counterplay strategies is well clense yourself... great so my only means of counterplay is either run away and not get hit or pick and waste a spell/mss for a quick release... ummm no never should this be an option.... no you are so smug that you enjoy the smell of your own farts.... ummm no... this should never be a thing and never will.... you broke all the rules of champion creation and if you didnt think their were rules wait till you hear from some other champion creators I think I am actually one of the nicer ones.... there are tons ruder then me... Im trying to help i pointed out the flaws now fix them before people not as nice as me come around

Stacona1 votes

it is all indicative of Lokiina wanting to be a mid-range mage - if you are brawling you will go oom, be useless, and die because you also have no health at any point

i made sure she has insanely high mana costs, and her mana drain never drain more mana and the spell's cost and this only works if you are actually A. hitting a target, and B. hitting a target that both uses mana and has mana --- there is counterplay in the mana drain here because she can take your mana, but you can also take her's

she is a short to mid range mage that needs to think twice before spam mana spells since her mana is both her resource and health--- she is for the late game hyper mage scaling with the 1 second cooldown on Q on top of building items like rod of ages, archangel, and grail for the mana and mana regen---

110 mana on a 1 second cooldown, you spam this sht and you go oom really fast without even factoring the enemy dealing damage to you - plus i gave her current % mana costs with high minimum costs to use on those


Nothing breaks the rules of anything; there is counter play aspects

she will get a bunch of mana and mana regen late game for her passive, but her passive gives her less than 800 base health and 50% bonus health by level 18 - so if she ooms she dies by 1 one spell, her health still depletes even with most of the damage going through her mana

mana steal, it can work in the game, HOW? exactly how this champion works, she can take your mana, you can also take away her's

longish range instant stun - there is cleanse and such to remove the stun, just tenacity does not work so you can stun tanks; will be doing a cooldown change/increase for early game weakening; the stun counter play is very low because by adding counter play it just makes the spell the same strength against immobility and immune to mobility -the spell is to punish mobility champions and still have the option to stun a tank who has a lot of tenacity; qss, cleanse, etc still removes the stun it is not a suppression where only qss and oranges work against it

basically Lokiina is very weak early game and you can exploit her during that period of time, her late game with items is suppose to monstrous- so the rules of balancing is simply; if she is weak early game to make up for a strong late game she is balanced

Stacona1 votes

multiple changes:

Unbreakable Bubble (W): Cost increased to 45/40/35/30/25% current Mana, minimum cost lowered to 200 from 300 Mana Cooldown increased to 50/45/40/35/30 seconds On-hit max mana return adjusted to 1/1.5/2/2.5/3% and now half the value on attacking minions and monster, from 1/1.25/1.5/1.75/2% Cooldown reduction of Unbreakable Bubble upon casting Mana Drain increased to 2 seconds from 1/1.25/1.5/1.75/2 seconds Bubble durations increased to 2.5 seconds at all ranks from 1.5/1.75/2/2.25/2.5 seconds

Elemental Magic (E): Fire Mark: Base damage lowered and AP ratio increased slightly Lightning Mark: Base damage adjusted to 100/140/180/220/260 from 80/130/180/230/280

Forbidden Destructive Magic (R): Range increased to 2500/3000/3500 from 2500/2750/3000 units Channel duration increased to 2.5 from 2 seconds Base damage lowered to 30/35/40% from 30/40/50% maximum health For the next 4 seconds (3 seconds after 1 second self stun) Elemental Magic's range will double (2800 instead of 1400 units for this one time) on top of Elemental Magic costing 0 Mana (for this one time; also the free cost after using her ultimate is unchanged)

More from Concepts & Creations

More by Stacona