MEA ZEAH: Magnetic Energy Android - Zaun Experimental Amorphous Hunter
Name: Mea Zeah - The Magnet (Me' ahz Jshah) (MEA ZEAH = Magnetic Energy Android, Zaun Experimental Amorphous Hunter)
Intended Role: Support, Mage
Appearance: Mea Zeah is a relatively short woman. With a very womanly body. Big bust, large hips, small waist, but still skinny. She is made of Bionic parts and similar,yet differnet goo like Zac. Her skin is a shiny, slightly transparent pink (almost skin) color and you can just barely see her circuits under her skin. She wears black leather gloves and boots with integrated high-tech electron-magnets. Her gloves also double as tazers and glow with a yellow electric spark. She wears short jean shorts that are frayed at the bottom and a skin tight turtleneck black spandex top (like a headband around the chest basically, and no sleeves) that just barely covers her bust. She has golden, electrified pupils, a big, long, blonde, high strung, ponytail (reaches past her butt when she stands but in her normal stance it almost hits the ground) and curly bangs. She float/hover-walks (if that makes sense lol) on her electron-magnet boots in a knees-bent ready to fight stance. You can see the magnetic energy under her boots holding her up (similar to her glove's glow).
Lore: After the scientists escaped with the big green guy; Zaun’s Chief Executive, Chairman Magnus Dunderson, ordered Zaun laboratories to create a bionic being suitable to track him down. "Relentless, Powerful, and Beautiful" were the words he gave us as a guideline for her creation. We worked tirelessly for hours, then days, then weeks... After 9 months of tinkering she was born.
It only took her 3 weeks to track them down, since his hex-chem structure was extremely susceptible to magnetic energy. Once she tracked them down we managed to capture the parents. We ordered them to hand him over in the name of science and they refused. " Zac is our son and we will never let you take him away" they murmured as Mea Zeah readied an attack toward the two genius'.
As she struck down upon them, Zac unleashed every ounce of his raw energy and mass for the very first time. He subdued Mea Zeah and his parents' captors, sent the laboratory's workers fleeing, and brought his loved ones home. Seeing love and the connection between Zac and his parents, Mea Zeah realized that she was flawed. Only created for the sole purpose of capturing Zac, she vowed to track him down once more and ask her big brother to teach her the meaning of family. This task however, proved to be more difficult than she anticipated. Zac could spontaneously alter his biological structure making it near impossible to pick up his trail... Of goo!
Abilities:
Passive - [Magnetic Force/Air Force]:
Magnetic Force: While in range, Mea Zeah's enemies lose 10% plus 5% per stack of movement speed. (Range 550) (stacks 3 times) Mea Zeah's abilities apply stacks of Magnetic force. Mea Zeah's enemies lose all stacks of Magnetic Force when out of range for 2 seconds. % slowed is decreased by .75 for every 50 ap she has. This does not include the original 10% for being in range. (Balances her OPness if she goes mid-lane)
Air Force: For every second Mea Zeah is in the air she gains 10 + 5%(ap ratio) of damage added to Berserker Magnets. Once she uses Berserker Magnets this passive is reset. Mea Zeah is untargetable while suspended in air.
Q - [Anti-Magnet Beam]: Mea Zeah claps her gloves together, emitting a beam of anti-magnetic energy in a straight line dealing 40/60/80/100/120 + (30% Ability Power) Magic Damage and pushes back all units hit. . Mea Zeah is also repelled 50 range in the opposite direction and shaken by the wave slowing herself by 25% for 1 second. Does half damage to minions.
Cost: 175 energy
Cool Down: 10/9/8/7/6 seconds
Range: 625
Description: When Mea Zeah claps her gloves together the magnets become unstable. Causing her to repel objects and herself from the clap location. This ability can be cast mid air. If an enemy hits any of your allied units they stop there (The closer units are to Mea Zeah when she casts this ability the further they are pushed, at max they are pushed 200 range from where they were when hit) (The wave emitted is long and narrow and closes on enemies like a zipper)
W - [Magne-taze]: Mea Zeah punches her enemy and stuns them for 1.0/1.25/1.5/1.75/2.0 seconds. If Mea Zeah is in the air before Magne-taze is cast she slams down with her fist stunning the opponent dealing 50/75/100/125/150 + (20% Ability Power) Magic Damage to all enemies within 200 range and slowing them for 15% movement speed for 1.5 seconds.
Passive Effect: Mea Zeah gains an extra 25 energy for every instance of damage her stunned target takes.
Cost: 150 energy
Cool Down: 12/11/10/9/8 seconds
Range: 300
Description: When Mea Zeah's gloves touch someone she shocks them with her tazer stunning them for a short duration. If she casts this abilty from the air, after she stuns her opponent she floats momentarily just short of their location. ( Just long enough for the second cast of Magnet Jump, which is why she would be in the air already :P) If her stunned target takes any damage from allies she gains 25 energy for each instance of damage they take. ie. stunned target gets hit with 3 damage spells and 4 auto attacks, that is 7 instances of damage. Thats 7 x 25 = 175 Energy she regens.
E - [Magnet Jump]: Mea Zeah repels gravity with all of her magnets and jumps to a target location dealing 60/70/80/90/100 magic damage to anything she lands on. If she lands on an enemy unit, she leaps back into the air suspending herself with her magnets for up to 2.5 seconds. She can reactivate this ability to smash the ground anywhere within 300 range dealing an extra 15/30/45/60/75 + (10% Ability Power) True Damage in a small radius.
Passive Effect: Cool Down of this spell is reduced by 1 seconds for every spell cast. Second cast's affect this ability.
Cost: 200 energy
Range: 600
Cool Down: 18/17/16/15/14 seconds
Description: Mea Zeah can jump far because her magnets can repel the effect of gravity. The second cast of this ability can be cast after Magne-taze. ie. If Mea Zeah lands on an enemy after casting this ability, she will jump in the air, she can then activate her w stunning a target, she can then activate this ability again before she lands so long as it is within the 2.5 second suspension time. Cooldown of this ability starts the as soon as she lands. (the first time) Second cast damage range is 150.
R - [Berserker Magnets]: Mea Zeah roots herself and her magnets go berserk creating a giant wave in front of her pulling enemies toward her for 2 seconds dealing 200/300/400 + (Air Force) Magic Damage over the duration.
Cost: 250 energy
Range: 1000 Cool Down: 120/100/80 seconds
Description: Mea Zeah's boots go berserk, rooting her in place, as her gloves also go berserk pulling enemies toward her location (enemies are pulled at a rate of 400 movement speed, the only way to escape is to flash out of the side. If you flash away (opposite direction) you may still be in range and continue being pulled). This abilities range is far and wide (in a cone, resembling sona's ult but thinner and widening slightly at the end).
Champion Statistics:
|Origin:| Zaun|
|Health:| 430 (+85 per level)|
|Health Regen:| 5 (+0.85 per level)|
|Energy:| 500|
|Energy Regen:| 25 energy per second and 50 energy every time she does damage. Energy regen is halted until she is finished channeling her ultimate|
|Range:| 550 (Melee/Ranged)|
|Attack Damage:| 60 (+2.97 per level)|
|Attack Speed:| 0.738 (+1.6% per level)|
|Armor:| 15 (+3.8 per level)|
|Magic Resist:| 30 (+1.45 per level)|
|Movement Speed:| 345|
Discussion: Mea Zeah is a low damage support, unless you build her otherwise. She has a good kit for slowing and disabling enemies.
Combat Use:
Team Fights: Use Magnet Jump to leap toward an opponent, once you land on them use Anti-Magnet Beam and Magne-taze in quick succession to knock back and stun them. While momentarily floating from air casted Magne-taze quickly cast your second cast of ** Magnet Jump** to return close to your original location. Walk toward your team as much as you can before they flash away and cast Berserker Magnets to then draw them even further into your team. Making sure you angle Berserker Magnets correctly to hit the back line.
Mid Lane: Make sure too poke your opponent every time they go for that extra creep. Knocking enemies back and doing damage while you farm and they miss cs is most satisfying. Your q is also good if they hard engage on you or if ganked by jungle. You simply clap your hands and enemies begone. Careful though you were shaken by the blast and are 25% slower so make sure to knock back the enemy with the gap closer. After poking them down enough you can make use of your turret by using the same combo as above but knocking them into turret range this is also useful when being seiged upon. Use of Mea Zeah's abilities is very energy dependent, just using a e,q,w combo costs 200/175/150 energy which is already 25 more than she initially has. Luckily you gained back 100 energy from doing damage with e,q before casting w. So she casted e,q costing her 375 energy gained back 100 from doing damage giving her 225 energy left to use w. She then uses w for 150 leaving her now with 75 energy to spare, while she finishes with her second cast of e. So,during that combo she passively gained 50 energy ( from her 25 energy/second regen) what can she do with 125 energy? Nothing. She needs another 125 energy to ult. She needs to auto 2 times gaining 50 energy each and 25 for the time it takes, so she can then ultimate. Luckily her target was stunned while she gained that energy. :) Bot lane is similar except you wont be doing as much damage.
Please leave a comment and let me know what you think. Do you think she is balanced, too stronk, or just down right op. I would really like to know so I can revise her stats and balance her if needed. Thank you all.