[Final Version] Mira, The Ward Mistress

AATTRROOXX·7/11/2015, 4:37:26 PM·4 votes·1,156 views

Piltover, city of progress. Ha, like they make any progress. I made my own trinket, but when I submitted it to the league of Legends they laughed and told me that vision doesn't matter. I decided that the only way to show progress, was to force it down their throats.

"Vision wins. every time." --Mira (not the best lore ever, I know).

Appearance: Mira is a tall, young female champion wearing a tattered, ripped, stained lab coat like a cape.she has bright blue/green eyes that stare menacingly. Her hair is brown and similar length as Lux' hair. Her main clothing is a grey shirt that shows signs of ware, and faded blue jeans ripped in the knees, and have a claw scrape on the outside of her left leg. Her shoes are slip ons that cover her feet, with no need for a sock.

TL;DR: Squishy support IE. Sona, Nami, Janna etc. Has personal trinket that changes with abilities Passive: more damage to enemies seen by wards Q: skillshot slow Ward: 5 min stealth ward W: MS/AS increase of target Ward: calls over nearest rift scuttler and uses as ward E: shields self+ally Ward: higher health pink ward R: Makes all ally wards black wards, that stealth allies in range

MIRA The Ward Mistress

Primary Role: Support Secondary Role: Mage Attack Range: 550 Health: 480ish (+77 per level) Health Regen: 5.42 (+0.55 per level) Mana: not sure Mana Regen: 9 (+0.4 per level) Attack Damage: 50ish (+3 per level) Attack Speed: 0.644 (+2.61% per level) Armor: 19ish (+3.8-4 per level) Magic Resist: 30 (+0 per level) Movement Speed: 335/340

Has champion specific item: The Best Trinket UNIQUE Active: places one of three types of wards (75 second cooldown). At level 9, the cooldown is reduced to 60 seconds.

Passive: I See You Mira deals 20% AP bonus magic damage on her Q and auto attacks to enemies seen by wards.

Q: Warder's Slow Mira fires a beam of energy towards target location that reveals the first target struck for 4 seconds, slows them 50/55/60/65/70% for 2 seconds, and deals 65/110/155/200/245 (+60% AP) magic damage. range: 900 cost: 60 mana cooldown: 10/9/8/7/6 seconds Ward: places a stealth ward that lasts for 240/252/264/276/288/300 seconds rather than 180 seconds.

W: Work Faster Mira empowers an ally to work faster removing all slows, and giving them 40/45/50/55/60% increased attack speed and 20/22.5/25/27.5/30% increased movement speed that both decay by 15% over 5 seconds and last 10 seconds. Buff appears as a yellow ward's bulb above their head range: 700 cost: 40 mana cooldown: 14 seconds Ward: changes the location of the nearest speed shrine (doesn't work if a rift scuttler is nearer than a speed shrine) (keeps team identity) to area within 1000 range of the river. (only works if speed shrine is active, and lasts until the end of the remaining duration and uses the animation of the scuttler traveling as he dies to the location) must be within trinket range of targeted location to cast.

E: Warder's Shield Mira shields both herself and her closest ally for 80/120/160/200/240 (+55% AP) for 4 seconds. range: 750 cost: 50/60/70/80/90 mana cooldown: 9 seconds Ward: places a pink ward with 8/9/10/11/12 health

R: Now You Don't Stops allies from placing wards throughout duration. Changes all allied wards currently placed into black wards. Black wards give no vision, and are not stealthed (disables vision gained from speed shrines, but keeps speed buff). Black wards last for 7/8/9 seconds, upon ending they will turn back into their original ward type with the same amount of time left as before Mira ulted. Black wards give stealth to all allied champions inside the ward's original vision radius (will provide stealth in nearby brush even if it wouldn't have been seen by the original ward). The stealth will disable on an ally champion until the end of the duration if that champion deals damage to an enemy unit, or if they affect an enemy in any way with their abilities. range: global cost: 130 mana cooldown: 130/115/100 seconds Black wards, and the ult have a duration of 7/8/9 seconds

Animations: Movement: takes medium strides and only swings arms slightly. Basic Attack: pulls right arm back, then fires blast of light from open palm. Q: punches the air in front of her with both fists letting a projectile fire. W: stands horizontal to ally and puts right hand out to them (self cast: raises both hands and casts). E: same as W, but one hand goes up for herself, and another is still or goes out to ally. R: locks fingers in front of face, spreads feet, and focuses for .5 seconds.

If you read everything above, have a poro snack. This is Mira. The only champion besides Lee Sin where warding is key. :) Please, PLEASE give me feedback, it helps a lot, and lets me know that what I show is worthy of having effort applied.

EDIT 1: changing passive to 20% from 10% AP to receive higher damage output. Also changing shield to 40% from 30% AP to increase tankiness.

EDIT 2: changed Ap on shield to 55% from 40%

BTW: When I say final version, I mean this is in no way final at all.

14 Comments

SNOON2427/11/2015, 4:47:42 PM2 votes

i like the idea on this, makes those supports (like me) who forget to ward find it easy to ward.

Foodtank7/11/2015, 7:40:41 PM2 votes

The main problem I see with this champ is that she has very little damage output. Makes me think of the first days of Bard, when he was weird and quirky but not that impactful. Maybe allow one of her wards to be damage dealing. I'm also confused about her "speed shrine" interaction. does that refer to anything besides rift scuttler shrines? Final Thought, maybe allow her to have more than 3 wards on the map at one time? Considering that's her thing.

Wirelessly7/25/2015, 3:52:08 AM2 votes

Okay so the first thing I noticed about her is that she lacks a lot of damage. A lot of people think that supports don't deal a lot of damage, but that's not true. Supports are Champions with his base damage values, poor scaling damage (which is why you don't build damage items), and good amounts of crowd control. Supports still need to deal damage, and Mira is lacking in that department.

Base stats look to be in order. Why does she have 2 different movement speeds?

Passive: Her passive is fine. It encourages you to drop wards in your lane (which I find funny and interesting). My problem with it is that is scales solely with AP. Like I mentioned above (read above), supports won't build much damage items because they don't scale well. They rely on their base damages in order to be relevant. The passive can scale off AP, but it should have some base damage as well.

Q: Reading this ability makes me think of just about any skillshot that slows, and that means it lacks originality. The warding aspect might be new, but the ability itself feels recycled. Also, since it only hits 1 unit and is on a 10-6 second cooldown, I would up the base damage, maybe making it reach the high 200's or so at max rank. Maybe even 300. Because it's a single target ability, it's allowed to deal more damage. For reference, see Tahm Kench's Q. It deals more damage than your Q, but also has the ability to stun, adds a stack of his passive, and can interact with his W. Onto the warding aspect, you have 6 scalings, but the ability can only have 5 points put into it. The amount of time that the wards last is very high, especially when you consider that you can place one every 60 seconds after level 9.

W: Like Mira's Q, the ability isn't anything new. A movement speed buff and an attack speed buff. It lasts for a long time. This ability is basically the Summoner Spell Ghost, but it also gives you attack speed. I don't understand the warding aspect of this ability in the slightest. I get the part that it changes the location of the Rift Scuttler's speed shrine, but what's does this mean:

Quote: "doesn't work if a rift scuttler is nearer than a speed shrine"

At what point in the game would there be a Rift Scuttler near a speed shrine? And can you only move it to a spot inside the river? That would make for a neat ability, but the ability itself is unclear on its limitations and functionality.

E: Just a shield for you and your ally. Just a shield. This ability feels random. Why give this Champion a shield? It doesn't synergies with anything else in her kit as far as I can see. And why does it have to be the closest ally unit? Shouldn't I be able to choose who I shield and then just get a shield because I activated the ability? I don't understand this ability's presence in her kit. As for the warding aspect... 8-12 health on a pink ward?! That's insane. That pink ward could replace my team's tank, and would probably do a better job (and isn't that sad).

R: So this ability is gimmicky. That's the word I'm using. Fight me. None of your allies can place wards, and all your wards give anti-vision? Yes, anti-vision. That's the word I'm using. Fight me. I feel like the idea of anti-vision is a cool idea. Very cool in fact. But I don't think it belongs in an ultimate. I would replace Mira's E with this anti-vision ability, and instead of making it all wards, I would make it so that the next ward I placed within X seconds is a black ward, providing anti-vision (stealth) to all ally units who stand near it. The black ward would last maybe 3 or 4 seconds. It's a cool idea, your anti-vision. But I feel like this ultimate took the idea of anti-vision and made it into something monstrous. Destructive. Evil. Yes, evil. Fight me.

Final Thoughts: Her abilities' warding aspects seem too powerful as things stand. The Rift Scuttler one could be something, and the anti-vision is a cool idea. I would focus her kit and identity around being a Champion who can fight using wards. That's her most appealing aspect to me. Her passive, her W's Rift Scuttler thing, and her anti-vision. Maybe throw in some damaging wards? :P

LichKing2347/11/2015, 8:53:23 PM1 votes

The idea is good i really like it but her dmg is well peanuts to but it nicely put heres how i see her since she controls vision and wards she would have a huge impact early and mid game its her late game is where she calls off since and her only improvements she really needs is more dmg. i can see her support counters being Blizts, leona, thresh, morgana since they can lock her down and she wont be able to do anything since shes very squishy and from me all it takes is 1 hook, 1 snare and she gets jumped on its GG but those are her hard support counters hmm since she places wards herself it doesnt look like she would need item 2045 to much so it would be ok to get item 3341 as your starting trinket or im probley reading her warding wrong and she would have to rush tanky first out of all things cause again shes squishy . Improvements she needs some dmg high skill cap but shes one of those champ thats easy to pick up but hard to master

blackid1017/12/2015, 1:23:05 AM1 votes

i think you main support and tell your teammates to ward every game but champ seems playable

Karll Hungus7/12/2015, 2:29:41 PM1 votes

This is the definition of unbalanced lol