Magi, the Dream of the Stars

Stacona·1/25/2019, 8:29:20 AM·3 votes·2,591 views

Stars, burning balls of hydrogen in a vacuum, no possible way they could dream right? Well, apparently they can, forming an adorable little creature that came from the stars dreaming since no one can explain of her existence otherwise. This adorable little one just recently born is named Magi, and she has incredible amounts of power within her, but only a very small fraction of it has been unveiled.

Magi is just the baby form, only make cute and adorable sounds like an animal would make, not knowing if she is ever able to speak any language someone from Runeterra could speak or if she would get any bigger at all. For now however, she is very interested in having a little bit of fun on the fields of justice, in her mind she is in a play pin just wanting to have some fun!

Of course there is a greater reason for why Magi was created and only time will tell for what that reason is. For now however, she needs to grow up strong and unlock her full potential for the safety of Runeterra and for the world can actually have a future!


What more fitting role for a baby star warrior that needs to be babied for most of the game until she takes over and dominates it than the marksman role! The one role in the game that has a dedicated baby sitter (the support) to make sure she does not get into too much trouble and then destroys everything and everyone on the enemy team later on.

Magi sounds like a magical creature correct? This should be the case because she is 100% magical damage and in fact is an ability power marksman, she cannot use attack damage whatsoever! (Not actually true, but she is an ability power marksman that only does magic damage.)

Magi's damage output over time is absolutely insane... if you are good with her. So she plays Pong, so when she fires a basic attack, it launches to her attack target, pretty simple and normal so far, but it bounces off the target and flies in a straight line to Magi's location and if she touches it then it returns back to the closest enemy to her, prioritizing champions. This ping-ponging attack gets faster and faster every time it bounces off an enemy unit, which increases the DPS further, but it also makes it easier to miss the shot and need to start over making for an interesting play style for a marksman and treating her attack like it is a spell.


Attack Range: 500 units Bonk Attack Range: 1000 units Base Missile Speed: 500 units per second Movement: 340 units per second Attack Speed: 0.725 +2% per level Attack Damage: Average to Very Low

NOTE: Each bounce of the attack has its own chance to critically strike for double damage, if you went with a crit-AP build.

NOTE: Runaan's Hurricane bolts is times 2 the Magical Orb restriction, acting as miniature and weaker versions of the big Magical Orbs; so 2/4/6/8 mini-magical orbs can be in play with their respective reduced power. Going for some true chaotic fun! But the up to 2 mini-magical orbs associated with their big magical orb cannot hurt the same enemy (follows the same Runaan's Hurricane rules always, while having the Magical Orb rules with them).


Galactic Paddle Bonk (Passive):

Magi throws out a slow moving Magical Orb to her attack target, dealing (+100%baseAD)(+50%bonusAD)(+30%AP) magic damage and then bouncing in a straight line towards Magi. If Magi successfully touches the Magical Orb, then she hurls it at the closest enemy at a much greater distance around her, prioritizing champions. The Magical Orb travels a maximum of 1250 units on its return.

Every time the Magical Orb bounces off an enemy it moves 10%(+50% per 100% bonus attack speed) faster than the previous speed. Magical Orb deals increased damage based on how fast it is moving, up to (+150%baseAD)(+150%bonusAD)(+90%AP) magic damage, max damage is faster than triple its base speed.

If Magi initially targeted an epic monster or enemy structure, then all consecutive bounces can only strike those targets, unless the target is destroyed.

Playful Flutter (Q):

Cooldown: 3.5/2.75/2/1.25/0.5 second; Cost: 0/5/10/15/20 mana; Range: 150 units

Magi flutters and twirls on over all adorable-like in the target direction, moving at 100%(+10% per 100AP) increased current movement speed. At Rank 5, Playful Flutter's hotkey can be held down to use immediately off cooldown.

Playmates (W):

Cooldown: None; Cost: 0/5/10/15/20 mana per second

Toggle: Magi creates an identical after image of herself whenever she moves around, up to 1/2/3/4/5 after images that match her movement, each after image is 0.4 second behind Magi and each other.

These after images provide a very large amount of vision around them, act like invincible targetable allied units, and will bonk back the Magical Orb if they make contact with it.

Sweetness Overdose (E):

Cooldown: 1 second; Cost: 35/40/45/50/55 mana; Range: 1200 / 250 units

Magi throws a star candy into the air to the target location, healing all struck allies and herself for 20/35/50/65/80(+50%AP) health.

For the next 6 seconds from each cast, there is a chance that the star candy will instantly blow up on Magi's face instead, blinding herself and applying grievous wounds for 2 seconds. Every cast will cause a 25% chance of this bad effect of occurring, up to 75% chance after the 3rd consecutive cast.

Once Magi has a 75% chance of a bad effect of occurring, she gains a 25% chance for the heal value to triple. In addition, Magi gains 40/50/60/70/80% total attack speed, exceeds the attack speed limit, and ignores the mana costs for Playful Flutter and Playmates for the next 5 seconds regardless if the candy healed her or not.

Joy of Juggling (R):

Cooldown: 130/100/70 seconds; Cost: 100 mana; Range: 900 units; Mirror Width: 150 units

Passive: Magi can have up to a maximum of 2/3/4 Magical Orbs in play at one time.

Active: Magi creates an octagon box of mirrors at the target location for 3 seconds, Magical Orbs will bounce off the mirrors like they were Magi. Every single form of enemy movement cannot escape this box of mirrors no matter what while trapped inside.


UPDATE NOTES:

Other: Cleaned up some tooltips slightly.

Playful Flutter: Cost lowered to 0/5/10/15/20 from 1/7/13/19/25 mana

(Cost was too high for what it is offering, especially since the speed of the dash is reduced based on enemy slows as well and you have another mana drain spell active with Playmates.)

Sweetness Overdose: Negative effect chance is now 0/25/50/75% from 0/20/40/60/80/90% Once at a 75% chance of the bad effect occurring, Magi gains a 25% chance of a super heal to occur (if it would heal), gains an increase to her TOTAL attack speed, ignores her attack speed limit (she can attack faster than 2.5 attacks per second), and ignores the mana costs to her Q and W abilities for the next 5 seconds.

Reminder that the negative effect blinds and applies grievous wounds, being blinded means your attacks miss and do nothing and deal no damage while grievous wounds hurts the main purpose of your heal, well, healing.


NOTES: (I wanted to give some kind of very high risk and very high reward incentive for going for quick casts of Sweetness Overdose rather than waiting every 6 seconds to use some mana for an area small heal. I want the risk, excitement, and thrill of a random chance ability, but the player chooses if they want the random chance or not and have the reward great enough that it is worth hurting yourself to gain a super buff (and super heal) for a short time.)


StaconaConcept

19 Comments

Psyrix1/26/2019, 12:18:22 AM2 votes

seems like a really fun champ to play

Gilgayu1/26/2019, 9:58:14 PM1 votes

Yeah this champion seems very fun.

But can she still auto attack? or she can only control the orbs. I think the former will make her a marksman, while the later will make her a support(due to her e).

Her q and ult also seems to be really strong. She can just spam q once she got item 3003. Her ult is also really strong considering the speed the orbs bounces at increase quite dramatically late game.

Stacona1/25/2019, 11:50:12 PM1 votes

UPDATE NOTES (1):

Other: Attack speed increased to 0.550 from 0.475 Bonus attack speed per level lowered to +5% from +8% Projectile initial missile speed increased to 500 from 400 units per second Base attack damage lowered from average through out the entire leveling process to average to very low, means level 18 attack damage is far below every other marksman in the game

Galactic Paddle Bonk: Named the orb to Magical Orb(s) Magical Orb damage lowered to +100% total AD +45% AP to +100% base AD +40% bonus AD +25% AP Magical Orb now travels up to 1250 from 1000 units on its return

Increased missile speed with every bounce changed to 10% +30% per 100% bonus attack speed from 50% increase per bounce

Playful Flutter: Removed the random element of ability power increase, maybe something else will come at a later date, but I was not feeling something that was just an invisible increase in power and not something fun for the player to enjoy

Playmates: Renamed from Double The Fun Completely reworked to be more of a fun ability with a train of Magi on delayed movement following you around! No more dice roll random buffs Now requires better skill than an automatic function to help catch the Magical Orb Allied champions can now interact with the playmates if they have abilities and/or spells that can interact with allied units

Sweetness Overdose: Renamed from Sweetness Overload Reworked the ability to be more interesting Cooldown to 1 from 8 seconds Cost lowered to 35/40/45/50/55 from 50/60/70/80/90 mana Healing radius reduced to 250 from 600 units Now you throw a star candy to the target location up to 1200 range away from 600 range instantly all around you Healing lowered to 20/35/50/65/80 +50%AP from 30/70/110/150/190 +80%AP

Now punishment for quick consecutive casts within 6 seconds will have a chance to blind and apply grievous wounds against you instead of healing for 2 seconds, negative chance is 20% after the 1st cast, up to 90% chance of the negative effect occurring.

Joy of Juggling: Renamed from Trickster Mirrors Completely reworked the ability to something completely new

Passively now allows for 2/3/4 Magical Orbs to be in play at one time to allow for more chaotic fun for the player!

Active creates an inescapable octagon box of mirrors for all enemy units trapped inside that also will bonk Magical Orbs trapped inside as well off the walls to create a true play pin (for Magi, but a torture chamber for the enemy team) for the duration!


(I wanted to change things to be more fun for the player and go harder on the no-burst, but very high damage over time aspect since she is a marksman. The one thing I love is the gameplay of firing off attacks and trying to keep them in play, makes the gameplay of a marksman a lot more interesting rather than right-click-to-win. So I gave more fun and playful tools to keep the Magical Orb in play and make it more crazy with a lot more Magical Orbs and reduce the damage of everyone to create this fun juggling gameplay rather than only worrying about the one orb to keep in play.)

(With her heal, I wanted to emphasis the idea better of a low impact heal, but the impact is the potential of a lot of heals over time, with the risk of preventing you from dealing damage instead of healing. It creates a thrill for the player of "should I risk hurting myself for more healing output, or just wait out the longer downtime for the guaranteed heals with no risk". Also she has a heal to allow for a mage build since life steal is core for marksmen, this makes up for life steal.)


Stacona1/28/2019, 8:35:19 PM1 votes

UPDATE NOTES (3):

Other: Attack range reduced to 500 from 750 units Bonk attack range increased to 850 from 750 units Attack speed increased to 0.725 from 0.550 Bonus attack speed per level decreased to 2% from 5%

(Her attack range was so high that despite having a low base attack speed, she would not bother using the fun bouncing mechanic to deal damage that offers a very interactive gameplay for a marksman. So by splitting up her point-and-click attack range and bonk attack range better supports the unique gameplay and have her attack the closest thing to her to launch the magical orbs and then back off and keep them in play at a longer range, balanced around the idea that bonk attack range can only hit the closest thing to her. Also allows for a smoother experience for bonking the magical orbs with the increased range.)

(The other part is allow for a much higher base attack speed to help her get out multiple orbs at once while keeping older orbs in play with the low attack range (if her bonk range was this low she would be impossible to play as).)


Galactic Paddle Bonk: Just some slight rewording changes to go with the above change. Increased ratio damage to +45%bAD +30%AP from +40%bAD +25%AP; to go with the attack range nerf Increased missile speed per bounce increased to 10% +50% per 100% attack speed from 10% +30% per 100% attack speed; just better reward for building damage items, especially since her bonus attack speed per level went down which means this ratio can go up

Playful Flutter: Cost lowered to 1/7/13/19/25 from 5/10/15/20/25 mana

Playmates: Cost lowered to 0/5/10/15/20 from 4/8/12/16/20 mana per second

(Playful Flutter and Playmates power does not come into effect until later ranks, so they should feel like resourceless abilities early on and helps go with the attack range nerf to survive the early game. This helps smooth out her gold reliant build as well with not being mana hungry until mid to late game when she can actually acquire the mana items since she will be playing like a short range marksman in the early game and less like a mage-marksman until her abilities gain some power to them and she can have multiple magical orbs in play at one time.)


Stacona2/6/2019, 6:23:08 AM1 votes

UPDATE NOTES (4):

Other: Bonk attack range increased to 1000 from 850 units

(This places on par with other marksmen like Sivir and Xayah that essentially can double their range. Since she needs to get close up and personal now to get the bonking mini-game (again, can only hit closest target as well) this should not feel oppressive. Only worried about tower taking since you can out range towers, but should not be that big of a deal since you have to get in a short range at first.)

Galactic Paddle Bonk: Bonus attack damage increased to 50% from 45%

New mechanic added that increases the damage of Magical Orbs based on how fast they are moving, up to a cap (but they keep moving faster and faster still) At 1000 units per second the Magical Orb deals +125% base AD, +100% bonus AD, +60%AP (showcase scaling) At 1500+ units per second the Magical Orb deals +150% base AD, +150% bonus AD, +90%AP (max damage; triple base speed)

Ratio form for easier time balancing in the future, rather than an increased damage value which would effect everything equally.


(After the last change list, Magi was feeling a lot on the weak side and lacking satisfying elements for the amount of work she needs to put in for her damage. So this is a great way to buff up her damage directly, while keeping her as a sustain damage dealer and encourage the unique gameplay that I want. Very high damage is perfectly fine in a game, especially as a dedicated damage dealer, as long as the opponent feels non-cheated to their death and felt that there was something they could have done to prevent dying (back-ended damage like this naturally has that feeling).)


Stacona2/12/2019, 11:44:52 PM1 votes

UPDATE NOTES (5):

Other: Cleaned up some tooltips slightly.

Playful Flutter: Cost lowered to 0/5/10/15/20 from 1/7/13/19/25 mana

(Cost was too high for what it is offering, especially since the speed of the dash is reduced based on enemy slows as well and you have another mana drain spell active with Playmates.)

Sweetness Overdose: Negative effect chance is now 0/25/50/75% from 0/20/40/60/80/90% Once at a 75% chance of the bad effect occurring, Magi gains a 25% chance of a super heal to occur (if it would heal), gains an increase to her TOTAL attack speed, ignores her attack speed limit (she can attack faster than 2.5 attacks per second), and ignores the mana costs to her Q and W abilities for the next 5 seconds.

Reminder that the negative effect blinds and applies grievous wounds, being blinded means your attacks miss and do nothing and deal no damage while grievous wounds hurts the main purpose of your heal, well, healing.


NOTES: (I wanted to give some kind of very high risk and very high reward incentive for going for quick casts of Sweetness Overdose rather than waiting every 6 seconds to use some mana for an area small heal. I want the risk, excitement, and thrill of a random chance ability, but the player chooses if they want the random chance or not and have the reward great enough that it is worth hurting yourself to gain a super buff (and super heal) for a short time.)


Stacona1/26/2019, 10:41:31 PM1 votes

UPDATE NOTES (2):

Playful Flutter: Clarified that the movement of the dash is current movement speed instead of total movement speed, no change took place, just making it more obvious that slows will affect the speed of the dash.

Joy of Juggling: Cooldown increased to 130/100/70 from 130/90/50 seconds (Cooldown might have been a little too low considering the potential power a true trap can have, especially in the late game where damage is much higher. This just brings it more in line with the power that it offers.)