Magi, the Dream of the Stars
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
. Her ult is also really strong considering the speed the orbs bounces at increase quite dramatically late game.