Mirror mage / mimic

Rhyvin··3 votes·922 views

A champion which the ability to some how copy and mimic his opponents abilities.

I've talk to a friend about this and we discussed a few possibilities.

It would have it's own abilities and stuff. With an ability or two that would allow them to use the opponents abilities as well .

I was saying maybe a ability like Braum's shield that catches an ability while taking reduced damage then be able to use it back at them.

Or for like it's ult. It would be like mordekaiser's and if the champion died you get to use their basic ablilities for a few minutes.

Could a champion like this work?

7 Comments

Atinizer1 votes

I was actually thinking about their ult being something like Yasuo's wind-wall that reflected projectiles that entered it. The problem is I think that would be a real pain to code. If there was a mirror champion they could have a shattered mirror that assembles for the ult but for basic attacks they cut with the shattered magic glass stuff.

Rhyvin1 votes

Like I said, it basically would have to temp replace the original ability

Psychoaryama1 votes

Here's the current psycho idea I made for this guy. The numbers definitely need a lot of work, but you'll get the overall idea.

Peilimuur, the Demonic Mirror

Roles: Tank, Mage

Stats: Most TBD Attack Range: 350

Weapons: Enormous demonic mirror, Lightning blaster

Passive: Demonic Reflection Peilimuur is treated as the same type of unit as the last unit he basic attacked (if he basic attacks a minion, he is treated as a minion; if he basic attacks a monster, he is treated as a monster; if he basic attacks a champion, he is treated as a champion). Based on his current type, he gains the following effects: Champion: Movement speed is increased 5% Minion: Basic attacks deal 5% increased attack damage. Super Minion: Basic attacks deal 10% increased attack damage, Armor increased 5% Small Monster: Armor and Magic Resist are increased 10% Large Monster: Health is increased 10% Epic Monster: Health increased 15%, Ability Power increased 5%

Allies can use Summoner Spells on Peilimuur to have reversed effects placed on them for 3 seconds.

Q: Explosive Deflection Peilimuur sets up a magic field around himself. The next ability that hits the field will be deflected back onto the user, dealing . The field begins with a 150-unit radius and extends at a rate of 50 units per second over the course of the next 3/4/5/6/7. If it lasts for its maximum duration, the field will explode, dealing 5/10/15/20/25 (+30% AP) magic damage to Peilimuur and 20/40/60/80/100 (+35% AP) magic damage to all enemies inside the field. Cooldown: 12 seconds Mana cost: 85

W: Mirror Wall Peilimuur can have 3 mirror walls either in use or stored up at a time. Cooldowns only restore 1 charge, and only if the maximum has not been exceeded. Upon activation Peilimuur selects a location within 400 units and sets a 200-unit barrier in that location, broad side facing him. Enemy attacks and abilities that go through or hit these walls lose 10%/20%/30%/40%/50% of the damage they would have dealt to their intended target. The walls absorb the lost damage, storing a maximum of 200 damage each. Allies can move through these barriers, but enemies that move through them have their directions reversed, moving in the opposite of their intended directions for 1/1.5/2/2.5/3 seconds. In addition, champions that move through the walls are dealt 50% of the damage stored by all three mirrors (+20% AP) as magic damage. Mirrors will lose this stored-up damage. Mirrors last 10/10.5/11/11.5/12 seconds. Cooldown: 7 seconds per charge, 12 seconds after a space becomes available if all 3 charges were in use. Mana cost: 90

E: Hateful Reflection Peilimuur creates a field around himself. Any damage dealt to him by enemies is reduced 10%/17%/24%/31%/38%, damage he and his allies do to him is halved, and the missing damage from all sources is done to enemies within a 350-unit radius of him in whatever form it was dealt to him as (magic damage will reflect as magic damage, physical damage will reflect as physical damage, true damage will reflect as true damage). Pure damage received from turrets is considered coming from an enemy and treated as magic damage for this ability. If over 300/350/400/450/500 damage is reflected in this way, the ability ends. If this is not the case after 5/6/7/8/9 seconds, Peilimuur will charge for 1.5/1.6/1.7/1.8/1.9 seconds, during which time his movement speed is increased 10%/11%/12%/13%/14%. All enemies within a 200-unit radius are hit with a shockwave dealing twice the remaining damage (+20% AP) as magic damage. Cooldown: 20 seconds Mana cost: 100

R: Vengeful Suicide Peilimuur charges his lightning blaster for 3/4/5 seconds, during which time he can still move and his movement speed is increased 10%/15%/20%. At any point during the charge, he can re-activate the ability to end the charge. At the end of the charging period, Peilimuur deals 100/200/300 (+30% AP) magic damage to himself per second of the charge, giving enemies within a 200-unit radius Fear for 0.75/1/1.25 seconds and slowing enemies 20%/30%/40% within a 500-unit radius for 1/1.5/2 seconds. This can be used one more time within 3 seconds of the initial activation, but with only a 2/2.5/3-second charge time. Cooldown: 230 seconds Mana cost: 100.

TopLaneCantCarry2 votes

There's a huge problem with his passive.... if he hits a monster someone could smite him for true damage....

Psychoaryama1 votes

{quoted}

There's a huge problem with his passive.... if he hits a monster someone could smite him for true damage....

I was about to say that was part of the point, but actually you've got a point on the true damage part. I'll see what I can do with that, still probably going to leave the passive though. Maybe just make E reflect whatever type of damage the enemy did to him rather than always doing magic damage.

TopLaneCantCarry1 votes

so is this guy going to be a tank? Because someone taking 1k true damage late game would be problematic....

Psychoaryama1 votes

{quoted}

so is this guy going to be a tank? Because someone taking 1k true damage late game would be problematic....

In a way. His E reflects portions of all types of damage done to him onto nearby enemies, so using Smite on him would be (with the current numbers) quarter-smiting everyone around him, and then he and his teammates can smite him to half-smite all nearby enemies. If he focusses on increasing his health, health regen and cooldown reduction he might become more dangerous. That E is also what the R is supposed to work with; he deals as much damage as he can to himself, but has it halved by E and has the missing half of the damage dealt to nearby enemies. Kinda like an Electrode in Pokemon using Self-Destruct; if he's going down he's taking as many people as he can down with him. Either way, I admit the guy's not even the best thing I've created, I made him late at night and the next day I was wondering exactly how drunk I was to come up with him. I adjusted some of his abilities, but like I said in the edit at the bottom of the post I made for him, I think I'm just gonna let him die for now and come back if I think of a better kit, because I seriously don't know what I was thinking. In the meantime, if anyone else has their own concept for a mirror/mimic champion, it's not like I'm the only one that can make stuff and put them into these discussions :P

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