Miki, Summoner of Spirits

Votable Jester·1/14/2015, 10:47:03 AM·1 votes·999 views

Miki the Spirit Mage

Sets area for spirits to take effect, then sets point within range for the spirit to wait.

  1. Spells that summon spirits involve a slightly longer animation than most other spells
  2. Spirit aoe’s are only visible once inside or maybe once spirit is seen
  3. Spirits can be attacked, but have x health that acts like Zyra’s plants’ health
  4. Spirits grant vision of aoe

1. This balances out their long duration, and emphasizes the value of vision control 2. This provides better ambush potential 3. This provides a way to counter the spirits, and possibly check bushes for them. The health type makes all characters able to kill them without some characters instantly destroying them 4. This provides the decision making process of using the spirits for vision or for their normal effects.

P – Compounding Power

  1. Whenever 1 of his spells reaches max rank, all spells gain some bonus depending on which one(s) is/are maxed

1. This provides another level to deciding when to max which abilities, as well as gives a better feeling of significance in the late game

Q – Converge Spirits

  1. All spirits in the vicinity charge target enemy, self destructing, doing X area damage, and causing an additional effect based on spirit type a. When maxed, reduces cd of all abilities

1. This provides some potential damage and stronger effects to potentially turn a fight around a. This makes it easier to replace the destroyed spirits. It also increases the potential dps of the spell without increasing its burst.

W – Spirit of Protection

  1. Spirit grants regenerating shield to ally champions that blocks up to X damage a. Q-% reduced damage output by foe b. When maxed, increases health and survival duration of spirits

1. This creates good siege potential and a safer lane without being overwhelming a. Gives use to the spirit during a drawn out fight b. This follows the “shield” idea of the spirit, while also increasing the utility of the other spirit spells and in turn, the Q

E – Spirit of Energy

  1. Spirit grants X flat/ % ms buff to allies and inflicts Y flat/ % ms debuff to enemies (Y may or may not be equal to X, I’m undecided) a. Q-stronger slow on enemies hit b. When maxed, increases aoe of all spells

1. This provides soft cc best for escaping, but not bad for chasing a. This makes the spirit useful after the enemy has left the aoe b. This increases the utility of all spells without making them overwhelming

R – Raising Spirits

  1. Swarms of spirits break through the ground in an area, knocking up and damaging foes for X damage a. Aoe grows over the duration b. When maxed i. Increases range on Q ii. Increases number of spirits available from W and E iii. Increases the duration of the ult

1. This provides hard cc effective for teamfights, escapes, and ambushes a. This gives it a greater team fight presence, and makes it better for cutting off routes b. This follows the idea of numerous spirits i. More spirits could chase after an enemy ii. More spirits means increases aoe and vision iii. Increased duration increases the capability of cutting off paths as well as increases the final size of the swarm

3 Comments

Votable Jester1/14/2015, 10:50:19 AM1 votes

This champion would most likely be a support who acts kind of like a combination between SonaSona and ZyraZyra . Please post any opinions and/or constructive criticism you may have for my creation. All feedback is appreciated.

Votable Jester1/15/2015, 1:18:25 AM1 votes

I do plan on editing this a lot over time. This champion is clearly unfinished. I guess people also care about the lore so i'll have to come up with something there I guess.

Votable Jester1/15/2015, 6:47:11 PM1 votes

If you down-vote this, please tell me what needs to be changed about him. I know it's incomplete, but all that's left is the specific numbers and the lore; both of which I'm working on right now.