[Champion Concept] Mandara, the Desert’s Herald

Jellycake Demon·4/15/2015, 1:00:14 AM·1 votes·805 views

Please leave a Comment, Review any Feed Back or your Thoughts on my Concept please, I look forward to what you have to say.

Primary: Support. Secondary: . Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 8. Ability Power: 4. Difficulty: 7. Place of Origins: Shurima. Upon Selection: The power of the sands is now mine to command.

Health: 455(+30). Health Regen.: 1.8(+0.38) Mana: 370(+29). Mana Regen.: 1.7(+0.37) Range: 450(Range). Attack Damage: 34(+2.7) Armor: 16(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: None. Enemies: Azir.

Appearance: Mandara is 4’7ft tall man with dark tanned skin with short spiked back black hair, brown eyes & some tattoos that look like shuriman symbols. Mandara wears a long dark brown coat that is button up, he wears a dark red sash that completely wrap around his head only showing a visor that is over his eyes, he wears a pair of gloves & a pair of boots. The object he carries that floats in in the palm of his right hand is a golden orb that has small pieces detached from it that orbit the orb, the orb emits a faint light & has small amounts of sand pouring out of it.

Summoner Spells: summoner 4 & summoner 7.

Item Builds: Starting Items: item 2003/item 3301/item 2044/item 3340. Essential Items: item 2049/item 3069/item 3275. Offensive Items: item 3023/item 3027/item 3025/item 3089. Defensive Items: item 3050/item 3110/item 3102/item 3800.

Passive: Dune Viper. Every 8.5 seconds Mandara will create a snake made out of sand, he can have up to 3 of these Dune Vipers. When Mandara has any number of Dune Viper his next Basic Attack will have him use all vipers to deal 35(+5% bonus AP) Magic Damage per viper while also Healing Mandara by the total amount of damage dealt.

Q-Ability: Quicksand. Range: 450. Cool Down: 18/17/16/15/14. Cost: 100. Slow: 15/20/25/30/35%. Activate: after Mandara has chosen a 200-radius location within this Abilities Casting Range then upon its activation Mandara will use his relic to create a swirling sand pit, after the initial activation the sand pit will remain on the map for 3 seconds. While the pit is active any enemies that are within the radius will have their Movement Speed Slowed by a set percentage, if an enemy uses a Dash-type Ability that leads into the pit then that Ability will end as soon as the enemy Champion makes contact with the pit.

W-Ability: Sphere of Sand. Range: 450. Cool Down: 15/14.5/14/13.5/13. Cost: 60/70/80/90/100. Damage Reduction: 8/10/12/14/16%. Physical Damage: 20/30/40/50/60(+10% bonus AD). Activate: after Mandara has chosen either himself or an allied Champion within this Abilities Casting Range then upon its activation Mandara will use his relic to create a protective dome around the target, this dome will remain active for 4 seconds & the affected target will take less damage from all Non-Tower damage by a set percentage while also being able to deal Physical Damage with the affected Champions Basic Attacks. After this Abilities duration has ended it will then go on its active Cool Down.

E-Ability: Desert Casket. Range: 450. Cool Down: 19/18.5/18/17.5/17. Cost: 55/65/75/85. Magic Damage: 95/125/155/185/215(+40% bonus AP). Increased Damage: 4/6/8/10/12%. Activate: after Mandara has chosen a single enemy Champion within this Abilities Casting Range then upon its activation he will surround his target with sand, after a 0.25 second delay after the initial activation Mandara will encase the chosen Champion in sand dealing Magic Damage & Rooting the target for 1.5 seconds. While the target is Rooted the sand that is encasing the target will increase any Non-Tower damage dealt to the affected Champion.

R-Ability: Torrential Sandstorm. Range: Self-Cast. Cool Down: 175/155/135. Cost: 115. Magic Damage: 50/70/90(+30% bonus AP). Activate: after Mandara has activated this Ability he will use his relic to create a powerful raging sand storm that will remain active for 4 seconds, while the sand storm s raging on it will cover a 400-radius around Mandara. Any enemies within the sand storm will continue to take Magic Damage every 0.5 seconds while also Slowing all enemy Champions Attack Speed by 35% & having their Armor being Reduced by 10%. After this Abilities duration has ended it will then go on its active Cool Down.

13 Comments

Blue Arty4/15/2015, 6:40:50 PM1 votes

Very wordy. Maybe look at Riot's formatting for ability descriptions. Passive seems a little strong. I'd remove the heal factor or increase viper generation to every 10 seconds, maybe reduce damage to flat amounts, increasing at higher levels. I like other abilities, especially E be of increased non-tower damage

coeurloyal4/15/2015, 9:47:36 PM1 votes

I agree that the passive healing does seem a bit high on paper. If you play your AD ratios right, he could make an interesting AD utility mage as a secondary class. He would need one more form of damage for that, though.

On your E, I think a sarcophagus would fit more thematically than a casket. Just a thought.

On a last note, I'm not sure I like the idea of people being able to dash out of his Q range. It makes it difficult to use in protecting your carry against assassins or ganks coming out of the jungle. Most of the champs that you want to keep off of your carry have some form of dash or blink to negate it. Maybe instead it could function more like Diana's E and draw people into its center?

Svddenly4/16/2015, 12:42:23 AM1 votes

To JellyJack: email me at [email protected] I have some feedback for you.

RiotRiot Lutzburg4/17/2015, 6:29:13 PM1 votes

Hey Jack! Cool sand mage concept you've got here. The interaction between the Q and enemy champion dashes is really, really cool. Well done.

Nah Yeah Mate10/17/2016, 7:51:18 PM1 votes

this is insanely good :)