Hey there! Chubby here with a review on your magnetic champion concept (aka Arland). I wanna start off by saying that I feel like this is a very SOLID creation. I like some of the interactions that I saw and felt a little confused about others. So let's get right to the review! :D
Passive: Force Field
When Arland uses 300 mana worth of spells, he gains a Force Field, which blocks 50 (+30% ability power) damage. After the force field is broken through, it repels away enemies, knocking them back slightly and stunning for 0.5 seconds. The force fields repel radius is 450.
I feel like this passive offers some flavor to the kit BUT... what if the spell that triggers your passive already pushed them back (ex. your W "Magnetic Yo-yo")? It would seem a bit of a waste since you want to maximize the kit's interactions not only with your own abilities but also with the game itself, and it would just feel like a total waste to push someone away when my ability was already going to do that for you. You get me? I feel like you're on the right track, but perhaps a small change?! What if this ability worked in conjunction with your abilities? Let me explain! There is so much displacement coming from your kit so why not have this ability trigger after you displace someone? Let me give you an example:
- Force Field (Passive): After displacing an enemy champion with one of your abilities gain a shield which blocks 50 (+30% AP) damage. After X seconds, knock back all enemy units around you and stun them for 0.5 seconds. The force field repel radius is 450.
This would allow you some more flexibility and reliability when using your passive and still function the way you intend it to. Since you had originally thought of having your passive trigger when a condition was met (wasting 300 mana), why not just have it trigger when a more suitable condition is met (displacing an enemy champion)? Just some thoughts lol.
Q: Magnetic Blast
cd: 6/5.5/5/4.5/4 s
mana: 40/50/60/70/80
Roll through your magnet collection, and choose if you wish to shoot out a blue magnet or a red magnet.
The magnets can travel up to 700 units and is a skill shot.
The magnets attach to the first enemy or ally hit, and deal moderate magic damage to enemies hit while allies gain slight armor and magic resistance. Magnets last for 6 seconds.
Enemies with a blue magnet attached restore mana to allies while red magnets restore health.
"Enemies with blue magnet attached restore mana to allies while red magnets restore health." This may just be me overthinking things (like usual), but how does this even work? Lol. I'm going to need some more information about this in order to move forward. Some clarity would be nice!
W: Magnetic yo-yo
cd: 13/12/11/10/9 s
mana: 70/80/90/100/110
Shoot out a magnet at a target 700 units (skill shot). If the magnet hits a target with a blue magnet, they are pulled towards you 500 range. While those with a red magnet attached are pushed away 500 range. The magnetic yo-yo deals true damage to those with a red magnet, while dealing 1.25 times for magic damage against those with a blue magnet. Hitting a magnet consumes the magnet, but reduces the cool-down of Q - Magnetic Blast by 50%.
LMAOOOOOOO as stated in your Q, you can target an ally with your magnets and this ability does true damage to a target that has a red magnet attached. Do you see the issue here? It may just be the way it's worded, but I would really look into making it so that this ability doesn't have the potential to KILL your allies XD.
E: Draw
cd: 14/13/12/11/10 s
mana: 80/90/100/110/120
attach a magnet on yourself. choose between blue or red. when you go within 750 range of a target with an attached magnet, your own magnet activates, and pulls you to them if you have a blue magnet and they have a red magent, vice versa. And repels you away if they have the same color magnet as you. If you have a blue magnet and they have a red your next auto attack is empowered, and if they have red and you have a blue magnet, then your E- Draw cooldown is reduced to 3 seconds.
Same color magnets not only repel but cause an explosion dealing aoe magic damage to all nearby enemies.
Another cool and unique idea. I understand what you're going for and it's easy to understand. Magnets being a new mechanic will be a little hard to get used to, but nothing that requires 200 IQ thinking skill. I like it!
R: Magnetic Maelstrom
cd: 120/100/80 s
mana: 100
3 magnets swirl around you each changing color from blue to red to blue to red, for the next 6/8/10 seconds. You can select the magnets around you and throw them at enemies in a range of 750. Opposite magnets pull enemies towards it and impales them with magic damage, while same magnets knock enemies back and stun them for 1 second, dealing true damage.
Why does this ability not function the same as Q (ex. they can target allies as well)? Is this just meant to function differently? I'm not opposed to it! It just seems like a disconnect. Aside from that it seems like a very interesting idea to try to play with. It gives the players a lot of options and has high risk high reward.
This was a very quick review by my standards and that may be a good thing or it may be a bad thing (not sure), but I hope it was helpful and it gave you more ides to increase the quality of your character concept! :D I would love to hear back from you and see what you improve on! If you'd like, we could work together to flesh out your creation! Let me know if you would like to collaborate some time! Cheers!