Mylesia, Queen of Magic

Storm Nemesis·3/24/2016, 11:32:34 AM·2 votes·808 views

Hello there. I want to present you and immobile mage that specializes in countering magic damage and in using enemy magic against them. The title is placeholder, any better ideas? Pls share them with me. Any feedback is appreciated. Thanks for checking this concept out.

Stats: Health: 560 (+80hp/level) Hp. Regen: 6.7 (+0.6) Mana: 360(+60mana/level) Mana regen: 7.5(+0.8/level) Range: 525 Attack damage: X Attack speed: 0.666 (+3.5%/level) Armor: 20.88 (+3/level) Magic resist: 30(+0/level) Movement speed: 325

Passive: Touch of Pure: Mylesia´s control over magic is complete but her physical form isnt as strong. Her autoattacks deal 45+2 per level (+5%AP) magic damage.

Q: Pure magic:
50/60/70/80/90 mana Cooldown: 10/9/8/7/6 (starts after last orb is destroyed, dissapears or is launched) Orbit radius: 250 units Speed of orbiting: Something around Diana´s Launch range: 1000 units Speed of launched orb: 1800 Delay between each launch: 0.25 sec First cast: Mylesia creates 3 spheres of pure magic that start orbiting her for 5 seconds. If these spheres collide with enemy unit they explode slowing enemy for 20/25/30/35/40%. Second cast: Mylesia commands one sphere to rush towards location of her choosing dealing 40/55/70/85/110 (+50% AP) magic damage along the way and leaving mark for 4 seconds on every enemy champion that increases damage taken by Pure magic and her autoattacks by 20%. This effect stacks. Every cast also increases the duration of spheres by 1 second. (Sphere that will be send is glowing more brightly and will be send from position where it currently is located)

W:Pillar of Mana Mana cost:30/35/40/45/50 (doesn´t count into consumed) Cooldown: 24/22/20/18/16 seconds (starts after destruction of Pillar) Cast range: 500 units Consume radius: 1300 units Mylesia conjures a pillar that consumes 50% of all mana used on abillities for 4 seconds. All this time the pillar is vulnerable to attacks from minions and champions but it is immune to magic damage. Pillar has 20/25/30/35/40 (+20% AP) hp. After 4 seconds Mylesia can approach pillar and take mana from it for 10 seconds. (Channel for 1.5 sec, 33.333% mana every 0.5 sec). Any damage will interupt the channel and destroy the pillar.

E:Counterspell Mana cost: 80 mana Cooldown: 18/16/14/12/10 seconds (starts after 1.5 sec from cást) Cast range:700 units Proc range: 1200 units Mylesia creates protective rune on allied champion for 1 second. Any magic damage after mark is placed will be blocked and cause ally to be immune to magic damage for 0.5 seconds and deal 50/75/90/105/120 (+35%AP) magic damage to enemy that proced the rune.

R:Magic is supreme Mana cost: 100/125/150 Cooldown: 140/120/100 Radius of gathering: 2000 units Range of cast: 2000 units Minimal radius: 150 units Second cast wait time (for how long she can hold it):3 seconds First cast: Mylesia channels her true form as pure magic being becoming immune crowd control and takes only 25% of magic damage and starts gathering all magic damage around her for 1.5 seconds. Second cast: Mylesia releases her most powerful magic dealing 200/300/400 (+120% AP) magic damage. Each 200/300/400 magic damage Mylesia gathered will increase the radius of spell by 50/60/70 up to 400/450/500 units. (The spell starts gathering in a circle and explodes after 1.25)

Quotes: Select: Magic is supreme. Attacking: My magic is too strong for you. Move: Im so lonely sometimes. 1st Q: Answer to me. 2nd Q: Don´t hold it against me. W: More energy for me. E: OVERRULE! 1st R: This is what I am. 2nd R: VANISH! Taunt: Don´t force my magic. Taunt vs Xerath: You are greed unbound by flesh. Taunt vs Aurelion Sol: Don´t underestimate people that once tricked you. Taunt vs LeBlanc: Your usage of magic is....tricky.

Edit history: Bad wording, ult CD/mana added, changed functionality. Changed few AP scalings after feedback

13 Comments

Anraton3/24/2016, 11:45:22 AM2 votes

passive ... it is replacing your normal AA? or additional to the aa? q .. "passive orbiting" spheres .. only slow or do they also deal the "sending" damage? maybe you wanna change this wording "Cooldown: 10/9/8/7/6 (starts after last orb launches)" .. starts after last orb disapears - if you send 2 orbs and the last on is destroyed as a passive orb .. you won't get the cd running :-D

w .. is a pure mana regain?

e .. is selfcast possible? what you do if you face someone like talon who doesn't deal magic damage? Will it negate the triggering magic?

r.. could you explain "gathering all magic damage" is it damage reduction like maokai ult? or "just counting" magic damage? .. 1.5 sec channel time and immune to cc and magic damage? sounds op ...

CrimsonCobra33/24/2016, 1:54:02 PM1 votes

Some quick notes: The Q, if properly utilized and maxed first will deal 374(+170% AP) magic damage. And the range is really, really good. W is basically 'gain back fifty percent of mana spent on spells.' It's actually rather high sustain. (Who would focus it? it's not worth it.) Also, this ability would be less of a problem if she weren't an extremely safe high-range burst mage, because she can basically just sit under tower next to her pillar and poke you down. On to her E: her E deals too much damage for such a strong spell. No other champion in the game has a spell-block that deals damage. (If I am wrong, then I repent.)

I'm not going to comment on her ult. It's one of those abilities that would be OP, but no-one would really know why until some extensive play.

I have one suggestion to make her more balanced:

Change the E, make it deal a percentage of the damage dealt. This lends counterplay and play potential.

Leave the Q, it's a very strong spell, but with appropriate nerfs to her E, it will be essential.

~CrimsonCobra3

Emerald Fang3/24/2016, 2:18:54 PM1 votes

Her ult is kind of flawed.

-So, she starts gathering magic damage. But nobody is going to attack her and even if they did you only take 25% of it so this damage will be insignificant. I would just make the ult her damaging ability, OR make the range dependent on how long she channels [she can't move but takes all damage for the channeling time].

-Also her ult scales too much with AP. With 2 basic AP items this ability will do around 540 damage in a massive area. With Deathcap included you're talking 918 damage in an area 2000 units wide. With 3 items + Deathcap this is 1080 damage. Basically guaranteed pentakill. IMO her range should be 100 to start, and an extra 100 for each 0.5 seconds she channels. Also enemies are slowed by 25% while in the channel range so they can't escape so easily. The damage should be 250/400/550 +50% AP, or if you want a little more AP heavy, then 250/350/450 +70% AP.