Stadii, the Galactic Guardian

Stacona··1 votes·509 views

Stadii [stah(r) - dee] will be quite an unique class of champion, I guess could be summed up as 'middle lane mage', but is a range tank mage support by getting very tanky into a hyper support tank by building Ability Power with very protective skills keeping her allies safe. Anyways, let's get into things rather than me struggling to try to attempt to describe my concept.

Stadii is a living small star, she shines and sparkles and everything! But not to be confused with a star shape, she is more on the round sphere side if anything.


Basic Attack Range: 600 units Movement Speed: 340 units per second Armor: 30 +0 per level [that is right, no armour per level] Magic Resistance: 30 +0 per level


Starlight Scales (Passive): Stadii permanently gains (+50%AP) bonus armor and (+25%AP) bonus magic resist.

Unfortunately Stadii is not very strong so she cannot gain any bonus health.

Star Beam (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 50/60/70/80/90 Mana; Range: 1000 units Passive: Executes restore 5(+5%AP) health and every enemy champion struck by Star Beam heals Stadii for (+12/14/16/18/20%AP) health.

Active: Stadii fires a beam from the power of the stars in the target direction to deal 60/75/90/105/120(+60%AP) magic damage to all enemies struck, double damage against minions, and heal struck allies for (+30/35/40/45/50%AP) health (cannot heal Stadii).

Galactic Barrier (W): Cooldown: 28/25/22/19/16 seconds; Cost: 75 Mana; Range: 1000 units Stadii instantly creates a barrier at the target location for 6 seconds that curves inward that is 600/700/800/900/1000 units long to diminish all damage that goes past this barrier by 10%(+1% per 10AP). All dash, jump, and instant teleport effects are stopped at the barrier if they attempt going past the barrier directly.

Galactic Barrier grants a large amount of vision around it.

Shooting Star (E): Cooldown: 8 seconds; Cost: 50 Mana; Range: 800 units Passive: Whenever one of Stadii's abilities affects an ally she gains (+5/10/15/20/25%AP) % bonus movement speed for 1.5 seconds.

Active: Stadii empowers an ally unit with a star gun to deal 20(+20/25/30/35/40%AP) bonus magic damage on-hit for the next 6 seconds, the same unit can only have one star gun at a time, execute credit goes to Stadii if a minion with a star gun gets the execute. If an ally unit is currently holding a star gun and passes through Galactic Barrier or gets struck by Star Beam then it gains (+20/25/30/35/40%AP) % bonus movement speed for 1 second.

Shooting Star cannot be self-cast.

Starlight Bubble (R): Cooldown: 0.5 second; Cost: 100 Mana; Range: 800 units Passive: Stadii stores up a Starlight Bubble every 120/100/80 seconds [lowers with cooldown reduction] up to a maximum of 5 stored up at one time.

Active: Stadii places a starlight bubble on either herself or an ally champion for 10 seconds, the same champion cannot receive another Starlight Bubble until 45 seconds has passed.

Starlight Bubble grants the champion affected 10%(+1% per 25/20/15AP) damage reduction and causes the unit to be immune to true damage, but the bubbled champion moves 40% slower no matter what and disables dash, jump, and instant teleport effects on the champion.


5 Comments

Asayake 5150glow1 votes

I have a question about her Q. It says that, passively, hitting enemies with the active heals her. So I guess it just heals her for a different amount than her allies?

The passive is also a bit strong. Buying a Rylai's gives her as much armor as Zhonya's, 100 AP, 400 life, and 25 MR. Thats... set defenses for any mage, and a perfect starting item. Zhonya's would also grant 100 armor, which is a little much.

Also, can you say more clearly where you expect her to be played, like as a mid/supp? But which mainly, if you know what I mean.

Stacona1 votes

In Summoner's Rift you can multiply the self-heal between 1 to 5 times depending on amount of champions hit, the ally heal is only for other ally units which is the max/min you get; separate values.

She cannot get bonus health, this helps balance the self-heal on her Q, so you are resistance heavy with heals and damage reductions; and Rylais can only apply to one spell for the item's passive, so AP health items are not very good, hourglass not very good either cause you will get a lot of resistances late game and you want to Q spam for the heal

I don't like saying forced roles, but she is a middle laner; essentially running a utility mage tank, so you can run one-threat comps with her or a bunch of squishies and she makes them tanky; but I made her low to no base values so she is gold reliant meaning a support position is very bad for her, but she functions as a support role


W is all damage, so can help your team and hurt your team

Asayake 5150glow1 votes

So, sounds like she should build CdR/AP? Zhonya's still seems fine, as it gives the survivability needed to play a farm/buff ur jgler's gank lane.

Stacona1 votes

Essentially you are meant to be a hyper support tank; while still trying to function as a mid lane mage with waveclear with her Q; but essentially straight AP and CDR is the way to go since your damage is very low, but defensive utility and tankiness is extremely high, especially for the late game when you have AP built-- wanted to make sure the damage is low so she is not being a super ranged tank while dealing a bunch of damage and making her teammates into juggernauts -- basically an ideal comp is something like have a ashe, jinx, kog, or twitch on your team (the hyper marksmen) and make them juggernauts with Q and R and bonus damage with E

To prevent overpowered scenarios like Yi and Kha'Zix being full damage and super tanks with R is why 40% slow no matter what (this ignores slow immunes) and they cant Alpha Strike and Leap respectively; so R makes champions into juggernauts of instead of just being squishy, they are super slowing moving -temporary defensive bulky- heavy hitters

So Stadii counters dive compositions super effectively

Stacona1 votes

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