Mizura, Guardian of the Waters

Nikushimi Zero·5/17/2015, 10:30:07 PM·4 votes·7,441 views

Health: 530-1870 Health Regen: 5-17.5 Mana: 350-1370 Mana Regen: 7-22 Armor: 23-91 Magic Resist: 30 Attack Damage: 55-97 Attack Speed: 0.65-1.01 Range: 550 Movement Speed: 355 Primary Role: Mage

This champion and all my champions will be worked on as I release them. So the things you see may or may not be final! ^_^ Thank you for taking the time to come here and read on my champion. They are almost always being editing and hopefully improved upon.


Mizura is a medium-long range APC (Ability Power Carry) Mage focused on dealing damage over time. He is a very versatile champion that can hold his own in any lane or jungle. Though he has very low sustain. This can be counter acted with his high damage capabilities and defenses. While he is able to be played and can hold his own in any place on the map it is best to stick him to the mid lane and the bot lane to where he can more easily keep the field. Rather than in the jungle where his low sustain will be hard to keep him alive, while his DoT can help clear camps the enemy junglers with better sustain can win the day. Same with the top lane tanks and bruisers who can soak up his damage and punish him hard with their CC and damage.

His focus is to push the enemy champions back while maintaining control of the lane he is in. Able to harass enemy champions and hold firm.


Background: Years past when the first ships were sent into the sea they met with difficulty, death, danger, and finally found the safest routes and areas. From the storms and the sea turning against them when venturing into the unknown they stayed nearer to their shores and safety, but not all listened to that of the waters. There were some foolish enough to continue, and the waters had had enough. The trespass was not permitted and so it would permit nothing anymore. Even in the safety the land dwellers once held, the waters were unsettled with the awakening of an ancient land which had been trespassed upon, for even the peaceful waters shook with fear.


5 years ago.

"Sire, I have readied the ships to set sail. Shall I give them the go ahead?" The man clothed in a ministers robes asked.

"Yes, ready the men. Make sure they have everything they need for the journey. One hundred ships. We have to find something," The man with his back to the minister stared out the window towards the coastline and the sea. Clothed with the Demacian garb of a high ranking merchant he smiled. His eyes twinkling.

Reports came in weeks later still not reporting any sign of the ships. It was later marked off as them going rogue.


3 weeks ago.

"Sir, that's twenty ships missing again," the young dock worker stated to the dock master.

"Twenty? Damn pirates. Well, not too uncommon," The dock master turned from the window overlooking the docks and spread the sheets of paper before him. Studying them before noticing that the young worker was still there, "Is there anything else?"

"Sir....that's twenty ships....in a week," The young boy looked nervous as he shifted his feet.

"THIS WEEK!?" The dock master was flustered and started pacing glancing every once in a while out the window before slamming his fists on the table, "Confound it! Where were those ships headed?"

"They were mid Guardian's Sea on the way to Bilgewater. Then they were going to head to Bundle City, their final stop before returning. They never made it to Bilgewater," The young man gulped and shuffed his feet.

"Dismissed!" The dock master of Zaun angrilly shouted and started going through his papers again, "Twenty ships this week....ten ships the week before....I keep losing more ships. What is going on? This can't be the work of Pirates. It just can't."


One hour ago.

The coasts of all nations grew dark as a storm brewed over the Conqueror's Sea. The waters grew still and lifeless as everything came to a standstill. From the depths of the ocean came a growl unheard even from the void. From this growl came ships beaten, wracked with damage beyond repair and a crew of dead men and women....save for one on each which landed on every shore.

This day the merchant from Demacia got his ships and goods back, a dock master was able to fill in the missing numbers, and the random ships from other ports were now able to be accounted for, and with this sense of closure came chilling words from those of the single survivors on each ship before collapsing dead.

"Fear the waters. Tread not where you have no permission. The waters to the west in the Conqueror's Sea. The ones before started the trespass, and from them he was awoken. Those after the first disturb his watch and slumber. They have tread and the waters have called and he has answered. He is watching. He is waiting. He is guarding."

A few hours passed and a large fleet was amasssed to head into the sea to create a blocade to make sure their shores were


Appearance: All pictures used are not mine and credit goes to the original artist whoever it may be. I hold no ownership with the pictures. Only using them as a reference and source for my concept. Thank you.

http://writersgenesis.com/ow_userfiles/plugins/base/106-shi.png This is pretty much an exact look of what he looks like. The only difference being is that water flows around him in a sorta of energy/lightning sort of way. Usually around his arms and feet except when he is idle then the water dissipates, but also around his torso. His white hair as a slight light blue glow to it almost like hightlights but not being highlights.

The lower half of his body he wears much like what Ezreal wears except with a lot more advanced Hextech equipment that glows blue much like the rest of his outfit.

His "weapon" or basic attack is much like the water bending from Avatar the Last Airbender.

Age: ??? He looks to be about Ezreal's age, but due to his origins he has lived a lot longer, but is still considered a child/young adult in his culture. Height: 5' 7" Weight: 147lbs. Average/Slim build like the picture.

Movement: Whenever he his moving he moves upon water as if he is gliding much like how Malzahar does.


Passive: http://www.hiveworkshop.com/forums/resource_images/14/icons_13495_btn.jpg The Waters- Waters ebb and flow no matter what. Unending and undying. Even dams and other obstacles succumb to the waters over time. Through time water continues to flow.

Whenever Mizura is hit with a stun, CC effect, slow, or displacement it does not effect him and he is immune to them for 3s.

Cooldown: 60s

Note: The effect is shown by water coursing around him.


Q http://www.hiveworkshop.com/forums/resource_images/17/icons_16386_btn.jpg Waters Wrath: Targeting a target champion he encases their head within a water bubble causing 10/15/20/25/30 (+30% AP) magic damage every second for 5s.

As Time Passes: For each stack of As Time Passes on an enemy the damage of Waters Wrath is increased by 5 (+5%) and duration increase of 1s.

Cost: 50/60/70/80/90 Cooldown: 13/11/9/7/5s Range: 750

Note: This ability envelopes the targets head with a water bubble. Effectively "Drowning" them. This means that while the bubble is active, another one cannot be placed on the champion.


W http://www.hiveworkshop.com/forums/resource_images/12/icons_11731_btn.jpg Depths Call: Mizura calls upon the depths and creates a whirlpool at target location slowing enemy champions by 15/20/25/30/35% for 5s. Enemies within the whirlpool are slowly pulled towards its center and are dealt 20/25/30/35/40 (+20% AP) magic damage per second while within the whirlpool. The slow is constant while within the whirlpool. The Whirlpool lasts for 6s.

As Time Passes: Enemies with As Time Passes stacks upon them are slowed for 2% per stack of As Time Passes. Damage is increased by 5 (+3% AP) per stack of As Time Passes.

Cost: 70/75/80/85/90 Cooldown: 17/15/13/11/9s Range/Radius: 1000 unit radius cast range. 550 unit radius Whirlpool. Begins at a small pool of water on the ground and grows into the whirlpool. Summon Time: While the cast time is instant the whirlpool itself takes about 1s to fully grow into the max size.


E http://www.hiveworkshop.com/forums/resource_images/7/icons_6654_btn.jpg As Time Passes: Just as water reaches places it could not over time by eating away at the very foundation of the world so too does Mizura, if only a little sooner.

For the next 10s Mizura's range is increased by 100/125/150/175/200. His attack speed is increased by 5/10/15/20/25%.

Each basic attack while As Time Passes is active adds a stack of Erosion on target. Each stack does 10/15/20/25/30 (+5% AP) magic damage every second for 3s. Max Stacks 2/3/4/5/6.

Cost: 70/75/80/85/90 Cooldown: 21/19/17/15/13s


R http://www.hiveworkshop.com/forums/resource_images/15/icons_14705_btn.jpg Fluidity: Passive: Each rank in fluidity adds 1s to abilities duration and decreases their cooldowns by 1/2/3s.

Active: Mizura's water begins glowing and after 0.5s it surrounds him in flowing water that lasts for 5s. Enemies within range take 50/60/70 (+5% AP) magic every second. Enemies within the radius are also drawn inwards. After the duration is done the water releases and blasts out knocking back all enemies 400 units from him. Minions caught in the radius are brought up into the water and spin around inside it becoming unable to attack or move.

As Time Passes: For each stack of As Time Passes on an enemy they are slowed by 5% and take an extra 5 (+2% AP).

Cost: 130/150/170 Cooldown: 130s Radius: 400 unit radius around Mizura.

Note: The passive of Fluidity does not effect Fluidity itself for the first rank. On the second and third rank Fluidity gains the 1s duration for a max of 7s duration for Fluidity. The other abilities are effected at the first rank of Fluidity.


Combos: These combos are deadly and can completely take out a single enemy champion or help control the field when being ganked.

Drown! Q->W Water take you! Q->W->E->Stacks To the depths! E->Stacks->Q->W Demise by water! E->Stacks->Q->W->R (Once enemy is within the whirlpool get close and use the ultimate)

There are quite a few combinations but these are the basics. The use of his abilities is to damage over time and decimate single enemies and control the fight when getting gank or ganking.


Voice: His voice is much like Ezreals except a bit younger sounding and cockier with a bit of anger to it.

Quotes: When Selected: "The Waters are Awake."

Moving: "Like the tides I move." "Flowing." "Swift like the current." "I move with the flow." "Upstream to battle." "Downstream to their demise." "Waters go where they please."

Attacking: "Waters take you!" "Drown in misery!" "To the depths!" "Return to the water!"

Jokes: "There once was a battalion of ships....and now there's not." Laughs

Taunts: "Please, you cannot move against the tide!" "Come on....Do you not know how to swim?"

When he dies: "The waters never fade!"

When he dies he descends into a pool of water much like with how Zed crawls into his hole, but instead of crawling where he falls water comes underneath him and pulls him in before disappearing.


Synergy: He works well with Nami Nami as they both can control the battle field. With both in bottom lane Mizura's control and damage along with the stuns and heals from Nami can easily make for a deadly combination.

Viktor Viktor and Mizura work amazingly well together. With both of their damage and Viktors ability to stun can set up Mizura to use his W to hold and damage the enemy even more while Viktors Death Ray attacks enemies within the vicinity.

Counters to Mizura will include many MR tanks. Soaking up a lot of his damage and dealing out damage to Mizura.

Zac Zac , can initiate the fight with Mizura at close range soaking up the damage with his tanky MR and health. Allowing Mizura to waste his passive, and using his timing correct on his abilities can help slow Mizura enough to get the kill. Couple with the help from other champions it could easily put the pressure upon Mizura.

Another combination that can easily be used to displace him without activating his ability is Fiddlesticks Fiddlesticks . While Mizura can far outdamage and control than Fiddlesticks he can still come out on top against Mizura due to the one advantage in control that Fiddlesticks has. First casting Fear does not activate Mizura's passive. Silencing Mizura can put an end to his casting and leave him open to the kill by Fiddlesticks or other champions assisting.

Mizura can easily synergy and be counters by intuitive players and champions.


Essential Items: item 3027 item 3065 item 3165 Offensive Items: item 3004 item 3115 item 3135 Defensive Items: item 3025 item 3091 item 3056 Utility Items: item 3269


There you have Mizura! Now, I may add some things to the champion and I am always working on them! Please leave feedback (constructive and not just hate please). If you do not like the champ or it isn't your play style then that's fine! Let me know below in the comments your thoughts and everything! Vote +/- on the champion based on what you of the kit and lore and everything and not just on "You don't like him because I don't" or "This isn't a kit I would play." etc! ^^ Though if you do that's fine as well! I would just like some accurate feedback ^^ Thanks! <3

Also, feel free to ask ANY questions you have about him and feel free to converse with me to improve him ^_^ Thanks again!

12 Comments

MalphiteThePower5/18/2015, 2:32:17 AM3 votes

First Thoughts

Occupies a spot where, if he was a champion in the game, he’d be treated like Poppy or old Evelynn, and instantly nerfed if he ever became slightly popular. Regardless of whether you play him top or mid, his kit is ridiculously binary and has very little room for active counterplay. Either you can fight him and you destroy him because he’s a mid-range mage/marksman with low mobility, low crowd control and poor innate survivability (Zed, Le Blanc, Ahri in mid, Irelia, Renekton, Hecarim in top lane), you out-range and out-poke him (Xerath, Ziggs, Azir, etc) or he sits on top of you and you’re stuck farming at your turret (Kassadin’s the main one that comes to mind). The fact that he’s possibly one of the easiest champions to play, micro-wise, also hurts; he’s got a point and click ability, two ‘fire and forget’ AOEs and an AA modifier.

Stats

Why does he have 355 MS and 600 range? The only champion with more than 340 base MS with a ranged auto is Gnar, and his scales with level (he starts with 335, if I recall). Long range AA champions are typically capped at 330 base ms. Additionally, champions with the ability to gain range on their AAs are typically handicapped with average or below average base ranges (see: Trist (550), Kog (500), Twitch (550), Jinx (525)).

Also, ranged champions do not get scaling MR. Even the ones meant to be built tanky. There would have to be a really good reason lore-wise for it to be considered, like if your champion was specifically an anti-mage, and Mizura kinda doesn’t have one.

In general his stats are too high across the board for what he is.

Individual Skills

General Note – Scaling Mana costs on basic damaging abilities are your friend.

Passive – Holy crap, this is either absurd or useless and there’s basically no middle ground. Either your opponent can trigger it with something not-vital (especially bad if it’s an Ashe auto-attack or a Rylai’s proc) or your just automatically neutralise them as a champion (Warwick and Malzahar are very unhappy with this passive). In its current state, this is not an ability that should be anywhere near league.

Q – The numbers on this thing are very wonky. On one hand, it’s 150 damage base at max rank. On the other hand, it has a 150% AP ratio. Its closest comparison, Malefic Visions (Malz’s E) deals 170 more damage base, but has 150 less range (most important part), scales up to costing nearly double (though it does have the mana refunding element) and nearly half the AP ratio (150% v 80%). And that’s before applying the AA debuff. With three stacks applied, Water’s Wrath (by itself) deals 360 damage + 360% AP. Once you reach 700 AP (which is definitely doable), it breaks even with a fully channelled Nunu ultimate. At level 16, with the extended duration from his ult, it reaches like a 500% AP ratio or something. That’s more than a full spell rotation from most champions, and all you did was attack three times and click on your opponent. Ignoring the numbers, which are adjustable, it’s just a very vanilla, very formulaic skill. If your opponent is in range, you spend 50 mana and they swear at you over the internet.

W – This one’s a bit unclear. I’m assuming that ‘pulled towards the centre’ is not an actual ‘hard crowd control’; more like a slow when moving away and a speed up when moving towards (?). It’s not bad, though the fact that you haven’t specified a casting time or anything makes it feel, again, not the most difficult skill to use in the game. In general, though, I don’t really have much of a problem with it.

E – Does it start cooling down before or after the buff expires? If it’s before, Mizura effectively has 800 range permanently once you hit level 13. Which is stupid. If it starts cooling down afterwards, it’s a little better. In general, though, the fact that there is legitimately no risk in Mizura AAing his opponent a bunch, before pressing ‘Q’ on them is part of the reason I consider him to be ‘toxic’.

R – AOE dps. Generally inferior to Renekton’s ultimate in terms of numbers, aside from level 1. Also manages to be less interesting than Renekton’s. Did you actually balance his other abilities with his ultimate’s passive in mind, or did you just add it in because you felt like it? Because a 2 second CD on his Q prior to item based CDR seems a little over the top.

Playstyle

So he goes mid/top in the match-ups he wins, and dumpsters whoever’s up there, or he tries to survive to late game with his ridiculous AP ratios and hope that the enemy team doesn’t know how to deal with the no CC no mobility carry. To whoever thinks he should build bruiser-y or should go for the corki-build with T-Force -> semi-AP, you probably haven’t identified just how absurd his AP ratios are, considering they’re all listed at the ‘per second’ rate, rather than the total damage they deal. His base damages are so low (level 18, he does 345 damage/second + 100% of his AP with all his dots going at once) that going for hybrid or tank is pointless and his range is good enough that. Admittedly, his DPS isn’t quite at the level of Cassiopeia, but Mizura doesn’t need to worry about aiming skill-shots, nor target selection, considering how long all his dots last.

BTW, the fact that you didn’t list Zhonya’s Hourglass as part of his core build is criminal :P

Kit Personality

I can see what you’re trying to go for. Mizura’s meant to represent the whole ‘Water wears down mountains’ and stuff, but his mechanics are already so heavily tied to poison that he can’t help but feel like the missing link between Teemo and Singed. His abilities feel too ‘precise’ for a water champion, with his reliance on single target, point and click effects. That, and the relative simplicity of his kit, in terms of gameplay, doesn’t really mesh with his character’s personality; if we’re talking about someone who sounds ‘cockier than Ezreal’, ‘slow, inexorable, grind you down with a thousand cuts that you can’t evade or negate’ doesn’t really fit.

Suggestions

  • Remove his passive and make something new. His current one is mostly brainless, doesn’t synergise with his kit, horribly binary and is only tenuously related to his lore.

  • Fix the numbers on his base stats and abilities so they aren’t so out of whack with the rest of league.

  • Keeping with the ‘water wears stuff away’ theme, increase the number of Erosion stacks that can be applied and make each individual stack do less. Perhaps make them shred MR instead of dealing damage? If need be, you can make it stack quicker as he levels or something.

  • Make his ultimate something more than just an AOE DPS with the potential for a tiny slow. League has a lot of iterations of this ability, each with its own twist. Fiddles channels, then blinks. Renekton gains health and fury. Zac has a very short duration and knocks people around whilst doing it. Nasus gains health and steals AD. Rammus gets to hit turrets (he kinda gets a pass on account of basically being the first). I’d personally combine his W and his ult and open up his W for something else, but that’s just me.

Without Mercy5/17/2015, 11:49:17 PM1 votes

Ok, here are a few problems I see:

Passive: Pretty useless. Let's say you get slowed by a small amount that would otherwise not matter, but it pops your passive. Now it has no use and is on a 60s cooldown. I recommend starting from scratch on that. Maybe something like his autos deal bonus magic damage to enemies who are cc'd, which would go better with his kit.

Ap scaling: Is garbage. Who would build ap on him if it gets like 5% or lower scaling? Even if it stacks, it seems better to build him as an adc or hybrid due to his e. Even his q only has 30% scaling, plus maybe 3 stacks of 5% scaling which is still low.

Recommended items: If i played this champ, I would go with mana, attack speed, magic pen, cdr, and some attack damage. Sorcerer's Shoes, Trinity Force, Liandrys Torment, Manamune, possibly Morellonomicon if having mana issues even with Manamune. It seems like Trinity Force would be THE ITEM on this guy, much like Corki.

Edit: Could you leave some constructive feedback on my own champion idea? "Zhard the Centipede Queen"

DJ Di05/18/2015, 1:49:36 AM1 votes

White haired Water mage? I got u: