(Champ concept) Ferra, the Magnetism Elemental

junglerboy16·1/4/2015, 12:42:15 AM·1 votes·1,020 views

The goal of this concept is to make a mage-tank based around the concept of electromagnetism. This concept is iterative, and a +1 and any feedback you have would be highly appreciated.

Ferra is a female elemental, who is sleek and metallic in appearance like the attached files (I know they are not female, but you get the idea). Her kit is designed to let her have options to either be a powerful damage source, OR a super durable front liner, while limiting her ability to achieve both at once (which tends to be the problem with bruiser or tank style mages). Please keep in mind that all of the damage values on her abilities are only their to give a general idea for how power and damage are supposed to be distributed throughout her kit, and aren't necessarily supposed to represent exactly what these values would/could be in game (that is why Riot rebalances champions all the time).

I don't have a lore for her yet, and with how the retcon kind of threw lore out of whack, I probably will not have one for her for a while until I get a better picture for where LoL's lore is headed.

Base Stats and growth stats: Health: 527 (+81) Mana: 325 (+48) HP5: 6.5 (+0.7) MP5: 6 (+0.8) AD: 45 (+3) AS: 0.668 (+2.1%) MS: 335 Range: 500 Armor: 22 (+2.25) MR: 30 (+0)

Kit/Abilities: Passive, Metallic constitution: Ferra's metallic skin grows stronger the more resistance she gains, granting her 15% increased bonus armor and MR (does not stack with itself). Passive, Static discharge: Ferra's spell casts charge her with energy, granting her a shield that shocks the next enemy to damage her in 3/4/5 seconds for 10 (+2/3/4xlvl)(+10% AP) damage per stack of energy. Stacks up to three times. Cannot trigger on the same target more than twice every 10 seconds.

Q, Magnetic impulse: Active: Ferra shoots out two conic projectiles in opposite directions, dealing 20/35/50/65/80 (+20% armor and MR) and slowing all units hit by 20%, before drawing the projectiles back in, pulling all enemy units still in the area of effect towards her 250 range and dealing 50/80/110/140/170 (+60% AP). 850 range. 18/16.5/15/13.5/12 second cool down. 70/75/80/85/90 mana.

W, Mercurial conduit: Active: Ferra liquifies her form and dashes to the nearest unit within 250 range (friendly or enemy), and can recast this ability for 50% cost within 1.5 seconds of the previous cast before putting the ability on cool down (up to 8 recasts), but will not dash to the same unit twice within 6 seconds. Dashing to an allied target heals them for 10/20/30/40/50 (+15% AP) (+2/3/4/5/6% their Missing HP) and grants (5% AP) MS, and dashing to an enemy target deals 10/20/30/40/50 (+15% AP) (+2/3/4/5/6% their Current HP) and applies a mark for 4 seconds amplifying all allied damage to the unit by 15%. 22/20/18/16/14 second cool down after last dash. 40 mana (20 for subsequent dashes, maximum cost for all dashes 200 mana).

E, Polarity shield: Passive: Ferra's basic attacks deal 8/14/20/26/32 (+10% AP) bonus magic damage on hit. Active: Ferra polarizes her form, causing her basic attacks to deal 12/21/30/39/48 (+20% AP) additional magic damage on hit for 6 seconds. While the damage bonus persists, each basic attack generates a stacking shield equal to 10 (+2xlvl)(+2% bonus HP) per stack (additional stacks refresh the duration). There is no hard limit to the number of shield stacks that can be attained, but the shield only lasts for 3 seconds. Shield stacks are generated as an on-attack effect, and generate in most situations where on-hit effects are applied. 15 second cool down. 40/50/60/70/80 mana

R, Dynamo: Active: Ferra creates a magnetic vortex around herself (250 range) for 4/5/6 seconds, dealing 30/45/60 (+20% AP) magic damage per second to all enemies around her. Her vortex is powerful enough to pick up enemy minions and non-epic monsters, which begin to orbit around her at 250 range. Ferra is slowed by 20% for the duration, but each minion/monster she attracts increases her movement speed by 5%. If Ferra picks up 10 minions/monsters, she becomes immune to displacement spells for the rest of the vortex's duration. She can pick up no more than 20 minions/monsters. At the end of the vortex's duration, after a 0.5 seconds delay, the vortex explodes, dealing magic damage in a 250 radius area around her, while shooting out every minion/monster that Ferra picked up in a narrow 750 range skillshot (total range 1000) directly aways from her. The explosion and each minion/monster deals 100/225/350 (+70% AP). Enemies can be hit by multiple skill shots, but take 50% reduced damage after the first. 150/125/100 second cool down. 100 mana.

Play style and Tactics: Ferra is a very flexible champion, who can be used in many ways. She can be utilized for her team supporting aspects (her CC, heal, and damage boost) Her durability (her passive resist increase, health scalings, and shield) or her persistent and burst damage (Passive, Q, W, E, R). She has naturally low base armor and MR, meaning that she is rewarded for building tanky, but only gains minor bonuses if not building straight durability. Her numerous low % AP scalings mean that she can deal considerable damage, but cannot combine that damage in a short window of CC and burst that would make her burst uncounterable. If built for on hit damage and attack speed, she can become moderately survivable and deal decent damage thanks to her E, but she will still not make the same impact of either a full AP or full tank build. She is also well suited to being a split pusher, because of her on-hit damage, her multiple AOEs, and Her ult's interaction with minions making it a potent weapon for either pushing a wave hard or escaping with the bonus MS. Her abilities all have relatively long cool downs, so she relies on her E's passive to keep dealing damage while waiting for her spells to come back up. Her base stats are rather low, particularly her AD, Armor, MR, and AS per level. Her AD is low so that she cannot just use the on hit from her E to bully out a lane opponent, her Armor and MR are low so that she is squishy if she doesn't utilize her Metallic constitution passive, and Her base AS is high while her per level is quite low, so that she has lows AS late game, but scales well with it if she is built for on-hit damage.

Early game: Ferra's early game is relatively weak pre 6 because of her long cool downs and low base stats. At this point in the game, Ferra's gameplay is at its most malleable, and how well you do in lane will usually be the determining factor in whether you play as a mage or as a tank. level 1 and 2 are her weakest before she has all of her spells. once you reach level 3, you can usually use Mercurial conduit to tag several enemy minions to enhance your wave clearing with other abilities. Use your E for trading, since the shield it grants, although minimal at early levels, can help turn a fight in your favor.

Mid game: Once Ferra unlocks her ultimate, her power in lane becomes much higher. She can use her ult to quickly pick up the enemies minion wave and trade un-harrassed while forcing her opponent back with her wave and AAs. Be wary though, because once her ult goes on cool down, she has significantly less power. Ferra has limited roaming ability, due to the nature of her auto targeting (and short ranged) dash. She does become a strong pusher and wave clearer because of her Q and W, and a strong duelist because of her on-hit damage from E.

Late game: Late game, Ferra is an exceptional base defender and counter split pusher because of her ultimate. If her nexus is under attack, she can quickly scoop up all of the nearby enemy minions before running out of base and launching them away. If she is facing a spplitpusher, she can chase exceptionally well by picking up their wave and using the MS from gathering minions to pursue the split pusher. In team fights, her W becomes invaluable for both topping up allies and amplifying her allies damage to enemies. If she builds attack speed, she can become a strong source of DPS and self sustain, even when built nearly full tank otherwise.

Suggested builds: AP Build: item 3089 item 3151 item 3116 item 3157 item 3165/item 3115 +Boots

Tank Build: item 3027 item 3143 item 3190/item 3060 item 3083 Zz'rot's Portal (once it comes out) +Boots

On-hit build: item 3115 item 3085 item 3710/item 3091 item 3001 item 3143 +Boots

Some images to help visualize her appearance:

8 Comments

Vbunnie1/4/2015, 1:24:28 AM2 votes

magnetism is not an element metal is an element and can be magnetic hence she can in fact be a metal elemental who utilizes magnetism. Or she can be an electric elemental who uses metal and magnetism. Or she can be an electric/metal elemental or a metal elemental who was superheated electically and thus became magnetic but cannot be a magnetic elemental. Think of a way to incorporate your effects.

passive metallic constitution: this does not work as written as it procs on itself and grants bonus stats for nothing. No a better way to work this would be to grant bonus health and mana based on a percentage of your total armor and magic resist or some form of stacking passive that grants bonus armor and magic resist on abilitiy casthitting a target or something that way it rewards for use or item building rather than granting bonus stats for no reason. The stacks can then be discharged upon reaching a certain amount of stacks via her second passive as it again enhances her build and usefulness and creates more synergy amongst her kit.

q: ok the damage is rather high on this ability for what it does and the cooldown is pretty low. Also the fact that it is two projectiles rather than one really enhances the effect two much and would make more sense and less difficulty in game if ti was only one big cone.

W: ok i will qualify this however how does magnetism/metal/electricity heal exactly? also the heal/damage is really low considering what it does and can be increased. I would say go 10/20/30/40/50 (+20% ap +2/3/4/5/6% missing health/current health/or total health) for each effect as it would fit more in par for both effects with current abilities and would not be overpowered by any means.

E: nothing really wrong or bad about this ability.

R: Needs work as it can easily be used by trolls and can result in all your allies minions getting picked up and thrown away thus you lose a teamfight. It should only work on enemy minions the damage on the 6 second duration can increase to 20% ap bonus and the trow effect should be down somewhere like 350 rather than 375 base damage also the damage for second throw should be reduced to 50% rather than 70% as these numbers make more sense and are more in line with current abilities.

E:

FlameHalbrdOkido1/4/2015, 9:56:02 PM2 votes

Is Magnetic Impulse to her sides, or to the front and back, you said opposite directions which is cool, but you didnt mention what direction. I like Mercurial conduit, it would be very useful, and I like its uniqueness. Its a very original ability, i think.

FlameHalbrdOkido1/5/2015, 12:17:30 AM2 votes

Ok thats cool and it makes a lot of sense, like the polarity directions on a bar magnet

Vbunnie1/4/2015, 5:22:37 AM1 votes

never ever have a skill that can grief allies or cause issues if you do not change the r and do not think about trolls you will be sadly mistaken downvoted constantly and this concept will go nowhere. If that is what you want then so be it however I know from personal experience with past concepts when I speak and I understand the double pole nature of the q however one should pull and one should push much like thresh