MAGNET CHAMPION CONCEPT revised
MAGNET champ concept
PASSIVE: FORCE FIELD Every 35 seconds gain a shield equivalent to 25% of your maximum mana pool. Hitting enemies with an ability reduces the cooldown of FORCE FIELD by 5 seconds.
Q: MAGNET Cost: 60 mana Cooldown: 10 - 6 s Range: 1000 Shoot a magnet at an enemy or ally, if it hits, then it attaches to the target dealing magic damage if it is an enemy and staying on the target for up to 7 seconds.
W: MAGNETIC POLES Cost: 50 mana Cooldown: 12 - 8 s Range: 1200 Roll through either a red or blue magnet. Upon choosing, shoot out the magnet at a target, dealing magic damage. Shooting a blue magnet at an enemy with a pre-existing magnet attached restores mana and deals additional magic damage. Meanwhile shooting a red magnet at an enemy with a pre-existing magnet deals mixed damage and percent health true damage.
Shooting a magnet at an ally with a pre-existing magnet has different effects. Blue magnet: Pushes your ally away, as well restoring mana for both of you. Red magnet: Pulls you to your ally and gives both of you additional attack damage/magic damage for the next 5 seconds.
E: MAGNETIC POLE X Cost: 50 mana Cooldown: 12 - 8 s Range: 1200 Roll through either a red or blue magnet. Upon choosing, shoot out the magnet at a target, dealing magic damage.
Hitting an enemy with a pre-existing magnet, with a blue magnet pushes them away..
Hitting an enemy with a pre-existing magnet, with a red magnet pulls you to them.
R: MAGNETIC MAELSTROM Cost: 100 mana Cooldown: 140 - 80 s Range: 1500 Swirl 3 magnets around you for up to 15 seconds. Which can be thrown in a target direction. Magnets switch colours from red to blue every second.
Blue pushes away enemies while Red magnets stun them.
While magnetic maelstrom is active, you gain additional magic resistance, armor and magic damage.