Emilia, the Mana Guardian

Stacona·9/9/2018, 11:08:17 PM·4 votes·3,030 views

Emilia is a small fairy with large butterfly-like wings, though she may appear fragile, she can absorb very large quantities of mana and use this mana not just for her power, but to protect her as well!

Emilia's love for and reliance on mana innately means she must protect its usage both to sustain the life of Runeterra and for future generations, but also for selfish reasons so she is the most powerful magic wielder in the entire world!


Emilia has a very low base health, this cannot be increased by items or masteries which means all bonus health becomes bonus mana instead. She appears squishy, but she is deceptively very tanky since she uses her mana as her health, while still being her resource, so running out of mana means more than unable to use her spells!

This means blue buff on Emilia is significantly stronger than any other champion in the game, so denying her from this power source is that much more devastating for her!


Attack Range: 600 units Attack Speed: 0.675 +3% per level Movement: 340 units per second Attack Damage: Starts average, but ends low Health: 300 - 750 health Mana: 800 - 2000 mana


Magic Barrier (Passive):

Whenever Emilia takes damage, 90% of the damage depletes her mana instead, as long as she still has mana.

Emilia has low health, cannot increase her health further, and all bonus health becomes bonus mana instead.

Seed Bomb (Q):

Cooldown: 5 seconds; Cost: 80/90/100/110/120 mana; Range: 900 / 350 units

Emilia hurls a seedling to land at the target location, exploding after 0.75 second to deal 45/65/85/105/125(+50%AP) magic damage and then erupting into 4 more seedlings nearby that all explode after 0.75 second for the same damage each. The same target can be struck multiple times.

Seedlings will bounce off of terrain if they collide with it.

Life Zap (W):

Cooldown: 8 seconds; Cost: None; Range: 625 units

Emilia blasts a thorn at the target enemy, dealing 70/100/130/160/190(+90%AP) magic damage and sticking to the target for 2/2.25/2.5/2.75/3 seconds, and restores 30/35/40/45/50% missing mana. For the next 3 seconds, Magic Barrier is disabled. This stuns non-champions for 3 seconds.

While the thorn is stuck to the target, it becomes immune to shields and heals and 100% of the shield or heal value will heal Emilia instead.

Sweet Fragrance (E):

Cooldown: 8 seconds; Cost: 100 mana; Range: 900 / 600 units

Emilia heals a large unit, ally or enemy, for 60/90/120/150/180(+100%AP) health, cannot self cast. Casting on an enemy refunds the cooldown and reduces its damage by 66/72/78/84/90% for 2.5 seconds, deals 60/100/140/180/220(+150%AP) true damage against minions and monsters. Can only cast once every 4 seconds against the same target.

Self Cast: Emilia grows a ring of trees around her that remains in play for 3 seconds, acting as impassable terrain for all units and preventing all enemy dashes and similar effects from going past the trees while trapped inside. Emilia and allies gain 25/30/35/40/45% damage reduction while they are within the ring of trees.

Cast Sweet Fragrance again to destroy the ring of trees early.

Flutter (R):

Cooldown: 10/7.5/5 seconds; Cost: 100/125/150 mana

Emilia rapidly flutters her wings, gaining 150% total movement speed for 1.5 seconds and she is able to fly over terrain during this time. Emilia gains 70/105/140(+50%AP) shield for 1.5 seconds.


UPDATE NOTES:

Sweet Fragrance: No longer stuns for 1.5 - 2.5 seconds Now reduces an enemy target's damage for 2.5 seconds and refunds the cooldown (W grants heal immunity, allowing to get the debuff without actually healing the target and heal yourself in the process), still deals true damage to non-champions (full true damage if the target is heal immune). Has an on-target cooldown so you cannot have a super long debuff duration (and cannot self-heal twice).

Now has an unique self-cast where it grows a (stationary) ring of trees for 3 seconds acting as true impassable terrain for enemy units and normal impassable terrain for allies, granting damage reduction for Emilia and allies inside of the trees (to prevent trolling), can cast the ability again to end the trees early if you need to escape.

Flutter: Cost lowered to 100/125/150 from 100/130/160 mana Shield lowered to 70/105/140 +50%AP from 80/120/160 +70%AP


8 Comments

OHV Buster Sword9/9/2018, 11:40:15 PM1 votes

Would you be ok if I made a model for his champ ?

Bombolz9/10/2018, 12:22:32 PM1 votes

Before I start, I have to mention that whatever I say is strictly my honest opinion and I'm not trying to be harsh but provide positive criticism. I must also say that I love the concept of using mana as just more than a resource and have considered something similar to you in the past.

Regarding the stats, it would be a lot better to judge the durability of the champion if you could also provide the armor and magic resist to calculate the amount of effective health. I think her attack speed is quite high for a support/mage champion, there's no reason to have this high of an attack speed. Also, how would true damage interact with her passive, I assume that it would just remove more mana rather than deal the full damage to her health. I do think however, that you should increase her base health a little while nerfing the base mana pool. Why? I think that it's synergy with Seraph's Embrace is too strong as it currently stands. Furthermore, items like Rod of Ages doubles down on mana gain as it provides both mana and health. While I think that a champion building both seraphs and roas is fine by itself, I think the synergy there would be too overpowered on this champion so hopefully you can figure something out. Just an idea, but perhaps further increasing her health and lowering her mana, but lower the percentage of damage conversion to mana to something lower like 75%.

Her Q is mostly fine as it is, however I think the numbers need some tweaking. Restoring that much mana effectively means she has free lane sustain, especially if the ability does not require landing on any targets to activate. Furthermore the cooldown is too low and range is far too huge. A 650 radius ability is extremely large, and is one of the (if not the biggest aoe in the game). Make this a skillshot instead, and keep it's range at about 650, I would even say to lower this value to 600.

Her W is also overtuned, 70-90% damage reduction is significant, especially since it prevents enemies from doing anything for the duration. Doing damage during this phase is wasted, therefore it effectively acts as a 2-3 second disarm + silence. Honestly, I think that changing how this works would be better than tuning the numbers, perhaps something along the lines of blocking or reducing the damagfe of the next X attacks/abilities. Furthermore the cooldown is way too short on such an overpowered ability. It's also a point and click ability (unless you mean "blasts a thorn at the target location" instead of "blasts a thorn at the target enemy". This leaves no outplayability for the opponent if they don't have an ability that can deal with this. Furthermore, because it's a debuff and does not count as cc, they cannot use QSS or cleanse to deal with it either. It's best to make an ability like this a skill-reliant ability rather than a point and click.

It's another point and click ability that applies cc to a target, which is frustrating to play against, especially since the range is 750 units which is huge. There's also no reason to have double damage against non-champions as all it does is help her clear jungle, unless you want this champion to also be viable in the jungle. With that said, 100% is way too much, I personally think 50% is a much better value. Additionally, I think you should word it something like "non-champions take 100% increased damage while stuned from Emilia and 20% increased damage from other sources." instead of listing the same duration twice. It just makes the tooltip more clean and easy to read.

I'm not too bought on the ultimate ability, as it does not provide a lot of synergy with the rest of the abilities. Furthermore, it's also extremely overpowered considering it's extremely low cooldown and large radius.

Overall, I like the concept, but in it's current state it needs work, especially regarding it's balance. I hope I'm not coming across too harsh, I just want to provide some criticism that I think would be useful for you.

Good luck with working on this champion :)

Stacona9/10/2018, 4:51:40 PM1 votes

UPDATE NOTES (1):

Other: Attack damage early levels decreased from high to average Attack damage later levels increased from very low to low

Seed Bomb: Reworked and renamed from Overdose. No longer is an explosion around Emilia that deals additional damage based on missing mana and then restores missing mana. Now has a cost of 80/90/100/110/120 mana from none Cooldown is still 5 seconds Range is 900 units from 650 Explosion radius is 350 units

Hurls a seedling to the target location that explodes after a delay dealing a minour nuke and creating 4 more seedlings near where the first seedling was (spread out equally, but bounces off of terrain if once collides with terrain), exploding after the same delay and each dealing the same damage for potentially some devastating damage when set up properly.

(Yes, this is very similar to one of Willo's abilities from Paladins.)

Life Zap: Range lowered from 650 to 625 units Cost removed from 80/90/100/110/120 mana Ratio increased from 80% to 90% Now restores 30/35/40/45/50% missing mana on cast Casting causes Magic Barrier to be disabled for 3 seconds

The thorn no longer reduces the target's damage, especially to Emilia Now always heals for the 100% full value of shields or heals against the target from 60/70/80/90/100% of the shield or heal value as a heal

(The mana restore here makes more sense as it requires the user to be within your attack range to an enemy.)

Sweet Fragrance: Cost increased to 100/115/130/145/160 from 100 mana

Now states casting on an enemy stuns it instead of healing an enemy stuns it, enemies are still healed unless heal immune, this just makes better sense with W+E interaction.

Stun duration increased to 1.5/1.75/2/2.25/2.5 seconds from 1.4/1.55/1.7/1.85/2 seconds. Non-champions no longer take amplified damage, instead are dealt 60/100/140/180/220 +150%AP true damage, if the target is not heal immune then the heal value subtracts from how much true damage is dealt [so 0/10/20/30/40 +50%AP true damage if the monster/minion was not heal immune].

(Stun duration buffs because of the damage reducing being removed from W, plus the new Q needs a longer stun duration.)

Flutter: Cost lowered from 125/150/175 to 100/130/160 mana Powder effect and damage removed; now is just a re-positioning tool. Now grants 80/120/160 +70%AP shield for 1.5 seconds on cast.


Stacona9/10/2018, 6:33:38 PM1 votes

UPDATE NOTES (2):

Sweet Fragrance: No longer stuns for 1.5 - 2.5 seconds Now reduces an enemy target's damage for 2.5 seconds and refunds the cooldown (W grants heal immunity, allowing to get the debuff without actually healing the target and heal yourself in the process), still deals true damage to non-champions (full true damage if the target is heal immune). Has an on-target cooldown so you cannot have a super long debuff duration (and cannot self-heal twice).

Now has an unique self-cast where it grows a (stationary) ring of trees for 3 seconds acting as true impassable terrain for enemy units and normal impassable terrain for allies, granting damage reduction for Emilia and allies inside of the trees (to prevent trolling), can cast the ability again to end the trees early if you need to escape.

Flutter: Cost lowered to 100/125/150 from 100/130/160 mana Shield lowered to 70/105/140 +50%AP from 80/120/160 +70%AP