Emilia, the Mana Guardian

Stacona··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 Sword1 votes

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

Stacona1 votes

Go ahead.

Bombolz1 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 :)

Stacona1 votes

Attack speed and Base AD values is for jungling. Her resistances are just average, they are not important to mention so I don't bother, she basically gets one-shot without mana.

Mana = Health in this case, as long as she has mana to spend still then 90% of the damage depletes the mana instead of the health, damage type does not matter, but since her actual health is always low means % damage sucks against her.

Q - will treat her to be slightly resourceless, but that is why it is balanced with removing her passive for awhile, cannot simply mindlessly use especially since she is a short range mage. She has no easy way to clear waves if she is laning since one AoE spell exposes her to death while the other uses her mobility which then could get her killed with no escape left. She can slightly fast clear jungle like Olaf with high-risk, high-reward of getting low by taking damage to get your mana low and then use your Q in those moments for more damage, the non-champion stun helps her out, but its risky because of invades.

Q - Range is short. She is not a melee champion.

W - Quick Silver Sash does remove debuffs actually. The counter play is that it is single target on a longer cooldown, it also gives reason to not try to duel her or wait out the debuff before going all in, fight in numbers. Maybe some changes however.

E - Helps clear the jungle, only can cast on large units though, state the duration because Epic Monsters are immune to crowd control so stating while stunned does not work.

R - Grants a way in to use your abilities and the stun helps the damage land (otherwise they are walking away). Pre-6 the extra range on stun allows it to be used as a gap closer, but the enemy heal grants a trade-off, if you are already in your attack range then you can delay the stun with a projectile from your W, wait for it to land, then stun and can heal yourself in the process without healing the enemy.

Bombolz1 votes

Hi again! Good to hear back from you and get some of your thoughts behind your decisions.

I thought she was a support/mid laner, so the attack speed and bonus damage + stun against monsters makes a lot more sense now. I should also mention that perhaps you should introduce a conversion rate for the passive instead of a 1:1 health-mana ratio. This will introduce more opportunities to balance the champion better.

The reason I suggested lowering the base mana pool in favor of health was to reduce to effectiveness of Seraph's Embrace's mana scaling. I think that because building health = building mana = more ap, is a problem in and of itself, and lowering the base mana pool will help reduce this problem a little bit. With that said, her Q still gives her basically infinite sustain in the jungle as restoring 30% missing mana = restoring up to 240 health at level 1. Yes, I do realize that it removes her passive temporarily, but you can kite jungle monsters super easily, and a 3 second window isn't long enough of a duration for invades to do much without having prior knowledge through vision. Also 650 units, in terms of projectile range might be short, but in terms of the radius of an area of effect, it is extremely large. For comparison, amumu's ultimate has a 550 unit radius.

I feel like the damage reduction on W is either too huge or unecessary. It removes the risk of having your passive being removed from her Q, furthermore from a gameplay perspective it is not fun to play against. I also dislike the fact that you cannot miss this ability, despite being so impactful against enemies.

Regarding QSS, it only removed debuffs that are considered to be crowd control, so debuffs in and of itself does not classify as crowd control and is not removed. Abilities such as Trundle's ultimate applies debuffs, which are not removeable by qss, much like other debuffs such as grevious wounds.

I also re-read the E, and realized that it healed the enemy. I feel like this is out of place in League of Legends and is more of a concept in Dota 2. I initially thought that targetting an enemy would do damage equal to the healing instead. Even if it does CC enemies, I don't think that you should be able to heal enemies as it also opens up opportunities to troll. I also think that having a point and click cc is rarely a good decision, particularly if it is combined with other factors such as short cooldowns and other abilities which also function as a deterrent. For example, if you have 40% cooldown reduction, the cooldown on the W and E are 4.8 seconds. The damage reduction lasts for 3 seconds and the stun lasts for 2. You see the problem that arises is that You stun the target -> Afterwards you activate a 3 second 90% damage reduction which is basically a big nope that prevents them from doing damage, and after that is over, you can stun them again and repeat the process. And like I said, because these abilities are point and click you can't play around them. And furthermore, even though the champion has a lot of damage, they are also extremely tanky while their passive is active.

The reason I don't agree with the R is that she already has 3 damaging abilities, and there aren't many champions where all of their abilities deal damage. Furthermore, because it's duration is only 1.5 seconds, and the champion can move over terrain, it basically functions as a 1-way dash as the duration is only 1.5 seconds. Furthermore, with the amount of damage it deals and utility it provides, the cooldown is way too short. Also 650-750 units of range is actually more of a mix between close and middle-range mage, as it outranges basically every marksman in the game.

Regarding the wording, you could also state that it increases the damage dealt for the same duration. Overall, the kit is very interesting, it does have a few flaws, and the balancing is off, but the balance can always be adjusted so I would focus on looking at the gameplay of the champion from all perspectives; that of the player, their team mates and enemies. I think if you manage to resolve these issues you could have a really interesting champion.

Stacona1 votes

I removed any direct mana to damage values, I am better off with getting 20 - 60 MORE ability power from Seraph's Embrace than other mages from your full build, that is fine and is nothing in the realms of overpowered - she innately will get Archangel's for other reasons anyways and ability power boost is not the first reason to get the item for her. ~ I like the riskier element of running OOM means your death so I think there is more risk with a higher mana pool, despite getting more AP from archangels, with a low health pool since it also means you cannot use your spells except for one which is balanced through disabling your passive otherwise you become invincible (also moving it to W increases its cooldown - swapping functionality between Q+W around makes her gameplay less awkward as well and grants a more interesting Q).

550 range on a melee tank is significantly bigger than 650 range on a ranged mage, that is how the classes work, especially since up close and personal for a tank is very low risk, but very high risk on a squishy mage (her large mana pool gets like a health pool, but still is not building a bunch of resistances as well).


In terms of the stun, I thought of a more interesting spell that adds to player satisfaction since a point and click stun barely has any of that, also the spell lacks skill expression (W kind of does as well, but W is more about deciding when or how you want to use it for either more damage / damage efficiency with denying heals/shields and stealing it for yourself or simply using it on anyone for the mana restore, with the huge trade-off of risking your own death).

I am going to implement a change to the E that goes with my new Seed Bomb idea better and offers something that feels better for the player while making it not feel hopeless for the opponents.

Stacona1 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.


Stacona1 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


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