Peilimuur, the Demonic Mirror

Psychoaryama·6/25/2016, 6:15:36 AM·0 votes·533 views

A psycho concept created in a reaction to a Boards Discussion I saw. As I said on the post I left, the numbers that I do have definitely need to be altered, but so far this is what I've got on this guy. Suggestions for adjustments are welcome, updates will come at a later time.

Peilimuur, the Demonic Mirror

Roles: Tank, Mage

Stats: Most TBD Attack Range: 350

Weapons: Enormous demonic mirror, Lightning blaster

Passive: Demonic Reflection Peilimuur is treated as the same type of unit as the last unit he basic attacked (if he basic attacks a minion, he is treated as a minion; if he basic attacks a monster, he is treated as a monster; if he basic attacks a champion, he is treated as a champion). Based on his current type, he gains the following effects: Champion: Movement speed is increased 5% Minion: Basic attacks deal 5% increased attack damage. Super Minion: Basic attacks deal 10% increased attack damage, Armor increased 5% Small Monster: Armor and Magic Resist are increased 10% Large Monster: Health is increased 10% Epic Monster: Health increased 15%, Ability Power increased 5%

Allies can use Summoner Spells on Peilimuur to have reversed effects placed on them for 3 seconds.

Q: Explosive Deflection Peilimuur sets up a magic field around himself. The next ability that hits the field will be deflected back onto the user, dealing . The field begins with a 150-unit radius and extends at a rate of 50 units per second over the course of the next 3/4/5/6/7. If it lasts for its maximum duration, the field will explode, dealing 5/10/15/20/25 (+30% AP) magic damage to Peilimuur and 20/40/60/80/100 (+35% AP) magic damage to all enemies inside the field. Cooldown: 12 seconds Mana cost: 85

W: Mirror Wall Peilimuur can have 3 mirror walls either in use or stored up at a time. Cooldowns only restore 1 charge, and only if the maximum has not been exceeded. Upon activation Peilimuur selects a location within 400 units and sets a 200-unit barrier in that location, broad side facing him. Enemy attacks and abilities that go through or hit these walls lose 10%/20%/30%/40%/50% of the damage they would have dealt to their intended target. The walls absorb the lost damage, storing a maximum of 200 damage each. Allies can move through these barriers, but enemies that move through them have their directions reversed, moving in the opposite of their intended directions for 1/1.5/2/2.5/3 seconds. In addition, champions that move through the walls are dealt 50% of the damage stored by all three mirrors (+20% AP) as magic damage. Mirrors will lose the damage used in this way (each one will lose half of its stored damage). Mirrors last 10/10.5/11/11.5/12 seconds. Cooldown: 7 seconds per charge, 12 seconds after a space becomes available if all 3 charges were in use. Mana cost: 90

E: Hateful Reflection Peilimuur creates a field around himself. Any damage dealt to him by enemies is reduced 10%/17%/24%/31%/38%, damage he and his allies do to him is halved, and the missing damage from all sources is done to enemies within a 350-unit radius of him in whatever form it was dealt to him as (magic damage will reflect as magic damage, physical damage will reflect as physical damage, true damage will reflect as true damage). Pure damage received from turrets is considered coming from an enemy and treated as magic damage for this ability. If over 300/350/400/450/500 damage is reflected in this way, the ability ends. If this is not the case after 5/6/7/8/9 seconds, Peilimuur will charge for 1.5/1.6/1.7/1.8/1.9 seconds, during which time his movement speed is increased 10%/11%/12%/13%/14%. All enemies within a 200-unit radius are hit with a shockwave dealing twice the remaining damage (+20% AP) as magic damage. Cooldown: 20 seconds Mana cost: 100

R: Vengeful Suicide Peilimuur charges his lightning blaster for 3/4/5 seconds, during which time he can still move and his movement speed is increased 10%/15%/20%. At any point during the charge, he can re-activate the ability to end the charge. At the end of the charging period, Peilimuur deals 100/200/300 (+30% AP) magic damage to himself per second of the charge, giving enemies within a 200-unit radius Fear for 0.75/1/1.25 seconds and slowing enemies 20%/30%/40% within a 500-unit radius for 1/1.5/2 seconds. This can be used one more time within 3 seconds of the initial activation, but with only a 2/2.5/3-second charge time. Cooldown: 230 seconds Mana cost: 100.

Edit: Wow, looking back at this it feels like one of those "Late-night Tumblr" moments where you think you had a great idea and it turned out to just be typed-up vomit. Adjusted the abilities, still not very good so gonna probably let this champ die for now until I come up with something that works a bit better.

1 Comments

jr deputy meow6/25/2016, 6:56:16 AM2 votes

touches on an interesting concept, but the kit itself wouldn't work in-game. the champion has no method of waveclearing on its own, has no offensive scaling outside of its ultimate and its auto attacks, the Q wouldn't work with most abilities in the game (how would it deflect xerath Q, for instance? what about abilities with weird trajectories, such as diana's Q and so on? and how far would the bounced back ability travel? etc) the ult interaction itself really just reads as a lower radius, more ridiculous version of nunu's ultimate. against a decent team with vision, the most anyone would ever get out of it is area denial.

basically, the champion has a lot of ways of punishing enemies for attacking it, but doesn't really have any ways of dealing damage on its own to incentivize that situation in the first place. And in the case that it somehow got fed (let's say it built ADC and splitpushed all game) how would you deal with it?