[CHAMPION CONCEPT] Mia-The Matriarch

OmniOmega·3/3/2016, 11:08:18 PM·4 votes·1,047 views

Hey folks. This is my first stab at developing a champion kit. I apologize to the lore fiends that the lore isn't more fleshed out. I wanted to capture a bit of Soraka's toe-the-line playstyle where she needs to engage with the enemy team in order to maximize her usefulness. All numbers are placeholders to give those who like seeing numbers a general idea of what cooldowns, damage, scaling, etc. Mia has.

Mia- The Matriarch (also known as Mama Mia)

Mia has been the backbone of Zaun’s only orphanage for as long as anyone can remember. Other helpers come and go, staying but a fraction of the time Mia has devoted to the establishment. They all mean well, but none have the ability and force of personality to remain unbent between the hammer and anvil that are the children and the often questionable characters looking to recruit anonymous talent. But Mia stays stubbornly staunch, the sole constant of not just the establishment, but the lives of her many charges. Her blend of patience and insight into the character of individuals earns her the respect of even the most unsavory characters to pass through the doors. While others try to sway the children towards one path or another, Mia cares not as long as her children attain success on a path of their choosing.

Role: Support

Passive: Patience Patience: Mia’s abilities permanent increase in strength upon meeting certain conditions on each cast.

Q: Insulate/Retaliate Cooldown: 6 s. Range: 700/700 Cost: Insulate- 55/60/65/70/75 mana+1 charge of Insight. Retaliate- 20 mana Passive: Mia gains or loses a charge of Insight every 16/15.25/14.5/13.75/13 s (this value is not affected by CDR) reaching equilibrium at 2. Mia gains additional charges by hitting enemies with Wit. Each cast of Insulate consumes a charge of Insight. Insulate: Mia shields an ally for 60/85/110/135/160 + 35%AP lasting for 5 s. After 3 s, Mia can reactivate the ability to cast Retaliate (this delay is affected by CDR). Retaliate: Mia consumes what remains of the shield, casting a slow, piercing, line skill shot from the shield target snaring all enemies it passes through based on the percentage health of shield consumed for .1-1.5/1.75/2/2.25/2.5 s Patience: If the shield is broken by enemy champion damage, shield strength permanently increases by 1+.25%AP Thoughts: I'm worried this ability is a little overloaded. There's a lot going on mechanically, and it has the potential to be quite powerful. I'm hoping the comparatively short range, lack of damage, delay, and slow scaling gives it some semblance of balance

W: Wit Cooldown: 12 s Range: 600/30 degrees Cost: 55/65/75/85/95 mana Wit: After a .75 s delay, Mia fires a cone dealing 90/130/170/210/250 + 60%AP damage to all enemies hit. Each enemy hit grants Mia a charge of Insight. Patience: Angle is increased by 2 degrees each time Wit hits a champion (maximum 2 degrees per use). Thoughts: This forces Mia to engage with the enemy if she wants to maximize her usefulness, as she gets more charges shields if she hits enemies. It is also Mia's only damaging ability.

E: Guidance Cooldown: 18/17/16/15/14 s Range: 700-500x250 Cost: 70 mana Guidance: Mia outlines a path (aims like Viktor’s laser). After a 1.25 s delay, the path is illuminated. Allies on the path at illumination receive a 70/80/95/100/110 + 30% AP movespeed boost for 1.5 s. The path remains illuminated for an additional 2 s. Allies who step onto the path after illumination gain a half strength movespeed boost. Enemies on the path after illumination cannot see beyond it (nearsight). Patience: Path illumination's duration is increased by .05 s for each champion on the path at illumination. Thoughts: The nearsight may push this ability into the realm of overpowered, but I wanted it to have some sort of interaction for hitting enemies and a slow seemed a bit banal.

R: Tough Love Cooldown: 120/100/80 s Range: 600 Cost: 100 mana Tough Love: Mia reduces the armor and magic resist of all enemies in range by 15/20/25% for 5 s. She gains 20% of all resistances reduced. Patience: Each time an enemy dies while affected by Tough Love, Mia’s percentage resistance gained increases by .5 Thoughts: I wanted to give Mia a reason (and the ability) to briefly go toe-to-toe with the front line. This, along with her W may encourage her to build full-tank, which I'm not sure I like, but I'm hoping her utility will dissuade it.


I hope you've found something thought provoking in this kit. Please leave some feedback if you'd like to help me polish it. Thank you for taking the time to read my ideas.

7 Comments

OmniOmega3/4/2016, 4:07:49 PM1 votes

I'd really like to get some feedback on this. Positive or negative.

FloRaider423/4/2016, 9:18:46 PM1 votes

I hope you don't mind harsh feedback :P

Niche: ... Theme: Motherly support

Lore: I think it would be good to see some goals, motivations or feasts to flesh her out a bit more. She reminds me a bit of Illaoi (great insight, neutral and only wants to see you chase your dreams), but that could be just me.

Passive: Stackable power isn't exactly a new aspect, but it depends on the kit how good this effect ultimatly is. Q: Seems a bit complicated... Since only W gives stacks of insight and only one per champion this seems very limiting early and in solo lanes, while providing little interaction lategame where your W has huge radius and you are more likely to hit more champions. Interesting new interactions on a shield ability, but I think it could use some damage and I am not sure on the insight mechanic (kinda feels arbritary).

W: The range seems rather big combined with the potential of 100 degrees of AOE, but otherwise it is a fairly interesting new idea for a cone AoE. That said the name seems odd and the ability feels a bit weird (caretaker suddenly releasing firestreams).

E: The MS is very high and how exactly is giving nearsight fitting the "Guidance" title ?

R: The fact that you can get 100% of a quarter of the enemy teams tankyness seems rather extreme (especially with some tanky on the team) and add to that the lack of counterplay (delay ?), this ability seems a bit too powerfull.

Overall: I can't see how you don't build this champion tanky as she really lacks damage. Most of her abilities are interesting, but I feel like this champion doesn't have a good reason as to why I should pick her. Comparing her with other supports she offers a bit from everything (MS, debuff, shield, CC), but doesn't excel at anything and lacks good synergy. I recommend giving her a niche or playstyle that excels at one aspect and giving her kit some synergy (more insight interaction, while moving insight to passive / some combo potential).

FloRaider out summoner 31

Wenderwall3/5/2016, 12:05:55 AM1 votes

Q - If I destroy the shield .. shield strength will grow. If I don't destroy it.. I'll be snared. Sounds like champ just have to cast it every 5 seconds and LIVE forever. There is no skill required, this is what we need to make a champ unkillable.

**It should be other way, if shield is broken 0.5% of shield strength is lost for next ~180sec. risk of misusing a shield. **

W. Assumed that angle increase is permanent. If enemy champion is hit 20 times ( 12 * 20 = 240 = 6 mins, should be possible in laning phase) . Is the cone angle increased by 2*20 = 120Deg ? If I'm not wrong it'll be an 360deg AoE by mid game and with so much burst damage .. all this champ has to do is use this ability anywhere.. even if I'm behind a minion or attacking from behind i'll get killed. With a 12s ( ~9 in mid game thx to cdr) ... there is no ganking or counter gameplay, except for stunning for 5 secs and hoping her team doesn't come to help her.

E - With just 70 MS Udyr MasterYi Rammus are best friends now. Instant kills . There is no need to upgrade it to level 5.

R- Nice.. It doesn't matter how many times this champ dies, just have to get 50 kills ( easily possible, minion is considered as enemies) using ult and .. +25% armor + MR. ( And additional 10% from runes, + ~10% from masteries) .. >40% Armor+MR so all I need is item 3026. Rest is ultimate revival.

Also the amount of AP (burst) damage is good ( not op) but everything is low CD so can be abused with just 2 AP items when combined with just one item 3512/item 3026 She'll become mid/late game unkillable monster. ( her stacks are infinite so armor just goes up and up and up.. and more up