[Champion Concept] Mikhail, the Shatter Sniper
Mikhail
The Shatter Sniper
Couldn't find any fitting art (most archer art out there are elf rangers), so I just did what I could with a picture of some kid.
https://i.imgur.com/Caiyg08.jpg
https://i.imgur.com/N6llH83.jpg
Overview
Role: Marksman | Mage (Artillery) Damage: Mixed, Ranged Style: Basic Attacks - - - o - - - - - - - - Abilities Difficulty: 1 Mobility: 1 Utility: 1 Damage: 3 Toughness: 1 Crowd Control: 1
Mikhail is an avid archer by sport. Lifelong friend of Logan's, he grew to like the game of hextag, where he was allowed to use his mercury bow in simulated combat games at the local club. Mikhail's skill garnered him a spot in the hextag championship series in downtown Piltover. His abilities came in handy for his team, with his magical turret placements in the perfect spots, and his arrows shattering shields. Though, while his miniature arrows didn't fair much on their own, they were plenty, and when he handled singular arrows, they packed a punch. With his skills developing in hextag, Mikhail hopes to one day serve and protect his hometown.
Design
Mikhail was designed to accomodate https://i.imgur.com/IymODOY.png, found here. He is Logan's adc in-universe. I also wanted to design a champion with a cool-looking bow that incorporates magic damage into the mix. I imagine Mikhail as having blonde hair, a mercury bow that looks steampunk and hextechy, and like Logan he should have an outfit that makes him look like he belongs in laser tag.
Mikhail is best played as a botlaner, but he could also be played in top lane, due to his heavy magic penetration. He has terrible mobility, but his turret and auto attacks should accomodate for it, since he can engage in auto attack trades earlier than most champions. Assassins and mages would utterly destroy him, though. Hecarim would probably be his worst nightmare.
Statistics
| Statistics | Level 1 – 18 | (By Level) |
|---|---|---|
| Health | 490 – 2020 | (+90) |
| Health Regen | 3.5 – 12.9 | (+0.55) |
| Mana | 340 – 1020 | (+40) |
| Mana Regen | 7.8 – 18 | (+0.6) |
| Attack Damage | 45 – 79 | (+2) |
| Attack Speed | 0.625 (+ 0 - 34% bonus attack speed) | (+2%) |
| Armor | 28 – 79 | (+3) |
| Magic Resist | 30 – 38.5 | (+0.5) |
| Range | 550 | – |
| Movement Speed | 325 | – |
Abilities
Passive: Mercury Bow
Mikhail gains bonus attack damage based on his magic penetration. His basic attacks also deal bonus magic damage on hit.
Level Scaling: 1 / 2 / 3 / ... / 18 Bonus Magic Damage: 15 / 16 / 17 / ... / 33 (+15% AP) Bonus Attack Damage: 1 per 1 or 1% magic penetration.
Q: Refraction Arrow
Mikhail fires an arrow in the target direction, dealing magic damage to the first enemy it hits. At the end of the arrow's range, it shatters through a barrier into five smaller arrows, that divide themselves among enemies within the barrier's range, each smaller arrow redirecting towards an enemy, prioritizing lower health champions, while dealing magic damage to the first enemy an arrow hits.
Ability Type: Single Target Projectile -> Multi-Target Projectile Magic Damage (1st Projectile): 60 / 95 / 130 / 165 / 200 (+40% bonus AD) (+40% AP) Magic Damage (Smaller Projectile): 12 / 19 / 26 / 33 / 40 (+8% bonus AD) (+8% AP) Mana Cost: 60 Cooldown: 12 / 11 / 10 / 9 / 8 seconds Projectile Range (1st Projectile): 600 units Projectile Speed (1st Projectile): 1500 units Projectile Range (Smaller Projectile): 600 units Projectile Speed (Smaller Projectile): 2000 units
Technical Notes
The smaller arrows will always divide first before prioritizing champions. If there are five minions, each minion will get one arrow each. If there are two champions, two arrows will go to each, while the champion with the lower health will get the last remaining arrow. If there are five champions, each champion will get an arrow.
W: Streamline Break
Mikhail powers his bow, gaining bonus magic penetration and attack range for 3 - 5 seconds.
Ability Type: Self Buff Duration: 3 / 3.5 / 4 / 4.5 / 5 seconds Bonus Magic Penetration: 5 / 10 / 15 / 20 / 25 Bonus Attack Range: 50 / 75 / 100 / 125 / 150 Mana Cost: 60 / 65 / 70 / 75 / 80 Cooldown: 15 / 14 / 13 / 12 / 11 seconds
E: Hextech Tower
Mikhail installs a magical turret at the target location. It will attack the lowest health enemy champion within its range, even if the champion is invisible, unless the champion is hidden in a bush. The turret can be destroyed with basic attacks, melee attacks counting as two. Placing a new turret causes the old one to disappear.
Ability Type: Turret Duration: 10 / 15 / 20 / 25 / 30 seconds Magic Damage: 25 / 50 / 75 / 100 / 125 (+20% AP) Turret Attack Range: 550 units Turret Attack Speed: 1.000 Turret Health: 2 / 3 / 4 / 5 / 6 ranged hits Mana Cost: 100 Cooldown: 25 seconds Target Range: 450 units
Technical Notes
Hextech Tower only grants vision if it is attacking an enemy within its attack range.
If Hextech Tower is placed in a bush, it can attack an enemy champion if that champion is in the same bush.
Abilities that block projectiles can block Hextech Tower's attacks.
R: Snipecasting Arrow
Mikhail fires a Minimap Snipecasting Arrow projectile attack in the target direction. It deals magic damage to the first enemy champion it hits, slowing them for 1- 2 seconds.
Ability Type: Single Target Projectile Magic Damage: 300 / 400 / 500 (+50% AD) (+40% AP) Slow: 40 / 45 / 50% Slow Duration: 1 / 1.5 / 2 seconds Mana Cost: 100 Cooldown: 110 / 100 / 90 seconds Projectile Range: Global Projectile Speed: 2000 units
Recommended Build
Keystones:
https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fvignette.wikia.nocookie.net%2Fleagueoflegends%2Fimages%2F0%2F03%2FGlacial_Augment_rune.png%2Frevision%2Flatest%2Fscale-to-width-down%2F52%3Fcb%3D20171126181603&key=f0abbd34f14549f3a15cd94dd9970851&width=425 https://vignette.wikia.nocookie.net/leagueoflegends/images/4/46/Fleet_Footwork_rune.png/revision/latest/scale-to-width-down/52?cb=20171126182047 https://vignette.wikia.nocookie.net/leagueoflegends/images/6/64/Press_the_Attack_rune.png/revision/latest/scale-to-width-down/52?cb=20171126181645 https://vignette.wikia.nocookie.net/leagueoflegends/images/2/20/Conqueror_rune.png/revision/latest/scale-to-width-down/52?cb=20180314225947 https://vignette.wikia.nocookie.net/leagueoflegends/images/7/79/Phase_Rush_rune.png/revision/latest/scale-to-width-down/52?cb=20171126182204 https://vignette.wikia.nocookie.net/leagueoflegends/images/2/29/Predator_rune.png/revision/latest/scale-to-width-down/52?cb=20171126181955
Items:
Starter Items
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Early Game Items

Essential Items

Standard Items

Situational Items

Recommended Full Build:
Play and Counterplay
Match Ups
Plays Well With
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https://i.imgur.com/IymODOY.png
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Plays Bad Against

Plays Well Against

Tips and Tricks
- Refraction arrow can reflect the arrows backward, so don't be afraid to miss.
- You can off-aim your refraction arrow to distract your enemies. They will be busy trying to dodge the arrows that come out of the refraction.
- You can provide some additional distraction with your Hextech Tower.
- Use your Streamline Break on retreating enemies who are low on health.
- You can use your Streamline Break to poke enemies without having to position yourself close to them.
Playing Against Mikhail
- Mikhail's strength is ranged attacks. If you can close the gap, you are likely going to win a trade. However, Mikhail's Refraction Arrow could do some damage if you get hit at close range, so wait for that ability to go on cooldown. Then engage close range.
- You can dodge Refraction Arrow by staying behind minions.
- If you have the opportunity, take down Mikhail's Hextech Tower early. Its lengthy cooldown could render his ability useless for a while.
- Mikhail has terrible mobility. Take advantage of that.
- If you have built magic resistance, beware of Mikhail. Especially when he activates his Streamline Break.
Quotes
No quotes right now. :)
Art Credits: Icons by Lorc, Game-icons.net, CC 3.0. Mikhail's appearance based on Luke Korns.
Hope you enjoyed Mikhail!
Changelog
06/22/2018.
- Mikhail now has a visual overview and abilities!
- Hextech Turret's description and technical notes were adjusted to refine how it works and is understood.
- Hextech Turret's cooldown has been reduced from 30 seconds to 25 seconds.
- Hextech Turret's duration has been reduced from 25 / 30 / 35 / 40 / 45 seconds to 10 / 15 / 20 / 25 / 30 seconds.
- Hextech Turret's AP scaling has been reduced from 25% to 20%.
- Hextech Tower's health has been reduced from 3 / 4 / 5 / 6 / 7 ranged hits to 2 / 3 / 4 / 5 / 6 ranged hits.


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