Ginny, Mistress of Magnets

Comment below rating threshold, click here to show it.

BlancoSmallCat

Junior Member

05-10-2013

Lore: Heimerdinger's lab assistant who was the victim of a science accident leaving her with the power of telekinesis.

Appearance: Blue-skinned yordle woman wearing a lab coat, has thick glasses, frizzled hair, wields a tuning fork which fires a magnetic bolt when she autoattacks, and holds a constantly spinning compass in her offhand.

Role: APC mid, support

Passive - Magnetic Personality - Ginny exudes a magnetic field that reverses polarity every 10 seconds. When her aura shows N/S allied champions behind her (as she is facing away) have 3% movespeed increase, and enemy champions in front of her (facing her) have 3% movespeed decrease. When her aura shows S/N allied champions in front of her (facing her) have 3% movespeed increase, while enemy champions behind her (as she is facing away) have 3% movespeed decrease. The aura has a 300 degree field of effect, 150 degrees in front of and behind her, extending out to a distance of 700, with a 30 degree neutral field directly to her left or right. Casting spells will force Magnetic Personality to swap polarity early and reset the internal timer.

Q - Strong Force - Ginny places a magnetic wall that has 2 charges; if Ginny clicks her own wall she is repelled away in the direction the wall is facing and expends a charge. If an enemy champion attempts to move through the wall they are pushed away and briefly stunned, expending a charge. While any charges remain on the wall, all missile attacks that pass through the wall are reduced in damage, this includes all abilities and ranged auto-attacks.
Duration: 30 seconds or 2 charges.
Wall width: 400/425/450/475/500
Cooldown: 50/45/40/35/30
Range: 900
Mana cost: 120/110/100/90/80

W - Weak Force - Ginny fires a charged wave in the shape of a chevron (>>>) that moves in a line, dealing damage and shoving enemies hit to either the left or the right.
Damage: 80/100/120/140/160 (+0.9 AP)
Cooldown: 9/8/7/6/5
Range: moves 600 units, starting from a position she determines up to 800 units away, and she controls the direction (think Rumble's ultimate)
Missile speed: 1000
Mana cost: 50/60/70/80/90

E - Electromagnetic Force - Ginny sends an electromagnetic field across the ground, empowering her to ignore unit collision, take 1/2/3/4/5% reduced damage from all sources while standing in the field, and deal 1/2/3/4/5% more damage to all targets while the field lasts.
Duration: 5/6/7/8/9
Cooldown: 33/30/27/24/21
Range: 1200 radius, fixed cast point on her
Mana cost: 100/110/120/130/140

R - Gravity Falls - Ginny leaps toward her target, clinging to them and suppressing them, during which time neither of them can move and she deals damage over time equal to a percentage of the target's current health. Damage is dealt in 3 ticks over the course of 3 seconds.
Damage: 16%/25%/36% (+0.02 AP)
Cooldown: 180/160/140
Range: 900
Mana Cost: 200/190/180

Recommended Items:
Boots
Doran's Ring
Health Potions
Sorceror's Boots - Captain Enchant
Rabadon's Deathcap
Chalice of Harmony
Deathfire's Grasp
Lich Bane
Void Scepter
Athene's Unholy Grail
Abyssal Scepter
Zhonya's Hourglass
Mana Potions
Wards


So as you can probably tell, she excels at shoving players around and can initiate or run from a dive very easily. I hope these mechanics sound interesting to everyone and if the numbers seem out of balance I'd think they'd be subject to change; however this is the basic gist of it and she's meant to have 2 support-y spells and one spell she can pump if she's carrying solo lane. As a support, she can harass a lot, and if she builds tank items her ultimate is a great initiate and having her in the center of the fight isn't as detrimental.