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Palom & Porom, The Magus Twins is a champion - or rather 2 champions- who I would like to see/test on the Fields of Justice. They are based on the two characters from Final Fantasy IV/II ( I copied some of the skills from the franchise and adapted them to the needs of LoL). The main idea is to put a mage and a support into one champion, but doing it quite differently than it has been done so far. You cannot deal damage while being Porom ( support ), and you do poorly as a support while being Palom ( quasi-AP mage ). P&P will have hard time on solo mid ( mana management ), while on bot you will probably stick to Porom's mana regen passivefor most of the time. To be effective, you have to know when to switch, and HOW to do it - pick the last spell you want to use, decide whether your team will need the heals and shields afterwards, or just some quick burst. You won't be able to switch immediately, so think ahead; this may even mean that you will need to prepare for your teammate's ganks 20 seconds ahead, so that you can switch to proper character. Itemizing should focus on Mana (or mp/5) / CDR ( to get as many chances to swap as possible), and some AP.
|(Innate): Palom and Porom each have different innate. After casting a spell with 'alt' pressed, the Twins will switch places; while switching they are unable to walk or cast spells for 0.25 sec, but dodge all autoattacks and projectiles (AoE spells' damage is unaffected). The innate of the previous Mage will remain active for another 6 + 0.5 /lvl sec after the switch. Palom's innate grants him bonus 2.5 + 2.5/lvl AP (5 - 50); Porom's innate grants her bonus 1.75 + 1.25/lvl mp/5. Palom and Porom can switch every 25 seconds (affected by CDR).
|(Active): Palom launches a sphere of fire, dealing magic damage to the first enemy it hits. If the target is a champion, Meltdown reduces their armor and magic resist by a percentage for 3 seconds.
Cost: 55 / 65 / 75 / 85 / 95 mana
Cooldown: 21 / 19 / 17 / 15 / 13 seconds
Magic Damage: 70 / 110 / 150 / 190 / 230 (+0.65 per ability power)
Resists reduced by: 10 / 15 / 20 / 25 / 30 %
|(Active): Porom unleashes a gust of magical wind that heals all allied units in its path. Allied champions hit by the White Wind also have their health restored each half second for an ammount based on the percentage of their missing health. The health regeneration lasts for 4 seconds.
Cost: 80 / 90 / 100 / 110 / 120 mana
Base Heal: 40 / 80 / 120 / 160 / 200 (+0.40 per ability power)
Heal Per Half Second: 10 / 20 / 30 / 40 / 50 (+10 per every 10% of champion's missing health)
Total Heal after 4 seconds: 120 / 240 / 360 / 480 / 600 (+0.40 per ability power)(+10 per every 10% of champion's missing health)
|(Active): Palom summons glacial spikes falling upon target area for 4 seconds. 15 spikes will drop over the duration and each will deal magic damage to all enemies hit. Enemies in the area of this ability are slowed for 1.25 seconds, with the duration refreshing if one stays in the area. Each Glacial Spike which hits an enemy unit additionally slows it by 3%, to a maximum of additional 15 %.
Cost: 80 / 90 / 100 / 110 / 120 mana
Magic Damage Per Glacial Spike: 50 / 70 / 90 / 110 / 130 (+0.4 per ability power)
Slow: 20 / 25 / 30 / 35 / 40 %
|(Active): Porom creates a shield on a target allied champion which absorbs half ( rounded down) of the physical damage dealt to that champion.
Cost: 70 / 80 / 90 / 100 / 110 / 120 mana
Shield Strength: 70 / 110 / 150 / 190 / 230 / 270 (+0.75 per ability power)
|(Active): Palom summons a lighting bolt that deals magic damage to enemy unit. If the enemy does not leave the area in 1.5 seconds, a Thunder strikes again dealing greater damage.
Cost: 75 / 90 / 115 / 130 / 145 mana
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
First Bolt's Magic Damage: 40 / 65 / 80 / 95 / 110 (+0.3 per ability power)
Second Bolt's Magic Damage: 70 / 95 / 130 / 165 / 200 (+0.9 per ability power)
Total Damage: 110 / 160 / 210 / 260 / 310 (+1.2 per ability power)
|(Active): Porom instantly ensnares an ememy unit, additionally dealing them magic damage over 4 seconds.
Total Magic Damage: 60 / 100 / 160 / 200 / 260 (+1.0 per ability power)
Magic Damage Per Second: 12 / 20 / 32 / 40 / 52 (+0.2 per ability power)
Twin Magic: Meteor
|(Active): Palom and Porom channel for 2 seconds, and after a brief delay a meteor hits a target area. Enemies in the center of the area will be stunned for 1.5 second and take magic damage, while enemies away from the primary blast zone will be knocked back and dealt 50% of Meteor's damage.
Cooldown: 150 / 125 / 100 seconds
Primary Area Magic Damage: 220 / 350 / 480 (+0.8 per ability power)
Secondary Area Magic Damage: 110 / 175 / 240 (+0.4 per ability power)
3 V 2012 - increased CD on heal (Q), decreased it's strength; decreasing Meltdown's everything; increased CD on switch.