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User blog:Nearthel/Medivh, the Last Guardian

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Medivh, the Last Guardian

Nearthel December 30, 2016 User blog:Nearthel
1 Growth 18 1 Growth 18
Health 522 (+76) Attack damage 53 (+2.9)
Health regen. 6 (+0.55) Attack speed 0.625 (+1.6%)
Mana 390 (+37) Armor 21.6 (+3.6)
Mana regen. 0 (+0) Magic resist. 30 (+0)
Attack range 525 (Ranged) Mov. speed 325

Medivh, the Last Guardian is a custom champion.

This is the fourth and last champion of a series of champions based on World of Warcraft classes, this one being based on the Arcane Mage.

Abilities

Arcane Power
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Arcane Charges: Medivh can store up to 4 Arcane Charges. Arcane Charges don't decay.

Savant: Medivh doesn't have a mana regeneration stat, instead, he restores 2.5% of his missing mana every second.


Arcane Blast
RANGE: 900
COST: 40 / 70 / 100 / 130 / 160 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
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Active: Medivh sends a wave of arcane magic to the target area which strikes after a 0.5 seconds delay, dealing magic damage to all enemies within.

  • Magic Damage: 60 / 80 / 100 / 120 / 140 (+ 60% AP)

Generates 1 Arcane Charge on cast. Damage increased by 25% and mana cost increased by 75% for every Arcane Charge.

  • Bonus Damage Per Charge: 15 / 20 / 25 / 30 / 35 (+ 15% AP)
  • Maximum Magic Damage: 120 / 160 / 200 / 240 / 280 (+ 120% AP)


Arcane Barrage
RANGE: 1000 / 250
COST: 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 14 / 12 / 10 / 8 / 6
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Active: Medivh sends an arcane barrage on a line, Stun icon stunning the first enemy hit. After hitting an enemy or reaching maximum range, it explodes dealing magic damage to all enemies in the area.

  • Magic Damage: 60 / 80 / 100 / 120 / 140 (+ 80% AP)
  • Stun Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4 seconds

Consumes all Arcane Charges and stuns a nearby additional enemy for half duration for every Arcane Charge, prioritizing champions if the first enemy hit was a champion.

  • Reduced Stun Duration: 0.5 / 0.55 / 0.6 / 0.65 / 0.7 seconds



Arcane Missiles
RANGE: 800
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Active: Sends a wave of arcane missiles over 1 second to the target enemy. Each missile deals 50 (+ 40% AP) magic damage.

  • Number of Missiles: 3 / 4 / 5
  • Total Magic Damage: 150 / 200 / 250 (+ 120 / 160 / 200% AP)

Arcane Missiles needs to be 100% charged to be cast. It can be charged in different ways:

  • 3% charge when killing a minion or non-epic monster.
  • 10% charge on epic monster or champion takedown.
  • 5% charge when hitting an enemy champion with Arcane Blast, doubled to 10% at 4 Arcane Charges.


Changelog

December 31, 2016

  • Arcane Blast(Q): Mana increase per Arcane Charge reduced to 75% from 100%.

December 30, 2016

  • Added