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Geminix - The Twin Diamond

1 Growth 18 1 Growth 18
Health 385 (+79) Attack damage 48.9 (+2.7)
Health regen. 5.95 (+0.60) Attack speed 0.625 (+2.79%)
Mana 260 (+60) Armor 15 (+3.55)
Mana regen. 7.55 (+0.75) Magic resist. 30
Attack range 600 Mov. speed N/A
Geminix, the Twin Diamond is another champion concept made by me.

Abilities

Reserve
Energize

Geminix's twin self stores magical energies released by its abilities, converting 15% of its Mana consumption into Health Regeneration over 3 seconds.


Alignment Beam
RANGE: 1000 / 1200 / 1400 / 1600 / 1800
COST: 70 / 90 / 110 / 130 / 150 mana
COOLDOWN: 9 after cast delay
Glitterlance

Active: The twin diamonds of Geminix converge after a 1.0 second cast delay, and fire a piercing beam of energy that deals magic damage as it passes through enemies.

  • Projectile speed: 1700
  • Projectile Width: 125

  • Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 75% AP)


Incineration
COST: No Cost
COOLDOWN: 25
Shatter

Geminix burns portions of itself over a 2.0 second channel, sacrificing 15% of its current health to empower itself, regenerating mana over the channel duration. At the end of the full channel, Geminix's next "Alignment Beam" becomes empowered to deal additional damage.

  • Mana Regained: 60 / 90 / 120 / 150 / 180
  • Additional Damage: 60 / 90 / 120 / 150 / 180 (+ 50% AP)


Glint
RANGE: 775
COST: 85 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Mystic Shot

Geminix sends out a projectile in a straight line which upon striking an enemy overwhelms it with light, dealing magic damage and stunning it for a duration. Additionally, the projectile explodes in a cone behind the first target, dealing half of the damage and half of the stun duration to enemies behind the first target.

  • Projectile speed: 1400
  • Projectile Width: 50
  • Cone Angle: 40º
  • Cone Length: 400

  • Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 45% AP)
  • Stun Duration: 1.0 / 1.2 / 1.4 / 1.6 / 1.8


Shardglade
RANGE: 1500
COST: 150 / 200 / 250 mana
COOLDOWN: 130 / 110 / 90
Glacial Storm

Geminix sacrifices 15% of its current health to fire shards into the sky. After a 1.0 second delay, the shards fall, dealing magic damage and slowing enemies for 2 seconds. Additionally, the shards remain on the ground, and whenever enemies pass through 100 units through the shards, they are dealt magic damage.

  • Radius of AoE: 400

  • Initial Magic Damage: 150 / 225 / 300 (+ 50% AP)
  • Pass-through Magic Damage: 50 / 75 / 100 (+ 20% AP)
  • slow: 20% / 30% / 40%


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