Attributes: Ranged, Mage
HP: 400 +75
Armor: 14 +3
Damage: 48 +3
AS: 0.7 + 1.5%
MP: 255 +50
HP Regen: 5 +0.5
MP Regen: 7.5 + 0.75
Lore: Minerva is an "interrogator" for the Noxian black market. She abducts people and torture informations out of them. Her sadistic nature makes her job even more enjoyable. Using unimaginable methods to inflict incapacitating pain upon her captives, Minerva usually leaves them deformed beyond recognition or, when she's having too much fun, dead.
One day, a mysterious woman offered her a large amount money in exchange for informations from a high-ranking Demacian officer. She took the offer and ventured to Demacia. She managed to abduct an officer, but when she was about to begin torturing the officer, a bright light blasted through her hideout, allowing her captive to get away. She was brought to justice by sending her off to the Shadow Isles to die. But little did they know, the dark lands resonated with her mentality. It granted her the ability to inflict pain and suffering using black magic. With the new found power, she swore to make the 'mage of bright light' her next captive.
Minerva is a ranged AP carry that relies on debuff application, good positioning and timing, and capitalizing on opportunities. But utilizing DoT's, Minerva can simply apply debuffs to deal tons of damage, and at the same time staying away from harm's way. Spells that affect multiple targets, and that provide utility makes Minerva's team fight presence very powerful
Minerva's passive is Sadism : Whenever one of Minerva's spells apply a debuff to 3 or more units, the CD of one of her spells is reduced by 3 seconds.
Additionally, whenever Minerva attacks a champion with 2 or more of her debuffs, the CD of one of her spells is reduced by 3 seconds (this can only happen once ever 3 seconds).
|Q: Hungry Mist: Minerva unleashes a cloud of locusts in a cone. Units inside the AoE are afflicted with Hungry Mist, which deals 25/35/45/55/65 (+30% AP) + 2.5% of the target's missing HP as magic damage every second for 3 seconds. Range: 725, 50 deg. CD: 12/11/10/9/8. MP cost: 30/40/50/60/70|
|W: Unholy Penitence: After 1 second, units in the area are stunned for 0.5 sec and are afflicted with Unholy Penitence. The debuff deals additional 30/45/60/75/90 (+40% AP) magic damage whenever the affected units receive damage from Minerva (direct/DoT) and/or direct non-turret damage. Lasts 3 seconds or 4 instances. Range: 825, 375 diameter. CD: 16/15/14/13/12. MP cost: 65/75/85/95/105|
|E: Contagion: Minerva fires an unholy bolt (skill shot) that deals 20/40/60/80/100 (+30% AP) magic damage, silencing and slowing the movespeed of the first unit it hits by 25/30/35/40/45% for 1.5 seconds. This spell also spreads all the debuffs from Minerva it currently has to the two nearest units. Range: 875, 450 spread diameter. CD: 12/12/12/12/12. MP cost: 45/55/65/75/85|
|R: Doomsday: Reduces the healing received of the affected unit by 50%. All of Minerva's debuffs on the affected target becomes undispellable. If the unit's health is at or dips below 35% of it's maximum HP, this ability deals 285/385/485 (+60% AP) magic damage (can only happen once per unit). If the affected target dies, Minerva gains 2.5% or her missing health and mana for each debuff that Minerva had on the target (excluding this ability). Lasts 3 seconds. Range: 725. CD: 120/110/100. MP cost: 125/150/175|
The AoE nature of her Q and W grants her a pretty fast clearing time, which allows her to put pressure on the opposing lane. Her Q also guarantees high damage against hp stackers who are low on health.
The stun on her W can either be used to cancel a channelling enemy, escape/initiate a gank, or to hold them in place for you to land your spells.
A Minerva player has to master her debuff timers. The player also has to make note of the units around the target, and take advantage if their target is near other champions, maximizing the her E. You can also use her E on a minion that's soaked with debuffs, and try to spread all of it to a champion. Her E affects a maximum of 3 units, guaranteeing an activation of her passive regardless of how many debuffs are currently present on the target, granting you 3 sec reduction on CD.
The nature of her R only being completely useful on targets with low hp has it's pros and cons. You can use it early to avoid your debuffs being dispelled if the enemy's running Cleanse, sash, etc., but it may fall off before the unit reaches 35% or lower. You can also use it to ensure the demise of an enemy in combination with Q's high damage output against targets low in health, but doing so opens up the possibility of your debuffs being cleansed off.
I hope you guys like it.