[Puella Magi Madoka Magica] Akemi Homura

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[Puella Magi Madoka Magica] Akemi Homura

Post by IloveTsundere on 1/5/2011, 1:48 am

Akemi Homura is first revealed in Madoka Magica as a mysterious transfer student. Athletic, intelligent, and skilled in all fields, she exudes and aura of mystery. Little did they know that in reality she was a Puella Magi, who fights witches with her arsenal of weaponry to collect grief seeds to sustain her life. It is later revealed that her abilities are time travel, and that she is connected to Madoka far greater than one could guess.


Spoiler:


Stats

Max Health
==========
Attack Speed
==========
Base Damage
==========
Defense
==========
Move Speed
==========

Attack type : Melee

Stats growth
Max Health
==
Attack Speed
==
Base Damage
=

*Has 400 mana for Default ability purposes*
1.5 mana regen per second.
Revives with 160 mana.

Passive/Active Default: Magical Armament: Time Buckler

Description: Akemi Homura, in order to save Madoka from her fate, gave her soul in return for the ability to save her. Granted with a magical buckler to stop and start time, she can release various abilities within the time alloted before needing to recharge. It also reverses time to one set day every time she is unable to succeed in saving Madoka.

Effect: Once activated, will stun, silence, and lock all units in the map OTHER than Akemi Homura in place. During this time, Increase Homura's movement speed by 100. Any damage dealt within this period of time will delayed until end of the effect.
Absorbs 80 mana per second.
If Akemi Homura has 300 mana and is killed, revive counter/time is cut down by half.

(If Homura somehow is killed during duration, the effect is cancelled)

Skill 1: Magical Hand Gun Barrage
(active)
(instant)
Description: Homuras Time Buckler can store an infinite amount of items within it, and therefor she often battles with moderns weapons that she "stole" from other people (and military bases). She is seen to use shotguns, handguns, light machine guns, and assault rifles.

Effect: Fires a rapid barrage of bullets around homura, dealing X amount of damage to all nearby units. AOE and Damage increase per level.

Level 1: Deals 650 damage in a 400 aoe
Level 2: Deals 750 damage in a 450 aoe
Level 3: Deals 850 damage in a 500 aoe
Level 4: Deals 900 damage in a 550 aoe
Level 5: Deals 1050 damage in a 600 aoe


(when used in duration of "Magical Buckler", attack damage is delayed until end of "Magical Buckler"s effect)
CD: 20 sec

Spoiler:





Skill 2: Soul Gem of the Puella Magi
(passive)

Description: All puella magi must give there souls in order to have their wish granted. After this transaction takes place, their soul becomes compacted into a small gem, and as a result, their bodies are swapped with more suitable replicas that have an increased battle attribute. In order to maintain their life energy, they require an outside energy source such as the grief seeds by slaying witches to sustain their lives.

Effect: Increases Defense. Whenever Homura kills an enemy hero, recover X amount of health and 50 mana.


Level 1: Increases Defense by 1, Recover 500 health and 50 mana after enemy kill.
Level 2: Increases Defense by 2, Recover 7% of enemies maximum hp into health and 50 mana after enemy kill.
Level 3: Increases Defense by 4, Recover 10% of enemies maximum hp into health and 50 mana after enemy kill.
Level 4: Increases Defense by 6, Recover 13% of enemies maximum hp into health and 50 mana after enemy kill.
Level 5: Increases Defense by 8, Recover 16% of enemies maximum hp into health and 50 mana after enemy kill.

(Homura does not recover mana while in duration of "Magical Buckler", this does not cap the mana gain killing units after the effect of "magical buckler", only the mana regeneration)

Spoiler:



Skill 3: Magical Grenade
(passive)

Description: Homura often fights with hand held explosives, feinting them with melee or projectile attacks while stopping time and attaching a explosive on their bodies.

Effect: While meleeing, Homura has a 10% chance to attach an explosive to an enemies body. The explosive will latch onto the unit for .5 second before explosion. The explosive deals Y(x) of Homura's Damage + Y(x) of Homuras base damage. Damages ALL units other than self (regardless ally, enemy, creep) in a 100 aoe. After the explosion occurs and damage is dealt, Homura is instantly blinked back to the position of the enemy

Level 1: Deals 1x damage + base damage x2 in a 100 aoe.
Level 2: Deals 1.25x damage + base damage x4 in a 100 aoe.
Level 3: Deals 1.5x damage + base damage x6 in a 100 aoe.
Level 4: Deals 1.75x damage + base damage x8 in a 100 aoe.
Level 5: Deals 2x damage + base damage x10 in a 100 aoe.

(When grenade is placed, a SFX is played alerting all players)
(Grenades do not stack)
(Grenades while in "Magical Buckler" will not explode until end of effect)


Spoiler:



Ultimate Skill: Magical Artillery Bombardment
(Active)
(AAC [Area Around Caster])
(3 second cast animation of running/teleporting)

Description: Apparently Homura has stolen a massive amount of artillery mortar, and a GBU-28 Laser guided Bunker Buster from god knows where. By firing all of these at a target, death is a guaranteed gift.

Effect: Homura runs/teleports around her current location in a 1500 AoE circle in 3 seconds, creating 20 mortars as she goes. After the 3 second animation, the mortars each release 1 missile into the AoE in .5 seconds of the created circle dealing X damage each. and stuns all units inside the AOE for 1 second, and instantly after the firing of the mortars, Homura appears, firing a GBU-28 Missile, Dealing X Damage in the 1500 AoE circle.


Level 1: each missile deals 40 damage each, GBU-28 deals 2200 damage (total 3000)
Level 2: each missile deals 60 damage each, GbU-28 deals 3800 damage (total 5000)
Level 3: each missile deals 80 damage each, GBU-28 deals 5400 damage (total 7000)


(GBU-28 is cancelled if Homura is Killed)
(Homura is invulnerable or removed during the animation of the mortars)
(While in Effect of "Magical Buckler", all damage is dealt at the end of duration)
(Damages Allies)
CD: 120/120/100
Spoiler:




Change Log
Spoiler:
1.1
-HP gain for Gem of Puella Magi changed to %age based on enemy maximum health.
-Mortar release time specified to .5 seconds
-Mana regeneration changed to 1.5
-Magical Grenade changed to 10%
-Defense gain for Gem of Puella Magi increased
1.2
-Now revive with 150 mana
-Revive counter cut mana requirement increased to 300
-Grenade Explosion time reduced to .5 seconds





Last edited by IloveTsundere on 14/5/2011, 5:02 am; edited 5 times in total

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by thomasinow on 2/5/2011, 6:33 am

hmm puela magica, i should watch this anime soon..

so its like TK, using dual guns..

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by NoirEmperorXIII on 2/5/2011, 7:53 am

@ToM

not really. Puella Magi is not really about guns...the anime is more about fighting against witch. Well its not an ordinary magical girl show.

Though I prefer for this character to be suggested to have a time loop ability as an ulti.

EDIT: the weapon used at this anime...time buckler(this suggestion), shotgun,spear,sword and a bow

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by IloveTsundere on 2/5/2011, 10:12 am

i dunno... she pretty much uses everything seeing how she can fit anything in her buckler lol....

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by OmegaSui on 2/5/2011, 10:17 am

Dude, please, either put your sign in spoiler or have something else smaller.

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by IloveTsundere on 2/5/2011, 10:19 am

Fine! D=. But yea... Madoka Magica has your generic mahou shoujou weapons... then you get homura hu uses tactical laser-guided missles, guns, grenades, and even magical golf clubs.

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by Deckai on 2/5/2011, 10:42 am

Nah ^^'' just like what I predicted before...
ToM would be interested at this one... since She's shoujo and Nanoha alike XD


hmmm Madoka Magica ya ?? I'm personally bit interested at this point XD
Nah good suggestion & idea (Love Her Ultimate :D )

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by NoirEmperorXIII on 2/5/2011, 11:23 am

hahaha I really dont know if I should continue thinking of idea for her XD

cause this is already good. Though I really like her ulti to be a time loop considering her real ability is time control and she primarily use those weapon for damage XD.

and what I mean for weapon is the weapon by each puella magi. XD

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by IloveTsundere on 2/5/2011, 11:35 am

well yea xD her main weapon is her buckler... I just wanted to try and mix things up a bit to match her fighting style... so you use the buckler to use other moves while time is stopped and i thought that would be hard to do if her ultimate was the time stop xD.

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by NoirEmperorXIII on 2/5/2011, 12:07 pm

hahaha I said time loop(same as anubseran(dota) ulti)

Well about this suggestion, everything is well done or so what I see haha

but if you do that time loop idea which I want, you have to remove the soul gem and reduce the mana consume of time buckler so that it would fit to the skills XD.

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by OmegaSui on 2/5/2011, 11:11 pm

Kinda weird for someone use dual handgun to have melee range.

Default skill : You could just easily use the word Pause. Idk about you but 1.25 mana regen/s ... well ... 5 mins 20s -> 5s Pause is ... Long story short, 1.5 is what im thinking about.
I don't get the idea of holding damage until the effect is ended. If you want to synch with 2nd skill , you could've just put a notice there. Then again, why not make it stack with 2nd skill, but reduce mana recovery.

1st skill : Nuke, i see. Damage type please?

2nd skill : Could use a bit more defense increment. HP recovery should be % based, 500 hp at lvl 2 (assuming you have to use 1st skill to kill->hero lvl 2) is LAWL (Miku 1.0 anyone?) but 900 hp later on ... not very effective. But whatever, keep it like that if what you wanted for is an early game r@ping hero.

3rd skill : You seem to love killing your teammates.
feinting them with melee or projectile attacks while stopping time and attaching a explosive on their bodies.

I suggest add Pause effect to this skill when it's triggered (Pause affected unit for 1s , = delay) , as the description suggested. Also, to add to its RAWR HAXXOR-ness, you can make her invul during the process, more synch to what the description stated.
But it will affect this part ( i think)
After the explosion occurs and damage is dealt, Homura is instantly blinked back to the position of the enemy

That and 100 AoE is kinda too small , even for an logical explosive.
(Grenades do not stack)

Stack what? Dmg? The blink effect? or there can only be 1 at once?
5% ... lol no dude.10~15% plox, remember this is ABC not Poker.
Base Damage ratio should be 6/7/8/9/10, as this hero's base dmg is srsly low.
Damage type?

Ulti:
Homura runs/teleports around her current location in a 1500 AoE circle in 3 seconds

This skill deal dmg in 1k5 AoE?
After the 3 second animation, the mortars each release 1 missile into the AoE of the created circle dealing X damage each. and stuns all units inside the AOE for 1 second, and instantly after the firing of the mortars, Homura appears, firing a GBU-28 Missile, Dealing X Damage in the 1500 AoE circle.

Firing 1 mortal takes ? delay?or 20 mortals just bang bang bang POW during that 1s stun?(again, allied units mean nothing to her)
How fast does she magically + instantly appear?Any delay? unless anyone else came up with counter for this one like global dmg, that effect is rather pointless.
Damage type? As for the holy shjt huge aoe dmging last hit with holy shjt huge GBU-28, it would make sense if the mortals = pierce dmg, to reduce its LAWL-ness


Last edited by omegasui on 2/5/2011, 11:17 pm; edited 1 time in total

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by NoirEmperorXIII on 2/5/2011, 11:15 pm

I can explain about the default considering that I this anime is one of my favortie and this character is my favorite on this anime as well.And I let him describe Homura being melee despite having handgun as a weapon.


The reason why the damage happen after the effect of default is because the time is stop around Homura or what been explained in the anime itself. And the time buckler effect is to stop the time around the user of it and that includes objects or any projectiles.

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by OmegaSui on 2/5/2011, 11:19 pm

I told u b4, you can alter them anyway u like, dont have to fully coop with its original.
And the time buckler effect is to stop the time around the user of it and that includes objects or any projectiles.
Still Pause


Last edited by omegasui on 2/5/2011, 11:23 pm; edited 1 time in total

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by NoirEmperorXIII on 2/5/2011, 11:21 pm

haha true but I just like that pause concept as well. And with the same reason why I dont want to change the skill effect. XD

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by IloveTsundere on 3/5/2011, 4:13 am

well the reason why i made the ulti a 1.5k range 7k nuke is because it was a 3 second casting time (running animation) with a .5 second mortar firing (which i needed to specified). in 3.5 seconds most people can escape a reasonable amount if they have air trecks and they aren't yuuji or kanade. I even figured giving it team kill properties would make it something that cant be used recklessly. The reason for the 100 aoe on the grenade is because i once again gave it team killing properties seeing how a technique which allows such a good chase and damage output late game with a possibility for a 5 second freeze time should at least give the opponent a chance for people to back off of them melee wise and give it a 5% chance, which once again was the purpose of the sfx played during the grenade attachment (which is hould have specified that grenades shouldn't be able to stack in terms of attaching them on one unit). But I do think that 5% may be a little too low... maybe 10%? I was capping the defense at 5 on the gem spell because i was thinking about grimmjows passive 5 defence ability... but i guess it makes sense seeing how he eventually goes out to a possible 30+ armor bonus with pantera alone. Also about the melee part... I wasn't sure if I should make her ranged because its not like her fighting style revolves around guns... she pretty much just pulls out everything and uses it...

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by OmegaSui on 3/5/2011, 11:30 am

0.05/s/mortal or 0.5/s/mortal ? 0.5x20=...

still love this lol part
I suggest add Pause effect to this skill when it's triggered (Pause affected unit for 1s , = delay) , as the description suggested. Also, to add to its RAWR HAXXOR-ness, you can make her invul during the process, more synch to what the description stated.

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by OmegaSui on 13/5/2011, 12:23 pm

Wow lol just watched 1st episode of this anime , and i gotta say : WTF IS THIS POWER RANGER MORPHING SCENE?
And the possible lesbian plot too ...
Is it traditional that any magical girl anime has to have an animal that's never seen before with haxxor magical power ?

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by IloveTsundere on 13/5/2011, 12:27 pm

lol! thats the point of a magical girl anime! but yea... episode 1-2 is a TRAP. lol. dont trust the first two episodes. I was going to give up on it but my friend told me to watch episode 3 and i got mind Raped

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by NoirEmperorXIII on 13/5/2011, 1:37 pm

Ep 3 of the anime starts everything on this one. Usually magical girl tends to stay on the concept of ideal saving the world. True this one have this one as well but this anime is not for those who are looking for moe.And once you finish ep3, youll see why it is different from any other magical girls.


OT:

this anime has the new face of evil :)

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Re: [Puella Magi Madoka Magica] Akemi Homura

Post by OmegaSui on 13/5/2011, 1:59 pm

Yeah i kinda read the spoiler about ep 3 and 10, or 11 wev it was.


I was THIS (-) CLOSE to finish brainstorming a skill set for Mami Tomoe (why her? Big boobs + Yellow theme colour = my fav, well no mostly yellow short hair or something but err nvm) =.= Using Mana based skills - grief seeds as refered, then again it's used in yours already so i gave up.
Spoiler:

Ranged, 500.
300 mana
Default skill : Soul Gem (Active)
Has 1.5 mana regen/s when not activate. Shows location of nearby enemy hero unit (2000 range).
Active : No mana regen.Depletes 3mp/s. Gives buff when activated (dispel-able). Buff increases raw damage by 25%(does not stack with item's effect),MS by 10%(does not stack with item's effect). If kill an enemy hero unit during this skill's activation, regen 30 mana.
Skill 1 : Dispel (active) (not yet think of a name) [Damage type : magic]
Removes all buff from targeted hero. Upon removal, deals WTF damage to enemy units within 450 AoE of targeted hero and seal his/her movement (reduce to 100). Lasts WTF seconds.
Skill 2 : Heal (active) (not yet think of a name). [Damage type : magic]
Place a buff on a targeted hero. Buff gives WTF %hp regen/s to allied unit but takes WTF% more magic dmg- deals WTF damage/s to enemy unit but takes WTF% less magic dmg. When this buff is dispel-ed, heals/deals WTF% of the regen-ed/taken amount of HP during its activation. Lasts WTF seconds.
Skill 3 : A thousand Guns (Active) (Linkin Park pun) [Damage type : magic]
Deals WTF damage to enemy units in 500 AoE. Slows MS of affected units by WTF% (places a buff too, obviously does not stack with other slow effect). Lasts WTF seconds.
Ultimate : Tiro Finale (active) [Damage type : magic]
Deals WTFHAXXOR damage to enemy units in 400 AoE, 750 range. Bonus damage = [WTF - current affected units's MS]x WTF ratio.

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