Mirabel Madrigal - Hero Concept (Encanto)

Mirabel Madrigal
Support / Front / Yellow

Animations

Entrance: Mirabel runs onto the battlefield and trips, causing a piece of the green glass from Bruno’s vision to fall out of her bag. She frantically picks it up, looks around as she puts it back in her bag and readies up as if nothing happened.

Victory: Mirabel excitedly dances around in a circle then gets into her “signature pose”.

Defeat: Mirabel’s bag falls to the ground with all of the glass pieces to Bruno’s vision spread about as Mirabel falls to her knees and lets out a big sigh.

Basic Attack: Mirabel winds back with her bag and swings it with her full force towards nearby enemies.

Skills

The Not Special, Special :white_circle:

Passive: The player chooses an ally for Mirabel to Encourage, causing the Encouraged ally to gain 40% of the damage dealt to Mirabel as basic damage and skill power up to a max of X basic damage and skill power. The encouraged ally also gains X max HP. While the battle is on auto, Mirabel will choose the front-most ally.

Active: Mirabel begins to dance and play her accordion for 12 seconds. During this time, all abilities are disabled for enemies and allies on the battlefield, including passives. Any buffs active before The Not Special, Special is activated will remain active, including Encourage. While Playing, Mirabel cannot basic attack or use any other skills.

Divert Attention :green_circle:

Mirabel will toss 3 random objects from her bag and hit the closest 3 enemies with them, dealing X Fantastic Damage and Distracting them for 7 seconds. Mirabel will also gain X Armor for 10 seconds.

Healing Morsels :large_blue_circle:

Mirabel will retreive food blessed with her mother Julieta’s healing properties and split it with herself and her Encouraged ally, healing them for X HP per second for 6 seconds and granting them 4 stacks of Hardy. If there is no Encouraged ally, Mirabel will heal the ally with the lowest HP instead.

Role Call :purple_circle:

While The Not Special, Special is active, Mirabel’s allies will possess an additional bonus based on their role.

Support: Heals the ally missing the most HP for X HP with each basic attack. This effect will not target the same ally if other allies are present and the Support allies can heal themselves if they’re missing the most HP on their team.

Control: Removes 50 Energy from an enemy with each basic attack. This attack will prioritize the enemy with the most energy in basic attack range at the time of activation.

Damage: Receives X Basic Damage. The ally receives an additional X Basic Damage for every non-Damage ally present on the battlefield. Summoned allies do not affect bonus Basic Damage applications.

Tank: Receives X Armor. The ally receives an additional X Armor for every non-Tank ally present on the battlefield. Summoned allies do not affect bonus Armor applications.

Family Miracle :red_circle:

Mirabel and her allies convert 30% of True Damage received into health.

All allies gain X Armor with each use of The Not Special, Special up to a maximum of X Armor. Mirabel and her allies retain 50% of this bonus from wave to wave.

If Mirabel is KO’ed by a Distracted enemy, that enemy will receive 5 stacks of Weakness and have their attack and movement speed reduced by 85% for 9 seconds.

+Armor
+SP
+BD to Encouraged Ally

Friendships

Syndrome - "Ordinarily Outstanding"

Campaign: Seeing people doubt Mirabel’s contributions to her family because she is the only one without powers inspires Syndrome to attempt to find the perfect tech to make her more powerful than any of her other family members, with semi-disastrous results.

Disk Power: +SP to Mirabel. +BD to Mirabel and allies.

Stars: Encouraged buffs received from Mirabel or her allies cannot be removed for 15 (3 per :star2:) seconds after activation. Encourage from Not Special, Special persists for 10 (2 per :star2:) seconds after Mirabel is KO’ed.

Fairy Godmother - "My Special Day"

Campaign: Mirabel is excited at the idea of having a Fairy Godmother around to have a magical companion around that will use her powers for her benefit only. She wishes for things that she could only dream of having through conventional means, but Mirabel soon comes to realize that having access to magic isn’t as great as she once thought it would be…

Disk Power: +HP to Mirabel and allies. Distracted enemies lose X SP. Distracted enemies lose X BD.

Stars: Mirabel and allies receive 35% (7% per :star2:) of any heals during battle.

Concept Notes

  • The Not Special, Special - Ideally, this would be able to prevent Revives as well. Tried to make it not OP, but provide an option to potentially deal with trouble skills during the flow of battle (with timing), if effective. And I also just liked it because of Mirabel herself and make things an even playing field due to her natural lack of a “gift”. I went with Encourage since the buff itself sounds like a decent fit for her and I liked the idea of it overall when Barley was introduced. It just didn’t work out that well with him, so ultimately wanted to try a concept of it with her as well. But mostly just needed to give her another “angle” besides the no abilities active skill.

  • Divert Attention - This is just a way to “charge” Encourage and hopefully not result in her immediate defeat. I also wanted her to have an attack of some kind if she were to be in a friendship campaign and/or be alone in battle in general, to actually have a chance of fighting back if needed (especially if FGM is one of those options).

  • Healing Morsels - Went back and forth on whether or not this should Cleanse. I feel like it should because of Julieta’s power, but opted for Hardy instead just to give it something if there isn’t currently anything to Cleanse present and help to prevent being afflicted with something afterwards.

  • Role Call - I didn’t want her White Skill to simply be ONLY basic attacks back and forth, so I figured it could help to make there be something that makes this a potentially more “deadly” skill overall. Of course, the numbers/effects could be adjusted if it worked out to be TOO strong or too negligible.

  • Family Miracle - I would of course love another means of dealing with True Damage effectively, but I’m not sure how this “absorb” feature would work in battle to know what number is best since I don’t believe we currently have anything like it AFAIK, in terms of being too effective or not effective enough. Same for the Armor buff, just enough to make it not too big of a scale.

  • Syndrome Disk - Ideally, this could work for both Mirabel and Barley, if it’s decided to use them together (or any future heroes with this), but Barley is rarely used, so may not matter unless he receives a rework of some kind.

  • FGM Disk - I initially used this in my concept for Antonio, but this probably would fit a Support better, so it seemed better here. The percentage again could still end up needing adjustments if too much or too little is given.

4 Likes

This seems a tad… excessive

… so it’s just 12 seconds of basic attacks?
No, just no. This would be a ridiculous mechanic especially given that she’s effectively disabling her own team…
Get rid of the entire active part of that skill and instead make it some sort of team heal or enemy silence as what you currently have is ridiculous and impractical.

This kind of makes the first part of the skill redundant then if she won’t always heal the ally with the least HP.

This is unnecessary as you could have just written ‘Heals the ally missing the most HP, including themself, for X HP…’

As in Max HP or HP healed?

*retain

Use a star emoji instead of an asterisk for this because you’ve just italicised all the text between the two variables

Would this include enemy heals because that’s probably a bit too OP then.

It definitely should as that plays into exactly what Julieta’s powers do. I’d keep the hardy as well though given it’s only targeting 2 allies at any given time so it wouldn’t be too OP.

It barely does anything to change that…

1 Like

This…won’t exactly take 30 min. of animation. Not sure what mean exactly, the description or the “scenario”. It will happen quickly, since she’s essentially running, picks it up immediately after tripping and the gestures. Maybe a couple of more seconds than most, though certainly nowhere near the time sinks of Kristoff, EQ and Max I feel. Piggy basically does this with a quick pose after (and not running), so not totally dissimilar if the “frantic” is fast.

Which is what the Purple skill is there for. This wouldn’t be something is a debuff/disable, affected by Hardy, Evasion, Tenacity, etc. It’s for the entire battlefield, which means that it will simply always be the case as long as she is alive. The idea would be that she could power up her Encouraged Ally to be able to mop up the enemies during this “phase” with the BD boost and not have a chance of anything popping off. Silence stops active skills, so it essentially does the same as in only allowing Basic Attacks as well. With the Purple, you have the option of Controls to drain energy so that you will be at a better position to fire off before they will once it’s over. More Damage heroes with great initial BD to deal more damage during this time. Whatever the case may be.

This could potentially be a new debuff that only affects the enemies, that could have a way of being countered, but it affects everyone due to the fact that it would simply be…quite debilitating otherwise. However, I did kind of think about doing this due to a character from another PB game, where you could prevent all enemy White Skills from happening. So, that kind of change could be a potentially better change, if the idea of the equalizer on the team as well makes it too unattractive for most.

This was put there as a means to specify what will happen when there are more than 1 additional Support on the team. Mirabel isn’t the one doing the healing, they will. So, as to spread the heals around more and not necessarily stack them, though it could be fine to leave as is in case one ally is WAY down on HP at the time and could use the stacking heals.

I’m borrowing wording examples from the game, in this case, this is how Russell’s ability reads, it’s literally an entirely separate section/sentence.

My thought process for this would be where that percentage of damage would essentially be negated entirely or just be added back to your health pool afterwards. Negation would probably be “easier”, especially if you could have just survived in certain situations, but I just pictured it more as an absorbing ability where you make it benefit you rather than hurt you. No real example, and the wording is weird to try to explain how I’m picturing this working in practice.

Ah, thanks, didn’t even notice that. I had this typed up outside of here and was copying and pasting. Didn’t even think about the fact that it’s used in the coding and would do that. Will keep a note of that.

Wording is weird, I initially meant on the ally team. So, for example, someone has a single/self heal, everyone would get that stated portion to them as well. All on both sides probably would be insane, but not my original intention for this. This could be looked at for strong AOE healing affects anyway, as either a way bolster weaker ones (like Timon & Pumbaa) or toned down if it’s a bit much (like Kristoff - KI/Gerald maybe). But maybe wouldn’t push them over the top either way.

Fair. Cleansing just made so much sense, but it was also super common for her concepts so…went for something different. But two heroes total is certainly reasonable as you stated, so might as well be both honestly.

PerBlue Entertainment | Terms of Use | Cookie Policy | © Disney