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
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
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
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
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
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 ) seconds after activation. Encourage from Not Special, Special persists for 10 (2 per ) 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 ) of any heals during battle.
Concept Notes
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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.
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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).
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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.
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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.
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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.
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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.
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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.