Marid, Progenitor of Shurima
"I have nothing left to take. I have everything to give." -- Marid
OVERVIEW OF MARID http://imgur.com/7rENsY6.jpg Credit: Dominic Gomes
Primary: Support Secondary: Fighter
A creature of magic from a long-forgotten age, Marid is on a quest to restore Shurima to its former glory. Marid is an aggressive support that excels at turning fights around in his favor and subjugating enemy damage sources. He focuses on getting into close range with his enemies to deliver huge amounts of damage.
Marid's passive is called Shifting Sands, and consists of two parts. The first allows him to move through units, which works with his high base move speed to make him fairly mobile despite the lack of a dash. The second recharges his mana when he takes damage, which allows him to make consistent use of his spells so long as he's taking damage from enemies.
Marid's Q, Heat Wave, slows enemy speed in an area. If Marid attacks an enemy in this area, he deals bonus damage and reduces the target's attack speed. Heat Wave's strong area slow and threat of bonus damage allows Marid to zone enemies despite his melee range. Marid can also use Heat Wave when in a skirmish to severely weaken his enemies' dueling potential. Overeager use of Heat Wave can put Marid in a bad spot because its long cooldown gives enemies a large amount of time to engage.
Marid's W is Burning Sirocco and it is what makes him dangerous in extended fights. Enemies near Marid take damage from Burning Sirocco and receive stacks of burning sands. These stacks multiply his damage and can seriously hurt enemies if they stick around too long, even if he doesn't build much AP. However its prohibitively high mana cost makes it less useful as a zoning tool and more for when an enemy is trapped.
Marid's E, called Host of Scarabs, gives him durability and greater trading power. It provides passive magic resistance based on rank, which allows him to face-tank poke from enemy supports or ganking mages, and an active shield for self-preservation or to aid an ally. Due to it's incredibly large mana cost and static cooldown, Host of Scarabs is not ideal for maxing first in lane unless taking a lot of harassment. This combines well with Heat Wave lategame to make Marid a strong, inescapable diver with the right setup.
Earthen Grasp is Marid's ultimate ability. It is a high-risk, high-reward maneuver that allows him to set up huge combos with his team due to its vacuum effect. When using Earthen Grasp, Marid channels for a long time while summoning a sandstorm at a location. Strong visual indicators make the enemy aware of the effect and force him to use coordinated crowd control and the element of surprise to successfully land the spell. After Marid finishes channeling, he blinks to the sandstorm's location and draws in nearby enemies. Because of the lack of crowd control in laning phase, his ultimate is less useful for post-6 skirmishes, making up for these later in team fights.
LORE
http://img2.wikia.nocookie.net/__cb20140705085601/leagueoflegends/images/thumb/c/c0/Shuriman_Crest.jpg/220px-Shuriman_Crest.jpg Credit: Riot Games
Before the Rune Wars, and before the great buildings that now lay in ruins were ever raised, Shurima hosted lush plains and light forests. Those lands were home to Marid's first memories. He was a djinn, a race born (or perhaps created) to serve the lands of Runeterra. Marid was the djinn of Shurima, and he toiled to keep it alive and healthy for many years, welcoming the races that settled there. First the yordles, then humans and armordillos. Their populations grew to enormous numbers and their presence gave the land greater life. It was with his guidance that the Shurimans sculpted their first statues and raised the first Shuriman pyramids to the sky. In those days he was the master of winds and flew on clouds of mist.
But expansion is not always good. As the races mastered rune magic to greater and greater heights, they began to corrupt the very land of Shurima. And as Shurima became worse, so too did Marid. He tried to stop the advancing practice of rune magic and even sabotaged several centers of study, but the Shurimans were too invested in their discoveries and he loved his land too much to completely destroy it and build anew. So Marid hid beneath the land and waited, living each day with a growing ache in his body as if something were eating its way from the inside out. And in a way, there was.
The fall of Shurima is a story older than even the oldest living records, and is fraught with falsehoods like most old tales are. The truth of this cataclysm began and ended with Marid. As civilization advanced in Shurima, Marid's connection to the land caused each use of rune magic cut away a little of Marid's control over his magic until there was nothing left. When the last of these restraints broke, Marid's magic exploded. The earth split and ground against itself and boiling rain poured from the sky. The Temple of the Falcon collapsed, its statues shattered like glass, and thousands of lives were lost.
In this devastation, what was left of Marid's essence entered dormancy. He rebuilt himself over the eons, but emerged far different from before. Once accompanied by cool winds, Marid became one with Shurima's vicious sky and its burning sand. He sought out the League of Legends, seeking a way to restore Shurima to its former glory, even at the cost of his life.
CHAMPION DETAILS
http://maxcdn.thedesigninspiration.com/wp-content/uploads/2010/02/greg-staples/Djinn-01.jpg Credit: Greg Staples
Health: 442 (+102) Health Regen: 7.5 (+0.85) Mana: 200 (+40) Mana Regen: 5.5 (+0.8) Attack Damage: 55 (+3) Attack Speed: .651 (+2%) Armor: 23 (+3.5) Magic Resistance: 30 (+1.25) Range: 125 (melee) Move Speed: 345
**Passive - Shifting Sands **
Marid ignore unit collisions and 10% of damage he takes is converted into mana.
(Hidden Passive) Marid grows in size when under the effects of any of his spells.
Q - Heat Wave | Cost: 45 / 50 / 55 / 60 / 65 mana | Cooldown: 17 / 16 / 15 / 14 / 13
ACTIVE: Marid fills a 400-radius area with overbearing heat. For the next 4 seconds, enemies in the area have their movement speed slowed every quarter of a second. If Marid attacks an enemy in the area, he deals bonus magic damage and slows their attack speed is slowed for 1 second or until Heat Wave ends.
Affecting a champion with Heat Wave counts as attacking them for the purposes of drawing minion and tower aggro.
- Range: 600
- Movement Speed Slow: 20 / 25 / 30 / 35 / 40% (+5% per 100 AP)
- Bonus Magic Damage: 10 / 15 / 20 / 30 / 35 (+10% AP)
- Attack Speed Slow: 20 / 25 / 30 / 35 / 40%
W - Burning Sirocco | Cost: 10 mana per second | Cooldown: 1
TOGGLE: Marid whips a burning sandstorm around him, dealing magic damage and applying a burning sand stack to nearby enemies every half second (max 10). Enemies with stacks of burning sand take 10% more damage from this ability per stack.
- Range: 175
- Magic Damage Second: 30 / 50 / 70 / 90 / 110 (+30% AP)
E - Host of Scarabs | Cost: 60 / 70 / 80 / 90 / 100 | Cooldown: 10
PASSIVE: Marid's connection to the otherworldly power of the desert grants him a host of scarabs which provide a passive bonus to magic resistance. ACTIVE: Marid sends a swarm of scarabs to protect an ally, granting them a shield and providing them with his passive bonus to magic resistance for 5 seconds.
- Range: 850
- Magic Resistance: 10 / 15 / 20 / 25 / 30
- Shield: 80 / 120 / 160 / 200 / 240 (+80% AP)
R - Earth's Embrace | Cost: 100 mana | Cooldown: 100 / 90 / 80
ACTIVE: Marid channels for 1.5 seconds, creating a sandstorm that build at the target location. He appears at the location of the sandstorm at the end of the channel, dealing magic damage and drawing in all foes in a 350-radius. Enemies he drew in are then slowed.
- Range: 1000
- Magic Damage: 125 / 200 / 275 (+60% AP)
- Slow: 20 / 30 / 40% (+10% per 100 AP)
ITEMS AND STRATEGY Marid is designed as a moderately tanky AP support. His primary damage output comes from Burning Sirocco, so most builds are designed to maximize its effectiveness.
Starting:
x2
Essential:
Offensive:
Defensive:
Consumables:
__
QUOTES AND INTERACTIONS
Upon selection:
They will burn beneath the heat of the scorching sun.
Movement:
Shurima will rise again. For the good of Shurima. I see where I must go. Where I walk, no footsteps fall. I shall rebuild.
Attacking:
I will break you. Become sand. My touch is like living fire. No mercy. For Shurima!
Joke: Marid summons a pile of sand and sits on it.
Yes, I'm a genie. No, I don't live in a lamp. For the last time, I won't grant you any wishes. Ooh, this sand is nice and toasty. Ah yes. Do you want a seat?
Joking near Ryze:
Shurima will RYZE again! Get it?
Joking near Ezreal:
No, YOU belong in a Museum!
Joking near Brand:
Is it just me or is it getting hot in here?
Joking near Amumu:
Hello old friend. I'd give you a hug but you'd put my fire out. You've changed so much, Amumu. You look more... dead.
Taunt Marid summons a growing ball of fire, then abruptly quenches it
Imagine this flame is your life. HA! Just wait for my power spike... You will burn beneath the desert sun.
Taunting near enemy Nasus
You would not want to see Shurima as it was. I know the pain of a great loss, Nasus.
Taunting near enemy Leona
The sun was not made to be your tool, Leona. You disappoint Shurima.
Taunt near enemy Soraka
You call that a wish?
Taunting near enemy Zilean
Tell me of Shurima's future. Will it be reborn? You can see Shurima's future, Zilean. Tell me what it is.
Upon using Heat Wave
Perish in the heat. You will go mad beneath the sun. Nature is not kind.
Upon using Earthen Grasp
Come. To. Me. Welcome to my tomb. Shurima's Vengeance! It's too late.
Upon using Earthen Grasp on Malphite:
Stone buried in stone.
Upon using Earthen Grasp on Lissandra:
This is a real tomb!
When warding:
By the light of the desert sun. I see all... this is just for decoration.
Special (if idle in brush)
Why isn't this grass burning?
CHAMPION SKINS Base Skin (520 RP): Marid's upper torso is tan and human-shaped. His head is bald except for a single long tassel of black hair. The lower half of his model is bathed in fire and sand which move around him slowly, and he floats a little higher off the ground than Zilean. In resting position, Marid's arms are crossed. When moving, his left hand is raised and holds a small ball of fire while his right hand is at his side in a fist.
- Q - The area becomes shaded red (colored circle around it to indicate the team) and hazy, like hot air. Marid grows inside in the area and his fists burn with a deep red fire.
- W - Marid grows and the sand lower in his model grows darker and extends out to the range of the spell. Enemies with stacks of burning sand have a dark red circle underneath their model.
- E - As soon as he puts 1 rank in E, small purple scarabs flutter through the clouds of sand at the base of his model. Targets of the shield are surrounded by a transparent spherical shell of sand and a ring of scarabs.
- R - The sandstorm is the same size as Marid at the time of casting and remains until he erupts out of the earth, tassel flying and untamed. He pulls four pyramid walls quickly towards him (dragging champions with them) and then quickly crumbles them.
http://maxcdn.thedesigninspiration.com/wp-content/uploads/2010/02/greg-staples/Erhnam-Djinn-02.jpg Credit: Greg Staples Corrupted Marid: Marid's skin and fire effects are green and he wears his tassel more poorly groomed. His sand appears more like smoke.
- Q - The area is instead a grayish green, and Marid's burning fists are a similar color.
- W - The smoke grows larger and enemies with stacks of burning sand have a dark green circle underneath their model.
- E - The Scarabs do not change color, but the shield is grey instead of sand-colored.
- R - The sandstorm is instead a large cloud of smoke. Instead of sandstone pyramid walls, Marid draws four cracked golden walls towards him.
http://blackmarches.wdfiles.com/local--files/gortrez/DJINN-500x700.jpeg Credit: Unknown Ghost Marid (975 RP): To fit with the Halloween skin theme. Marid's skin is white and the hair in his tassel is gray. His sand is replaced with white mist and he carries a magic lamp on his back.
- Q - The area is instead colored a pale grey. When in the area, Marid's fists burn orange.
- W - The mist spreads outward and targets with stacks of burning sand have an orange ring.
- E - Instead of scarabs, his passive effect and shield use candy corn.
- R - The sandstorm is a black fog. Instead of pyramid walls, Marid uses the walls of a haunted house. He has a chance to yell "Trick or Treat!" or "Knock knock!" when he erupts from the earth, instead of his normal lines.
New joke Marid puts a sheet on his head and pulls out a lamp, which he shakes in the air.
I knew I should have refilled this thing. I barely have enough fog left for the match. Booooo! Isn't that spooky?
New recall animation Marid struggles to pull the lamp off his back. After successfully grabbing it, he throws it on the ground and dives inside.