[Champion Concept] Maurthr, Keeper of Icathia (Support/Tank)

Ai Love Amour·7/23/2014, 10:54:31 PM·1 votes·708 views

Introduction: Hi, one my dream job is to be a champion designer for Riot. Usually when Riot is gonna release a new champ, I always get reminded of this. Thought it would be superfun to contribute one of my ideas to this board and hopefully get some constructive criticism, thoughts on improvements. Or any input related to this champion. Hope you enjoy it.

Lore WiP

Appearance WiP

Maurthr, Keeper of Icathia Primary Role: Support Secondary Role: Tank

Lore WiP

Quotes WiP

STATS WiP

ABILITIES Passive - Bane of Icathia: RANGE: 200 / 600 / 1000 radius Enemies in vicinity of Maurthr suffer a curse depending on which ability last used. Enemies afflicted can reset the curse by killing or moving afar from Maurthr or stay in the vicinity of friendly turrets.
Q - Enemies lose 1 movement speed per second, to a minimum of 200 movement speed. W - Enemies lose 1 AD and 2 AP per second, maximum loss of AD/AP 20/40 --- 40/80 --- 80/160 E - Enemies lose 1 / 1.5 / 2.0 Armor and Magic Resist per second
R - Effect of the curse is a combination of all, with doubled rate of loss at level 6, tripled at 11, quadrupled at 16 . Lasts 12 / 16 / 20 seconds. Can not be removed or cleansed. The curse will reset when the timer ends. Global Range.

Q - Iciathian Pandemonium - range: 900 cost: 100 mana Cooldown: 20 / 19 / 18 / 17 / 16 Passive: Maurthr's basic attacks confuses the enemy which reverses all their movement commands and randomly rearranges all their abilities for 2/3/4/5 seconds. Continuous attacks refreshes the confusion.

Active: Maurthr whispers a circular iciathian curse which echoes forward in a line, dealing 80 / 135 / 190 / 245 / 300 (+ 70% AP) magic damage at contact. Reactivating this ability without hitting a target transports Maurthr to its current location but increases the cool down by 30%. If Maurthr reactivate this ability on one or multiple enemies, it will be pulled to his location and knock them up for 0.5/0.8/1/1.3/1.5 seconds. -For every enemy champion pulled, the cooldown on Iciathian Pandemonium gets reduced by 2 seconds. -The radius of the circle grows per level 100/125/145/155/175

W - Iciathian Deception - 40/40/40/40/40 Mana - Charge receive time: 35 / 31 / 27 Active: Maurthr lays down a fake vision or stealth ward which provides no vision. Enemies who removes or disables the ward receives 100 / 150 / 200 / 250 / 300 damage (+ 50% AP) and takes magic damage every second equal to a percentage of their maximum health for 2/3.5/4/4.5/5 seconds. -There is 1/20 chance that Maurthr places a vision ward instead of stealth ward. -There is 1/100 chance that Maurthr places a vision ward that instantly kills the enemy if destroyed. -Maurthr can ward jump to his own placed traps, but the ward will be destroyed in the process. Normal wards cannot be used for jumping. Stealth wards have a 3 minute duration and vision wards lasts until destroyed. Maurthr generates a new ward periodically, affected by cooldown reduction, and can only store up to 5 wards at once. Placing these wards does not affect your limit of placing wards on the map.

E - Iciathian Death Wish - 60/70/80/90/100 mana - duration 7.25/11.5/13.75/15/18.25 seconds - 500 range: Active: Maurthr dives into the mind of his ally and becomes untargetable. The ally gets a vision of Iciathia, driven by insanity the ally receive 100/150/200/250/300 Armor and Magic Resist. -Ally with Death Wish lose 1%/1.5%/2%/2.5%/3% of it's current HP per second. -Ally with Death Wish will be affected by a randomly crowd control spell for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds. The random CC spell cycles every 3 seconds. -Ally who dies with Death Wish will also kill Maurthr. -There is 1/20 chance that the ally gets executed but gets 300% more respawn time. Maurthr will reappear with full Hp/Mana when the ally dies.

R - Iciathian Wisdom - 100/100/100 mana - 200/180/160 seconds - 700 range: Maurthr receives and can mimics the ultimate ability of a enemy target, but loses 1/3 of his HP depending on conditions. -If Maurthr mimics a non-damaging utility ultimate the cooldown on Icathian Wisdom is reduced by 1/3 with no HP loss. -If Maurthr kills any enemy with a mimicked ultimate then he will not suffer HP loss. -The enemy affected by Iciathian Wisdom have their ultimate ability instantly put on cool down. -If the ultimate is not used within 5 seconds, Maurthr loses the ultimate and goes on cool down.

Explanations WiP

ITEM BUILDS WiP Starter Items: Trinket:

Essential Items:

Offensive Items:

Defensive Items:

Example of Full Build: WiP

UNLOCKABLE SKINS WiP

TRIVIA Maurthr means murder in gothic langauge.

3 Comments

Commander Roller7/23/2014, 11:55:20 PM1 votes

Q's passive is waaaaaaaay too overbearing, I think, W is interesting, and E is painfully prone to trolls. R is also interesting, but again, somewhat overbearing. (Think about mimicking veigar ult, or tryndamere, or even TF)

Flintfall7/24/2014, 2:42:37 AM1 votes

Aw man, I had this huuuuge wall of text discussing the kit, and then I accidently deleted it, so I'm too lazy to re-create it. I will, however, try and give you a run-down. I love your passion for being a designer (something I might hopefully do later on down the road)


Overall, I love the way you innovate and try and think outside the box, but in doing so you tread into the forbidden zones of gameplay patterns and balancing. oooh~ so scary~

Your passive lacks interesting gameplay choices outside of 'stay away from me', and to me that feels lame and unavoidable. You are punished just by being in the same lane as Mauthr without him doing anything (besides missing an ability if anything)

Your (Q) punishes an enemy for getting into your attack range, and pretty much guarantees your death if you let him autoattack you. If Mauthr is ranged this makes for a ridiculous passive.

Having that passive as an ultimate for a small duration would be devastating, because right now you are punishing your enemies for abilities and passives that are almost literally unavoidable unless you are afk, which someone will no doubt do when playing against him.


Your (W) punishes an enemy with instant death, why on earth should anyone die instantly? If you leave an entire ability's usefulness on a the luck of RNGesus and have that reward on the extreme, that promotes no thinking, no decision, just crossing your fingers and hoping that it works. It's not fun for the player, and it certainly isn't funny to the guy who has no idea why he died at full health on Diana.

Your (E) punishes yourself and your ally for doing it's job. I'm not quite sure what else to say other than it also kills yourself and an ally of choice instantly if the game feels like it.

Your ultimate is alright, though it still punishes you for doing it's job to some extent, and it has acceptable trade-offs, so I'd call it a wee bit iffy.


And yes, this is the shortened version with lazier formatting (and a hell of a lot less bullet points). My overreaching points are that a champion's kit shouldn't work against itself (not hurt you for doing it's job), the gameplay needs to be engaging on both parties if possible, death should be avoidable, and should be fun. Right now as the kit stands, I wouldn't have too much playing it aside from a bullshit (W) that instakills an enemy lategame, and even then that isn't that great knowing I did a dumb cheese move.

I would just entirely cut out RNGesus, because right now it only serves to terrorize the player and his enemies, for no apparent reason/driving choices behind it.


The concept sounds like it has a lot of wiggle room for a curse driven champion, there are better ways to go about the kit than RNG, instant death, and slow stat drains.