CC: Marin, the Indignant Judicator
Two redirects here:
- Conceptually, Marin's character introduction: http://boards.na.leagueoflegends.com/en/c/fancreations/pbMzndVV-tales-from-runeterra-the-force-of-indignation
- Marin's backstory, characteristics, and a small list of what in-game dialogue would be: coming soon-ish maybe kinda sorta.
While I've been playing around with characters for stories and such, I've been applying them to League - I figured it wouldn't hurt to roll them in as a champ concept for shiggles.
With the nerfs to armor incoming and the inevitable fall of the late-game tank dream, Marin's all about filling the role as an offensive, anti-ADC tank - in terms of gameplay, the flip-side to Rammus. She's meant to deliver the tank's wet dream of being a brick wall while also being a terrifying force capable of doing an oppressive amount of late-game damage. While Rammus has basically skirted the ground of being the death of any ADC he manages to get close to (besides Vayne), Marin still allows for counterplay to her in dueling, but remains a forced to be reckoned with if an ADC tries to go at it with her by themselves.
When filling in a role as a character, Marin is also meant to be the game's she-hulk - a massive lady not just in height but in build, about 3/4ths the size of Sion (because let's face it, no human's going to be bigger than him). After all, those ensuring justice through violence will have to be able to back it up.
So let's go over her skillset and stats (consider stats to have a small margin of error for balance):
Health: 597 - 2140 Health Regen: 8.75 - 23.5 Mana: 295 - 1065 Mana Regen: 8.5 - 18.5 Armor: 26.4 - 85.4 Magic Resistance: 32.1 - 53.4 Attack Damage: 60.3 - 118.6 Attack Speed: .600 - .710 Range: 150
The idea behind her stats:
Marin is meant to look like a late-game hypercarry in the form of a tank - taking a page from Jinx, she gains massive, brute force bonuses when she has her hammer in hand, but can trade it for weaker - but swifter - attacks if she's feeling pressed for some quick damage.
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Passive: Zealot's Crusade(Bonuses increase at levels 7 and 13) While wielding her hammer, Marin ignores 5%/10%/20% of an enemy's armor. Her AD is also increased by 20%/35%/50% during this time and has 75 extra range. When using her fists, Marin loses her hammer's benefits and gains 40%/60%/80% bonus AS instead.
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Q: Hammer Throw Mana: 50/60/70/80/90 Cooldown: 14/13/12/11/10 Range: 1000 units (this ability has a .25 second delay before the throw, and switches her melee to her fists) Marin throws her hammer (traveling 1375 units/second) towards a targeted area. The hammer's travel speed, distance, slow, and ending champion damage drop by 8% for each minion or monster it travels through. If the hammer impacts a champion, it will deal 40/75/110/145/180 (+60% bonus AD) plus 8%/8.5%/9%/9.5%/10% of the champion's max health in physical damage before ricocheting off and landing a short (175 units) away, dealing the primary damage in a small area (300 units). Wherever the hammer lands, it will remain in that spot for 6 seconds before returning to Marin. This ability applies a 60% slow for 1/1.25/1.5/1.75/2 seconds on both damage parts. This ability always does full damage to minions and monsters despite the decreases. If the champ impacted on the throw is already affected by crowd control, they will be stunned for .5 seconds instead. Marin gains 20%/25%/30%/35%/40% bonus MS while running toward her hammer ("toward her hammer" is considered the hammer lying within a 180 radius in front of her). If Marin is close enough (melee range) to her hammer, she can reactivate this ability to pick up her hammer, refunding half the remaining cooldown.
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W: Dauntless Mana: 30 Cooldown: 16 Range: Self-Cast Passive: Marin passively reduces all ranged damage (and applied on-hit effects, including true damage) done to her by 5%/10%/15%/20%/25%. She also receives 5 stacks of Dauntless; each stack further decreases the damage dealt by 1%/2%/3%/4%/5% up to a maximum of 5 stacks. Ranged champion attacks decrease these stacks by 1 on hit (only 1 per .5 seconds can be removed at once, meaning it takes 2.5 seconds to remove all stacks). Active: Marin rekindles her resolve, refilling her stacks of Dauntless and granting her 15% tenacity for 3/3.5/4/4.5/5 seconds.
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E: Earth Cracker/Grapple Mana: 60/65/70/75/80 Cooldown (Earth Cracker): 10/9/8/7/6 Cooldown (Grapple): 14/13/12/11/10 Range: Melee Hammer: Marin winds up her hammer for .65 seconds before slamming it in the ground, dealing 70/120/170/220/270 (+50% AD) magic damage in an area around the point of impact (300 unit radius) and applying a 25%/30%/35%/40%/45% slow for 1.5 seconds. This move cannot be interrupted and Marin becomes unstoppable during this time-frame. Any enemies hit directly by the hammer (125 unit radius in the center) will take double the damage as physical damage, ignore an additional 35% armor, and be stunned for 1.25 seconds instead. Fists: Marin grabs hold of her target, suppressing them for .75 seconds before throwing them (~250 units). Within that time, reactivating the ability will change the direction she throws them in - otherwise she will default to throwing the enemy toward her hammer. If the enemy impacts a wall, they will take 50/75/100/125/150 (+50% AP) magic damage and be stunned for .75 seconds.
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R: Terrifying Light Mana: 100 Cooldown: 120/100/80 Range: Self After a .3 second delay, a blinding light emanates from Marin. Enemies within a 700 unit radius and facing her when the light flashes will take 100/150/200 (+80% AP) magic damage and be feared for 1/1.1/1.2 seconds. Enemies are then blinded for 1 second after the fear ends. Any champions within the radius when the ability goes off will be marked for Judgment, taking 75/100/125 (+30% AP) additional magic damage from the next champion attack or ability to hit them. Enemies do not have to be facing Marin to be marked for Judgment.
Counterplay against Marin:
With all of her MS increases, slowing her into kiteability can be hard - hard CC, however, still does the trick, even with her small tenacity increase.
Marin doesn't have any immediate jump, so you have time to run when she decides to charge. If you're ranged, try to use this time as well to get in some free hits to take down her damage reduction on you.
While certainly terrifying up close, Marin doesn't reduce melee champ's damage or ability damage that doesn't apply on-hit effects - piling your melee champs onto her can ensure some major damage. She may also need to burn her ult in order to escape - though she may live, she certainly won't be as useful in the next fight. Just look out for her hammer's E!
After throwing her hammer, Marin will have at least 6 seconds where she will have no way out - counter-engaging can always work wonders, and cutting her off from her hammer can really hurt her damage output against any bulky champions.