Malady, the Vine Maiden

Stacona·3/8/2015, 10:40:18 PM·1 votes·368 views

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tl:dr : play nice


Malady will be a ranged jungler utility mage setting up plays with a bunch of tripping traps with her vines through out the jungle great for an anti-counter jungle, anti-roaming, and anti-mobility tool (dashes and jumps stop on the vine's location and do not travel further) while being a great ganker and jungle clear being a 100% immobile mage. Her vine traps are great catching people out in pick comps or even protecting your laners from the enemy jungler by properly placing your vine traps in important paths to slow the enemy jungler down with the lock down so your lanes can get safely to their turret. Malady can work in poke/siege comps with her range in spells and being a ranged mage plus she can use her vine traps as a tool to try to prevent flanks because of the CC that they bring. Malady is a very supportive jungler mage that has a play style to control areas and have persistent damage with Vine Whip.


Basic Attack Range: 525 units

Movement Speed: 325 units per second

Trailblazer (Passive): Malady takes 20% less damage from monsters, deals 10/20/30% [@levels 1/5/9] increased damage to monsters, and restores 15% as health and 10% as mana based on damage dealt to monsters.

Malady will stealth whenever she enters into brush and persists for 2.5 seconds after leaving brush. If an enemy champion was in the same brush as Malady then the enemy team has full vision of Malady's stealth.

Vine Whip (Q): Cooldown: 3 seconds; Cost: 40/45/50/55/60 Mana Range: 600 units; On Enemy Cast: Malady latches a vine on target enemy to deal 50/70/90/110/130(+50%AP) magic damage. snare the target in place, and disable the target's basic attack for the next 0.8/0.9/1/1.1/1.2 seconds.

Range: 1500 units; On Ground Cast: Malady strikes the ground in the target direction to deal 50/70/90/110/130(+50%AP) magic damage to all enemies struck. Deals 100% increased damage against monsters and knocked-down champions.

Vine Trap (W): Cooldown: 35/30/25/20/15 seconds; Cost: 80 Mana; Range: 800 units Malady places a vine trap on terrain which the other side of the trap latches onto the other side of the area on the closest terrain remaining in place for the next 8 minutes or until an enemy minion or enemy champion walks, dashes, or jumps over the trap setting the trap off and knocking-down the unit for the next 1.1/1.2/1.3/1.4/1.5 seconds at the vine trap's location.

Entangled Vines (E): Cooldown: 24/22/20/18/16 seconds; Cost: 60 Mana; Range: 700 units Malady places entangled vines at the target location [radius ~450 units] for the next 5 seconds that slows enemies in the vines by 35/40/45/50/55% and prevents dashes, jumps, and instant teleports for enemy champions in the vines. Ally champions and Malady in the vines react as if the vines are a brush when inside the entangled vines.

After 5 seconds the entangled vines strangle enemies within them before disappearing to deal 120/165/210/255/300(+120%AP) magic damage to all enemies within the vines.

Grassy Terrain (R): Cooldown: 130/110/90 seconds; Cost: 100 Mana; Range: 1000 units Malady creates grassy terrain within a large area [radius ~1000 units] for the next 6/8/10 seconds that causes ally champions within the terrain to take 10% less damage and gain 10/15/20% life steal and spell vamp while enemy champions in the grassy terrain deal 10/15/20% less damage. Additionally Vine Whip snares its target in place for an additional 0.5 seconds or snares enemies in place for 1 second if struck enemies were in Grassy Terrain.


So unique effects here is that Vine Whip can be a point-and-click small damage nuke and root that disables basic attacks which is great for taking less damage in the jungle and setting up kill potential for ganking or use the spell on the ground to be a long range line skill shot that deals heavy damage against knock-down champions and monsters to have a set up play with your vine traps or deal increased damage to monsters at the expense of not being able to root the monster in place and for ranged monsters like Gromp to be able to avoid damage entirely.

So Vine Trap is a unique spell that is about setting up areas and interacts only with terrain that the targeting will indicate where the other end up of the vine trap will end up before placing the trap on the terrain when not on quick cast which will have a lengthy delay before it sets up fully roughly ~1.5 seconds so this spell is about setting up prior controlling areas of a map with a bunch of vine traps everywhere especially as a jungler where you naturally roam the map placing traps between wall segments as you travel the map and they greatly reduce the mobility of the enemy team being placed everywhere tripping over Malady's vines. Knock-downs will be a unique CC where it is not reduced by tenacity, cleansed, or quick silver sashed so be careful when taking out her vine traps because the CC can be devastating if the enemy team is nearby, the traps themselves deal no damage so if no one is nearby then there is no risk getting rid of the trap with your body.

Entangled Vines has duo capabilities of using it on the enemy for a powerful slow and prevent dashes, jumps, or instant teleports; which this interaction means that these spells can be used but they move zero units (nowhere) when the enemy champion used one of these spells within her vines with her vines traps stopping jumps and dashes means that Malady is meant to be this anti-mobility mage on top of having a point-and-click root for even more anti-mobility in her kit. The other option to use Entangled Vines is using the spell as a portable brush for you and your team creating an ally cast or an enemy cast for this spell despite being a ground cast ability.

Grassy Terrain is an area control ultimate for a short time, meaning you and your team becomes stronger defensively when within the area with the damage reduction and sustain while making the enemy team offensively weaker with the reduced damage when enemy champions are in the area, while making the skill shot of Vine Whip to briefly snare units and extend the snare duration on the point-and-click portion to enemy champion in the Grassy Terrain. So Malady is a very zone control and area control mage that makes the enemy restricted in mobility, even more punishing against mobile champions.

Hope you appreciate my champion concept of a jungle anti-mobility mage! Have a nice day! ~ Stacona

8 Comments

Troy2426213/8/2015, 10:47:41 PM1 votes

Malady? Only if her skin gives her a fedora.

Stacona3/9/2015, 8:30:23 PM1 votes

bump