[CHAMPION CONCEPT] Morpheo, The Dream Caster

CrazyBear1987·11/3/2016, 4:10:20 PM·5 votes·919 views

UPDATED 25/11/16

  • = Updated Changes or Notes

So this is my Sandman character, building to be more of a support / mage who's unique mechanic is putting his enemies to sleep.

http://vignette1.wikia.nocookie.net/riseoftheguardians/images/a/a1/Sandman_in_the_books.png/revision/latest?cb=20121208003244 (artwork does not belong to me, only using it as reference)

*Name Change ideas: Lectus (Latin for bed) Theodor (from the malay word "Tidur", pronounce Tea-door, is sleep is bahasa)

If you were to change the name change it to Jada. It means sleep in korean feel free to add you own suggestions on a name and Tag line (Sleep master, Snooze friend etc)

Morpheo throws Dream Sand from a bag on his belt. He cannot throw it very far (same attack range as Urgot)

Dream Sands(Passive): Morpheo's basic attacks add one stacks of SLEEPY on to enemies he attacks. Each stack lasts 3 seconds and slows enemies by 10% of their movement speed, taking any form of damage from any source removes 1 second from a Sleep stack. At 3 stacks, the target becomes ASLEEP

ASLEEP: Target is rooted up to 8 seconds, all previous agro from minions is reset ,but they gain increase in HP and Mana regen. Note: Similar regeneration effect from fountain, but reduced by 90%. Receiving any form of damage from any source will CHANGED: reduce the ASLEEP effect by 1 second, after the duration they will be AWAKE!.

Notes: Minions will not priorities ASLEEP targets unless they are the only target left. Jungle monsters/epic monsters don't care.

AWAKE!: Target is unable to gain new SLEEPY stacks, lasts 10 seconds. (This is a buff and can't be removed by cleansing or Spell blocking abilities or items)

(Was the E Changed to Q, now does small damage +AP) Catch a snooze(Q): Morpheo throws a bag of his Dream sand towards his enemies, making them tired or sleepy.

Morpheo aims a shot toward a target location and throws a bag of Dream Sand at that location, ** NEW: dealing 20/30/40/50/60 +AP** to the first enemy unit, (REMOVED: instantly putting them to sleep) adding 1 stack of SLEEPY onto the target and nearby enemy units. (Nearby units are not effected by the damage) Cost: 70 mana Cooldown: 14/13/12/11/10 seconds (added cooldown scaling per rank) *(as mention this is a skillshot like Lux;s Q)

Nightmare(W): (ASLEEP Targets only) Morpheo's sends horrible visions towards his sleeping enemies. (Similar effect range to Twitch's Contaminate effect) Morpheo's target's that are effected by ASLEEP around him and gives them NIGHTMARES, the ASLEEP passive is removed and instead ASLEEP targets are under NIGHTMARE, they receives NEW: 40/50/60/70/80 magic damage +AP on cast and DOT of 5% of their max HP while ASLEEP, up to 5 seconds. NOTE: After the Nightmare is over, enemy unit will be AWAKEN. Cost: 80 mana (reduced mana cost since it's only if they are ASLEEP) Cooldown: 20/18/16/14/12 seconds

REWORK/CHANGED (Was the Q changed to E) Lullaby(E): Morpheo sings a lullaby to a single enemy, making them tired and slowing them until the fall asleep.

Morpheo's target an enemy Champion and is rooted in place, a tether is created that lasts for 6 seconds, each second they are tethered to Morpheo, the champion is slowed by 10% and receives 1 Sleepy stack per second.

Morpheo can cast Lulaby on a single Ally target, they will have increased HP and Mana regen effects similar to being a ASLEEP, Allied targets are not considered ASLEEP but will receive the AWAKEN mark afterwards. Cost: 70 mana (Removed: per second) Cooldown: 15 seconds (increased cooldown time for utility balance)

*(So imagine Fiddlesticks W, but instead of lifedrain, while in range the enemy is just slowed (enemy of course can run out of range from the thether), adding stacks of SLEEPY to the target, this can also be used to heal allies) p. s hope this is clear XD

(Slight Rework) Nap Time(R): Morpheo throws his Dream sand Bag into the air, making enemies in the area very tired. (Zigs range and area size)

Morpheo target's a large area of effect in vision range, enemy units inside receive 2 stacks for SLEEPY for each second inside the area, lasts 5 seconds. Targets already effected by ASLEEP/Nightmare have their duration increased by 1 second with every 3 new stacks of SLEEPY. Cost: 200 mana Cooldown: 160seconds (lowered mana cost and duration due to rework.)

Starting items: item 3301 item 2009 End build: item 3157 item 3091 item 3100 item 3115 item 3096 item 3006

Check out my other concepts, feel free to comment, your feedback is much appreciated.

If there is 10 upvotes i'll do a lore/backstory, animation ideas and skin ideas.

10 Comments

YellowYodel11/7/2016, 4:04:42 AM2 votes

I'd love to see a sleep mechanism in the game! Great idea!

hunterspec11/3/2016, 4:11:59 PM1 votes

sega would sue

Raxistaicho11/3/2016, 5:01:18 PM1 votes

Hey there! I'm here to offer you some advice :)

Passive: New forms of cc are always interesting, this reminds me of Mesmerize from Smite. Mesmerize is characterized by being a stun that's usually easier to activate than most stuns, but taking damage will break Mesmerize instantly. In Morpheo's case, I definitely think that you can knock the number of require stacks down to 3. Yes it's targeted cc that lasts for-freaking-ever if not interrupted (I'll get to the problems with that later), but the cc is way too easy to remove. A coordinated team will wake their sleeping buddies up pretty much instantly, and if Morpheo is with his allies he'll never put anyone to sleep because they'll be attacking and clearing his stacks. Having the duration set at 1 second per stack looks weird to me, since Morpheo has to put 6 to put people to sleep. I'm guessing he has another ability that also puts enemies to sleep.

Q: His Q appears to have two effects @.@ How do you activate one or the other? Is the first targeted? 25 mana per second is crazy for a basic ability, especially since MOrpheo doesn't seem able to willingly break the tether himself. I don't think this should be his Q, Q's are usually "primary" abilities, and this definitely looks more utility-based.

W: The damage is pretty crazy, even given that the enemy has to be under a unique form of cc to activate it.

E: Ground-targeted abilities (the way the ability is written reminds me of them) usually are not minion-blocked, but either way this ability is pretty crazy. Morpheo will use this, if he hits then he triggers his Q to keep them sleeping and uses his W to deal crazy damage.

R: Being able to cc your own allies in a manner that doesn't make them invulnerable is kinda crazy, Morpheo could troll his own allies with this. The ability itself also makes his E irrelevant, considering that it's better in every way when used properly. 400 mana is really high for any ability, and ultimates are mostly normalized to costing 100 mana for all champions.

None of his abilities have any scaling on them, they don't appear to change at all when ranked up, might wanna fix that. Another issue is that he doesn't seem to have any ap scaling (his only apparent damaging ability just deals unchanging % max health damage) and since his Q, E, and ultimate make his on-hit effect useless, there's no reason to build anything but straight tank. Another issue I have is that there's no obvious reason to pick him, he doesn't split push well (his only damage is single target) and outside of his ultimate he's incredibly bad at teamfighting since everyone's going to be waking up his targets. He wouldn't even be a good laner despite how ridiculous his Q and W are together against melee champions in theory, since your own minions would wake up your targets.

Morpheo's a neat concept, but he needs a lot of work before he becomes a good one. Sorry for the less than glowing review ^^;

TigerNox11/5/2016, 12:17:57 PM1 votes

Hey there! you may haven't commented a whole evaluation on my concept, but I feel more than content to give you the full treatment :P Let's get started, shall we?

Lore is not important (or existent) for now so we'll cut that part. Also there are very few numbers on the abilities, which makes considering their power a bit tricky.

Now to the kit:

The passive unique CC (which is basically the heart of this kit) seems kind of... underwhelming. Sure, you can take a opponent out of the fight for quit an amount of time, but under the current conditions it just doesn't have much of power. In team fights there is way too much going on, and given there is only one AoE on your team, it almost completely denies the advantages it could give. In duo lane the support will always wake up the adc, and the adc will flee the moment his support is CCed. And in solo lane you don't have the damage to back it up, given that your minions are there too. What I would suggest is, that either teammates cannot wake them up, take the sleep on themselves instead or the target is taken out of the game completely, rendering them unable to act, invulnerable and untargetable. Either way, I would reduce the time and windup for the sleep, because it offers very little for a lot of work. And in general good teamplay will deny any of the bonuses.

Since I don't know the range of the Q, I will assume fiddlesticks range, in which case it walks a thin line. Because you fix the "problem" of people just walking out by slowing them increasingly, but that removes a lot of counterplay of the ability. On the other hand, why use this on a target that isn't on the brink of sleep? You can apply your CC and heal a bit, before a stray skillshot or a minion decides to interfere. And since sleep is unlikely to come out in a teamfight, you probably won't render yourself unable to act just for that one target to be woken up again.

W is maybe a little overtuned, but still not much to be reckoned with because of how fragile your CC is. Though I have a question: Is it casted on all sleeping enemies? Or just one? Because that would be a very harsh combination with your ult, assuming you get them all. But even then you have to rely on the mercy of your minions or agitated jungle monsters to leave them be.

E is basically the same as the Ult, but with worse range and blockablity. That's why I will discuss them together. First of, when you think of it, it is a discount bard ult. Healing your allies might sound tempting, but not only you lock them out of combat (or anything at all), but you also leave them vulnerable. You could say that's the same Bard can do, but Bard's subjects are invulnerable for the duration, whereas Morpheus aren't.

All in all, Morpheus surely has his niche: Locking stray opponents out of combat. But other than that, he lacks meaningful CC and a win condition against organized teams, while also walking a borderline of "You get a Bard Ult, and you get a Bard Ult!" and "I'm not doing anything". My recommendation is to rework the sleep a bit, give him a little more damage and CC, as well as an E/Ult that differs enough from Bard's enough to hold on it's own. Also, numbers. We can go and look up what the vision range is or what the radius on Zigg's Ult is, but we neither have the intention nor goodwill to do that. We just wanted to look at a concept and enjoy thinking about it. So please, add the numbers :P

That should be it for now. Know that I find the concept interesting, but there's a lot of work to be done before it is viable in League. I hope I wasn't too harsh, but always remember: I could always be wrong or I didn't get the hidden genius of this kit. I would have linked my concept, but since you already collapsed on that... meh, no reason link it :P

Anyways, have a good one!

CrazyBear198711/25/2016, 6:36:54 AM1 votes

Update Log 25/11/16

  1. Rename passive stack name: SLEEPY

  2. Mechanic redesign: SLEEPY stacks now slows targets by 10% of movement speed each stack and last for 3 seconds each.

  3. Mechanic redesign: SLEEPY stacks lose 1 second of duration when damage is received.

  4. Rename MAX SLEEP stack name: ASLEEP - Targets are rooted now, only minion agro is reset and have their duration reduced by 1 second when receiving damage from any source. After the duration of ASLEEP wears off, Targets are now AWAKEN!

  5. NEW mechanic: AWAKEN!: Target cannot receive any stacks of SLEEPY for 10 seconds.

  6. E Changed to new Q (slight rework): Added minor Damage to the skill shot, that spreads 1 SLEEPY stacks onto the target and nearby enemies.

  7. Slight rework on W: Does small nuke damage on cast and then DOT while still effected by sleep.

  8. Q changed to new E: Added a 10% slow to tether, Clarified that Morpheo is rooted during this channel.

  9. Ultimate Reworked: No longer insta-ASLEEP allies and enemies, instead like Gangplanks ult, but not Global, Adds 2 stacks of SLEEPY per second and lasts for 5 seconds. Additionally, Enemies already ASLEEP or under NIGHTMARE have their duration increased with every 3 stacks of SLEEPY added this way.

  10. Some added number, Cooldown and Mana adjustments and Scaling for damage or duration.