Urviti, the Mad Plague

Nebuul·3/20/2016, 5:05:24 PM·3 votes·655 views

All beings know of the eternal struggle between the twins, Light and Dark. Brought forth at the dawn of Time, these forces, seemingly at odds with one another, surround and envelope all of creation. Philosophers have pondered at length as to why there cannot be just light or just darkness. The inescapable conclusion is that there can never be one without the other.

But what even the most wise of all philosophers have never understood -- what only the most insane have long comprehended -- is that there can be neither. For creation is the the tool of another being, one that existed before Light or Dark or even Time. That being is Order, and his enemy is Chaos.

Order and Chaos, much like Light and Dark, are warring twins, forever battling over which force will dominate. Always, as with Light and Dark, their battles have no winner, but instead are a never-ending stalemate.

Or were, until Order called forth creation. It locked the universe into linear time, and then brought about physical things that exist based on rules. And all of this creation was protected by an impenetrable shield of eternal order: Light and Dark. This shield, so seemingly thin and fragile, protects creation from the realm of chaos. A realm where there are no things, no light, no dark. There is no life, no death. There is not even nothing.

But Order did not defeat Chaos, for creation has creatures with minds that dream. And there need not be Light nor Dark nor Time nor Order in dreams.


Urviti, the Mad Plague, is touched by Chaos. In his mind, there exists no good and evil, no light and dark, no creation and nothingness. In his mind, there is only That Which Came Before. It cannot be explained or comprehended, but the mad somehow understand all too well. And the sane? Urviti's mind is a crack in the armor of creation, and his madness can spill into those around him.

Urviti is both ranged and melee. If you get next to him (within 200 units) all of his auto attacks are treated as ranged. If you are from 200-500 units, he uses melee attacks. Because chaos.

He is a mage/support character. Although he lacks any hard cc, his debuffs work well with a laning partner.

Passive: Seeping Madness Opponents touched by Urviti's abilities or attacks are touched also by Chaos. Their perception of creation is thus damaged. The more they are touched, the more damaged their perception becomes. Seeping Madness lasts 34 seconds and stacks up to 4 times. Only one stack can be gained every 9 seconds. The duration will be refreshed even if a stack cannot be gained. "Touched" is defined as taking damage from or being debuffed by his attacks and abilities. Damage from items or other champions' abilities dies not apply Seeping Madness.

  1. No darkness: The champion no longer perceives fog of war. It appears as though the champion can see the entire map. However, natural fog of war is still in effect, so no actual vision is gained.
  2. No light: The champion's actual vision radius is reduced by 18.9%
  3. No time: Cooldowns are increased by 9%
  4. No life: The afflicted champion cannot view life totals for any player, including themselves.

Q: Chaos Bolt: targeted ranged ability (750ish range) High single target damage with good (70ish) AP scaling on a medium (7ish sec) cooldown Urviti ruptures the veil of creation and fires a bolt of Chaos at a target, dealing magic damage and afflicting the target with Chaos Pocket for 0.666 seconds.

  • Chaos Pocket: 317 Area around afflicted unit: The rules of order are broken. Attacks are redirected, so that this unit will be hit by all attacks that would have hit any other target in the area. Additionally, any healing or shields placed upon the target will be instead redistributed evenly along all enemy and neutral units within the chaos pocket. If there are no enemy units in the area, then the heal or shield will affect the target normally.

W: Insanity Anchor: targeted ranged tether ability, 700ish cast range, 850ish tether break High damage over time, dealing damage every half second for 2 second for a max of up to 300ish + 90% AP Urviti forms a 2-way psychic connection with target enemy champion for 2 seconds, giving Urviti true sight in that champions field of view. In return, the target is granted a pure, uncensored view of the pure chaos in Urviti's mind, which is excruciatingly painful and disruptive to the sane, dealing magic damage and interrupting any channels the target tries to use as long as the tether is unbroken.

E: Disorder: Large Area of effect skill shot Defense reductions scale with 1-2% per 100 AP Urviti cracks the light/dark barrier, allowing chaos to taint an area for 2 seconds. Any enemy skill shot that would pass through or terminate in the afflicted zone has its final activation delayed by 0.51/0.59/0.73/0.8/0.902 seconds (a red targeting indicator visible to Urviti's allies marks the area). Additionally, enemies in the area have their magic resist and armor values reduced by 11/17/21.92/24/29%

R: Uncreate: Large Area centered on Urviti Damage scaling up to 250ish + 40% AP, shield scaling up to 180ish + 20% AP Chaos ruptures the veil of creation and flows freely out of Urviti's mind, briefly replacing creation with That Which Came Before. All player-summoned terrain is instantly dispelled. All debuffs on allies and non-flask buffs on opponents are likewise dispelled. Life and death are also dispelled, with enemies taking magic damage while allies gain a shield of chaos for 1.24 seconds.


Additional notes: All of Urviti's numbers should be "off." For example, he won't have a comfortable AP ratio like 60%. Instead, it would be something like 61.27%. His scaling per-level on his skills should not be linear. It should, for balance reasons, have effectively linear power curves, but all of his actual numbers should be not-whole and decidedly abnormal. Reading his stats should make a compulsive person cringe.

6 Comments

Tirja3/20/2016, 5:58:04 PM2 votes

I would honestly be terrified to go against this creature, the same kind of terror i felt on Kha'zix release patch. Riot needs to do this, give you some money and fund this guy...providing there are a few nerfs

Nekusen3/21/2016, 1:24:03 AM1 votes

passive: the passive seems incredible annoying, and riot said there will never be an ability that affects other players cooldowns. 34 seconds is a very long time for stacks like that to last, i wouldn't make them last higher than 4secs.

q: straight up broken, a single marked champion will receive all damage from BOTH TEAMS in a teamfight, it would be just easier to make it "kill target champion" also, it doesnt have any kind of scaling (ap, ad, whatever), no reason to get stats nor upgrade this spell.

w: completely troll spell to your own team, could be used by people to screw his own team. same as before, no scaling of any kind.

e: this could kinda make sense, but i would add ap-ad scaling.

r: should remove the buff-dismissal thing, and add scaling.

so, in general, it seems like a tank support as it doesn't have lots of means of damage, and his lack of scaling makes it so building tank is the best option.

also, whats going on with those weird numbers?

Nekusen3/21/2016, 2:49:05 AM1 votes

the thing about the passive is that it messes too much with the interface, for example Nocturne 's ult gives you the notion of fear and paranoia just by reducing your vision for a couple of seconds. try looking into the less messy and more efficient way of doing it, elegance is in simplicity.

q: you should look into Maokai 's ult and try to make this spell a reverse version of it, giving the target a defuff of about 4 seconds in which it stacks damage according to its surroundings and the "explodes", so at least the target has time to walk away.

w: i meant, the part in which you give your enemy complete vision of you and your allies, you can easily use that to screw up your teammates.

e: the point of adding scaling is to makes build choices relevant, with no ap-ad whatever scaling you don't give an idea of what the champion is. im getting the notion of it being a tank support.

r: shielding allies and damaging enemies seem way more useful, and a bit of an aoe slow and it would be a viable ability.

at least you should throw some general numbers or just say X% ap-ad-etc, so you give us an idea of the general idea or builds the champion uses.