Character Concept (Mtu'Ter)

Cubical·3/2/2015, 3:40:17 AM·13 votes·9,500 views

Small disclaimer; This art work is **NOT ** mine, you can find the artist @ http://side34.deviantart.com/, He has really cool art work for champion designs and i recieved permission to use these for anything as long as i don't make money from it.

Lore and Quotes will be added in the future if this concept picks up

Skills:

ΞPassive: - Runic Sentinels

Mtu'Ter has large earth like pillars surrounding him, starting off with 1, and gaining 1 each time he levels up his ult. For every pillar surrounding Mtu'Ter, Mtu'Ter takes an extra 2.5% reduced damage. In addition, Mtu'Ter stores all of the damage he has mitigated and empowers him for a short period of time, grating him 50% of the damage mitigated as AP and** Movement Speed**, this buff lasts until Mut'Ter has not been attacked for 10 Seconds. All buffs also last 10% longer

ΞQ - Centrifugal Devastation ◎ 80/95/110/125/150 Mana22/21/20/18/16 second cooldown

Mtu'Ter uses his runic abilities to summon a power field (1000 Range) of damaging stones, spinning rapidly. These stones spin faster at the center of the location dealing 100/165/230/295/360 (20% AP) each second, All enemies in the area are slowed by 10% and slowly reaching 55% at the center (2% more slow for each 100 AP). This field lasts 6 seconds

ΞW - Kinetic Field ◎ 50/70/90/110/130 Mana22/21/20/18/16 second cooldown

Mtu'Ter creates an unstable terrain of quick sand like substance* (1000 Range) *, Enemies moving towards the center are granted a 35% speed boost, while moving away from the center causes a 45% slow for 6 seconds, if an enemy is not moving, they will automatically get dragged to the center, at 10% speed. All allies moving anywhere in the field gain a 20% movement speed bonus.

ΞE - Terra Guard ◎ 60/65/65/70/75 Mana50/46/42/40/38 second cooldown

Mtu'Ter creates a stone structure infused with ancient magic. Passive: Consecutive crowd control and slowing effects against Mtu'Ter have a 10% decreasing effect, up to 50% ***Active: *** Mtu'Ter summons a runic pillar at a target location, the pillar has 200/230/260/290/320 (+15% AP) health. The pillar lasts **10/11/11/12/13 ** and cannot be targeted. for the duration, enemies take an additional 3% flat damage. While Mtu'Ter or any ally is near the turret, 5%(+1% for every 100 AP) of damage taken is redirected to the Runic Pillar instead. The Runic pillar will sink into the ground once the duration is up or it redirects to much damage. The cooldown will not start until the pillar is gone or destroyed

ΞR - Tectonic Shift ◎ 150/225/290 Mana135/125/115 second cooldown

Mtu'Ter summons forth his ΞRunic SentinelsΞ to alter a selected area. The Sentinels rotate in a set function. Starting off with 2, and gaining one for each ult level up. Each Sentinel deals **90/110/130 (+30% AP) ** and knock backs enemies that walk into the moving sentinels depending on the direction they were walking when hit, these sentinels last 10/12/15 seconds and cannot be destroyed 1st Sentinel: Rotates in a small circle around the selected are of the cast 2nd Sentinel: Rotates in an oval path around the the 1st Sentinels path, (does not interfere with the 1st sentinel) 3rd Sentinel: Rotates in a larger circle out side of the 1st Sentinels path 4th Sentinel: Rotates in a circle a bit large then the 3rd Sentinel, but will switch directions depending on the the distance of an enemy (rotates faster than the other three)

Does not effect allies


Edit log: I changed the ult completely and switch the E a bit, since that seems to be the biggest issue of the kit Edit Log: Bumped after 2 years, redid the E ability again, might work more into this kit

15 Comments

PeacefulGypsy3/2/2015, 3:42:15 PM1 votes

seems pretty cool

Only Play Darius3/2/2015, 3:57:53 PM1 votes

There is ZERO (0) chance of riot ever bringing a fan-made champ to life, they themselves said this. So I don't understand why people spend (waste) so much time creating these champion concepts when they will never, ever, see the light of day.

Dreddeth3/2/2015, 10:01:43 PM1 votes

Cool concept, but the passive and ult are a little... weird. The passive seems like a cheap way to mitigate up to 20% damage, to say nothing of its buff, and its interaction with other buffs. I had to re-read the ult, and I'm still not sure exactly how it works.

Also I noticed a typo:

All enemies in the area are slowed by 10% at the center and slowly reaching 55% at the center (2% more slow for each 100 AP). This field lasts 6 seconds**.**

Otherwise, nice work. I can definitely tell most of what you're trying to do with him.

Goilo3/2/2015, 10:30:52 PM1 votes

Sweet idea bud!

Cubical3/3/2015, 4:38:23 AM1 votes

Heyo, thanks for the feed back! i might do something fun like add character lines sometime soon, but other wise i've just fixed some typos and changed his passive to 2.5 from 5. giving is a total of 10 at max ult now.

NullDragon3/3/2015, 10:17:55 AM1 votes

I like most of it. His ult is way too confusing, though, and is impractical.

The strongest ideas would be his passive and Q there. His E seems to be relatively odd and confusing, just a somewhat random ability. His W, on the other hand, is yet another slow(that detracts from his Q), and the combination is probably too powerful. Passive could likely stand to remove the increased buff time though, as it's random extra power that isn't very noticable.

I'd probably keep his passive and Q, and figure out what to do for the rest of the kit. Trying to figure out some sort of better, more cohesive kit.

FlameHalbrdOkido3/4/2015, 4:37:13 AM1 votes

Really fresh and well thought out, new take on the earth mage. I think its very unique.

Cubical6/20/2015, 2:08:02 AM1 votes

Update, i fixed some things