[Champion Concept] Melanthe, Maiden of the Marshes

BigBenClockTower·9/3/2014, 11:11:53 PM·2 votes·1,361 views

Introduction Hey everyone! BigBenClockTower here, and welcome to my second Champion Concept placed onto the Beta Community Boards. It's also my first contest entry on the Beta Community Boards, so this is exciting for me, and I hope it is for you too.

Melanthe, Maiden of the Marshes will not only be my September Champion Concept Contest entry, but will also mark the first concept in my "GenreBusters" series of Champion Concepts, where I look at genres not usually associated with MOBA games, and derive Champions out of them, whether it be Platform, Strategy, Puzzle, or even Racing. Melanthe's concept comes from the Survival Horror genre, not one normally associated with MOBA games in general. She borrows heavily from the themes the monsters often employ in these games; their myriad of ways to terrify, confound, and ultimately, kill.

However, even if this is a contest entry, the golden rule still applies! One review of any of my concepts gets you one review from me on a Champion of your choice! I like being fair, and I love seeing original concepts too.


About QuickJump Tags My posts have a tendency of getting long sometimes. What can I say? I love detailing everything. It's super fun for me, and gets me motivated to put these Champion Concepts forth. However, sometimes, people just want to see certain things without scrolling through a lengthy essay. So, for those who simply want to see the stats, kit, or other parts of Melanthe I've concepted, I've added special QuickJump tags to each section for easy finding. Simply press Ctrl + F, and type the tag you want to jump to.

Description / Lore / Relationships = [-DLR-] Stats / Roles / Tips= [-SRT-] Abilities = [-ABL-] Recommended Items / Quotes / Skin Ideas = [-RQS-] Doom Mode = [-DOOM-] Updates = [-UPD-] Conclusion = [-CON-]


[-DLR-]

Description Melanthe, Maiden of the Marshes, is an enigmatic woman whose design is heavily inspired by traditional Japanese ghosts of vengeance, called Onryō (literally, "Vengeful Spirit"). The long white dress she wears is marred by stains from the swamps in the Marshes of Kaladoun (which is where she hails from), and looks ready to fall apart at any moment given it's heavily ripped state. She normally hides her face behind long black hair, but sometimes (especially when angry) she reveals it instead. When they are seen, her eyes glow an off-white color, and her face reminiscent of a supermodel's; it was pretty and attractive to look at when she still lived. When she is angered, however, the face transforms into something else entirely.

Her skin is a pale gray color, and her figure lithe and nearly perfect. She also stands on the smaller end of average Human height. Though this combination might be sultry to some, that is where any attraction normally ends. Beginning with parts of her left cheek, dried blood still remains, and following the trail leads to her neck, which is encircled by tight, but long worn out, ropes. The gash left by the rope looks enough to have almost beheaded someone, and definitely shows age. The blood continues onto her bosom and torso (this latter part unseen by method of the dress, no matter how much it is falling apart). Her looks are dirtied by the swamps of the marsh as well, and her ragged appearance chases many away when they see her.

Lore Melanthe was a model. A fashion model. A supermodel. So stunning were her looks that her mere appearance in town drew crowds alone. Whether Zaun, Demacia, Noxus, or even Bandle City, she was warmly welcomed wherever she went. That is until she took a lover, a man of the masque, whom never revealed his name. It is said that, although the two loved each other more than anything, the man of the masque was always overshadowed by Melanthe, to the point that it slowly started causing conflict between them. Formerly a renowned street act, no one wanted to watch him when Melanthe was around, and his hatred slowly grew to overpower his love.

During a date (of which the two routinely shared many), he invited her to a secluded place, a marsh far from anyone else, where the two could be alone together. She agreed, and followed him there, which was when he made his decisive move. Swiftly disabling her, he hung her from a tree in the swamp, and made his get away clean. The man of the masque never said what happened to his lover, but he did spread rumors of a monster in the marshes that chased the two of them apart. People began murmuring that Melanthe was still there, and, pressured by the people, he lead them to her last known location, ready to reveal the truth.

However, when they got there, the noose was gone, and Melanthe was nowhere to be seen. Rather, the entire group was blindsided from behind by a woman with glowing white eyes, and a rope securely fastened around her neck. She let out a blood curdling scream as her hands became massive claws, and her lithe and shapely form turned grotesque, and she left no survivors that day, sans one who escaped by literal hairs. He returned to the cities, and confirmed the reports of the monster, and that it had killed Melanthe. This hanged woman could not be allowed to idly cause harm on the lose, so a call was issued for any brave souls who could try to reason with her.

A young man met the call, and traveled to the marshes to talk with Melanthe. Through effort, and a bit of luck, he managed to strike a deal with the "monster" that she was. He learned the truth, that she was hung by her lover out of jealousy, and wrote the tale down to be forever known. While she stated there was no redemption in Humankind from her point of view, the man managed to get her to sign a contract. He'll get her story known, and recover as much of what she lost as he could, and she in turn, wouldn't harm innocents. Agreeing to the proposition for the time being, she let the man go to do his side of the bargain.

His work paid off and crowds welcomed her back. Her pale form was still alluring, even in death, and while she still traveled and modeled in all the city-states (sans Ionia), the citizens of Zaun held special reverence for her. She regularly visits the Shadow Isles as well, feeling a certain kinship with many of the other souls there. However, she still views the Marshes as her home, and many an explorer of the place after the fact claims to see her ghostly form there still, residing in her domain...

"Her looks were said to be legendary, and her lover's jealousy lead to her demise." - Excerpt from the Brave Soul who Interviewed Melanthe

Relationships Friends: Elise Karthus Yorick

Rivals: Lucian Maokai


[-SRT-]

Base Stats and Roles

Attack Power: 7 Defense Power: 5 Ability Power: 7 Difficulty: 6

Primary: Support Secondary: Assassin

Creator's Comments: The values expressed for the stats below are per level, as used on the LoL Wiki. This means it includes Level 1 as a level up for all intents and purposes, so be careful when doing math with these values! Also, remember that Attack Speed as listed is the Level 1 value.

Health: 420 (+80) Health Regen.: 7.5 (+0.5)

Fury: 100

Attack Damage: 44 (+2) Attack Speed: 0.650 (+2.75%)

Armor: 18 (+3.5) Magic Res.: 30 (+1.25)

Range: 125 (Melee) Movement: 325

Tips

Playing As Melanthe: Maiden of the Marshes works best the closer you get to people, as she can double, or even quadruple her Fury gain, while also penalizing opponents. While this compliments both being a Support and being an Assassin, you need to make sure you can avoid being jumped, or can survive a focused skirmish, as Melanthe lacks reliable methods of escaping or backing out of fights short of wasting Unnerve and Scare Tactic, which is a large part of her laning presence and zoning capability.

Hanged is a great tool to zone an opponent and set up a potential kill, but make sure it is aimed and timed well; Melanthe throws the noose relatively speedily. Also consider where you will run to when the noose does land, so you or your allies can capitalize on the slow, or the damage.

Unnerve doesn't cost Fury if only the stealth portion is used, and is not interrupted by use of Teleport, Recall, or the Zhonya's Hourglass. Use this to scare and flank opponents prior to, or during, ganks and skirmishes. It's also fun to use Unnerve to approach for a surprising and usually successful No Escape!.

Scare Tactic is a powerful tool that can stop escapes, and reposition herself, but remember that it can only ever be used if Unnerve is used, and that means wasting Melanthe's sole escape and one of her powerful laning tools. As both Unnerve and Scare Tactic share a cooldown, decide when it is best to use Scare Tactic.

Sharpen is more powerful when it is spread consistently in a fight. If No Escape! would not be beneficial to the circumstance, it is almost always better to leave Sharpen active and spread damage and armor shred around the enemy team. As Sharpen drains Fury while active, be sure you don't want to do anything else with your Fury before committing to long periods of Sharpen usage.

No Escape! works best when Melanthe is right next to someone, and loses effect as distance is put between her and an opponent. This leaves it sketchy at best for escaping, so always have a backup plan ready when committing to a fight and activating No Escape!. Kills and assists extend it's duration, but Melanthe will need to rely on basic attacks to do her damage, as the ability eats her full Fury bar and prevents Fury gain for it's duration.

Playing Against Melanthe Maiden of the Marshes gets the most effect out of having Melanthe be next to you, potentially doubling or quadrupling her Fury gain, while also issuing minor penalties to attack damage and possibly attack speed. Staying out of her range is the best way to stop this passive from being useful, but it also only applies if you can see her, meaning she cannot sit in a bush and still affect you. This means she will be visible when she wants it to work, and can be poked and dissuaded into hanging out as she's pretty fragile.

Hanged is different from most linear collision skillshots in that the effects are dual in nature. The ability will either deal damage, or cause a slow. Watch where Melanthe moves if she lands the noose on you, and decide whether the slow is better, or the damage is better. If the damage is a scary prospect, it is all physical, so building armor can mitigate a lot of it. The ability cannot pass minions, so blocking it with them is also a very easy out.

Melanthe's Unnerve doesn't cost Fury, but Scare Tactic does. If Melanthe uses Scare Tactic, then you know she cannot use No Escape!. After the 0.5 second Flee is used up, she is very vulnerable to being assailed, as she lacks easy methods of escaping from bad situations (Unnerve / Scare Tactic are her escapes).

Sharpen only takes effect on you if you let Melanthe attack you, and she has no gap closers aside from No Escape!, which applies her full Sharpen value anyways. As Melanthe is susceptible to crowd control outside of No Escape!, kiting her while she is burning her Sharpen is the quickest way to prevent it.

No Escape! is hard to escape from, and is a massive stat boost if Melanthe can get within 600 range of you. However, short of burning her escapes, she has no real way of closing with you to surprise you, and will burn a few seconds of No Escape! to catch you. Her stat bonuses and the ability's reveal mean that it is best to simply fight her; don't run unless you have lots of powerful crowd control. As she isn't the bulkiest champion, she will die relatively easily to good sustained damage. Also, she screams when she activates the ability, and the scream is heard globally, so you know when she activated No Escape!, which means Unnerve was ended, and she has no Fury to use any of her other abilities.


[-ABL-]

Maiden of the Marshes - [Innate] Melanthe's inner rage and lust for vengeance wills her to remain in this world, and her haunting guise terrifies those who see her. Melanthe generates 1 point of Fury every second. If an enemy Champion is within 1200 range of Melanthe, her Fury generation rate is doubled to 2 points every second; instead quadrupled to 4 points every second if they are within 600 range. Additionally, any enemy Champions within 1200 range that can see Melanthe have their attack damage lowered by 10%; additionally having their attack speed lowered by 10% if they are within 600 range.

Creator's Comments: Maiden of the Marshes is the core ability that was shaped by survival horror standards, which is mostly having a scary monster chasing after you for whatever reason. For some examples of inspirations channeled here, the Witch from Left 4 Dead, Mary from Damned, and Sadako from The Ring were all referenced for imagery and effects. In a lot of those games and films, the monster always got scarier faster the closer you got to them, so I wanted to represent that in Melanthe's Fury system. Therefore, I gave her an ability to increase it faster the closer she is to someone.

The idea of seeing a monster that is better to run from than fight influenced the idea of lowering attack damage by a small percentage, and since getting right next to the monster most of the time is a right good scare, adding the attack speed slow helps with the whole "get closer and she gets stronger" effect that the Fury mechanic she has runs on. As that same Fury powers her abilities, she essentially wants to be on top of you as often as possible. Wink wink, nudge nudge, say no more. ;D

Anyways, let me know what you guys think.

Hanged - [Q - Linear Collision Skillshot] Melanthe undoes the noose around her neck, and throws it in a targeted direction. If it connects with a target, she traps them in the noose. Trapped targets are tethered to Melanthe's location out to 1200 range, and are slowed by 10/15/20/25/30% for the duration of the tether. If they ever move beyond 1200 range, they take 10/20/30/40/50 (+ 15% of Ability Power) physical damage every half-second spent outside of the tether's range. The tether lasts three seconds before freeing the trapped target. Minions and Monsters take half-damage from Hanged.

Cost: 20 Fury Cooldown: 12 seconds (Starts after the Tether Duration ends.) Maximum Physical Damage: 60/120/180/240/300 (+ 90% of Ability Power) Tether Duration: 3 seconds Range: 1200 Projectile Speed: 1800

Creator Comments: Hey guys. did you know Melanthe was hanged? No seriously, it's how she died. The noose still clings to her neck however, and she can use it as a weapon. This ability is thematic, and helps her in her dual roles as a Support OR Assassin, whether to catch a fleeing target with a slow, or set up a kill for an ally (or herself). As far as how the damage is applied, when trapped targets step outside the tether's range, the noose around their neck pulls against them, and of course, starts choking them. Hey, I try hard here, alright? It helps her kit with what it is designed to do overall, and that is staying close to opponents to hinder them.

Unnerve / Scare Tactic - [W - Ground Targeted Blink] First Cast - Unnerve: Melanthe fades from the view of her enemies, and will be invisible to them for 4/5/6/7/8 seconds. Attacking or using any abilities (other than Scare Tactic) or items will reveal her again, and end Unnerve early. While invisible, Melanthe can use Scare Tactic. Activating Teleport, Recall, or a Zhonya's Hourglass will not break her invisibility.

Cooldown: 20 seconds (Starts when Unnerve is cast, even if Scare Tactic is used.)

Second Cast - Scare Tactic: Melanthe may blink to a location of her choosing up to 400/525/650/775/900 units away. Upon arriving at the targeted location, she immediately reveals herself, causing all enemies within 600 range of Melanthe to flee for 0.5 seconds.

Scare Tactic Cost: 40 Fury

Creator's Comments: Bread and butter scare techniques. Common in many Horror games, a good jump scare makes for a good setup. Monsters and teammates alike will love a small self-centered AoE flee effect. Unnerve can be used without Scare Tactic, so ambushes are possible with or without. Try stuff. It's a cool ability, and Unnerve doesn't cost Fury (although Scare Tactic does). I'll blurb more about it as it comes to me (and y'all ask questions). Just for fun, try a No Escape! out of Unnerve's invisibility. It's as fun as Fiddlesticks and Co.

In seriousness, however, this ability can help in both a Support or Assassin aspect, setting up a kill for team or self, as well as aid in peeling and escaping.

Sharpen - [E - Toggled On-Attack Effect] Toggle - On: Melanthe's sharp fingernails mutate and take over her hands, causing her hands to turn into grotesque claws that enhance her basic attacks to deal additional damage with every attack, and shred armor (only applies on first hit, effect is renewed with each successive hit). Melanthe loses 4 Fury for every second Sharpen is active. If an enemy Champion is within 1200 range of Melanthe, her Fury loss rate is halved to 2 points every second; instead quartered to 1 point every second if they are within 600 range. Melanthe cannot gain Fury while Sharpen is active.

Cost: 4 Fury per Second Cooldown: 1 second (Between toggles.) Additional Physical Damage: 5/10/15/20/25% of AD Amount of Armor Shredded: 5/10/15/20/25% Armor Shred Effect Duration: 3 seconds

Creator's Comments: Melanthe's Sharpen adds damage and shreds armor at the expense of Fury. Again, being closer to opponents adds benefits in many ways (reduced Fury cost being the primary one). Her ability to assassinate is bolstered by Sharpen rather nicely, but the supportive component is still there; allies can benefit from an opponent's shredded armor you know.

The Fury drain was intentionally created to ensure that Melanthe cannot have Sharpen active forever (if she could, it'd need to be nerfed). Also note that No Escape!'s bonus to attack damage applies the bonus percentage currently granted by Sharpen's rank, which means more incentive to raise it, but at the expense of Unnerve and / or Hanged.

No Escape! - [R - Self-Targeted Buff] Melanthe screams and lets her rage consume her to enact vengeance, increasing her attack damage, attack speed, and movement speed for a short period of time, while reducing the duration of crowd control effects. These bonuses are doubled when enemy Champions are within 1200 range of Melanthe; instead quadrupled if they are within 600 range. All enemy Champions are revealed to Melanthe and her team during her frenzy. Each enemy Champion kill or assist during her frenzy extends the duration of No Escape! by 5 seconds, however, she cannot gain Fury while No Escape! remains active.

Cost: 100 Fury Cooldown: 80 seconds (Starts as soon as No Escape! is cast.) Bonus Attack Damage: 15/20/25 (+ Sharpen's Current Bonus Percentage) Bonus Attack Speed / Movement Speed: 15/20/25% Crowd Control Reduction: 15/20/25% Duration: 10 seconds

Creator's Comments: The big ability Melanthe has. With a full bar of Fury, she can enter a fit of rage that grants her a stellar stat increase. Using the bonuses, she can initiate for a team, glue to a target, and assassinate anyone who is close enough if she is building that route. The global scream is a nice touch and a giveaway to opponents that she's on her rampage, but there is no hiding from her; she'll see you wherever you are.

Continuing with the theme of distance here, her bonuses increase based on who is near her, and how near they actually are to her. Percentages are treated as numbers here for the bonuses, so 20%x4=80%, as an example. This ability really has the most effect if Melanthe is near enemies, which, if she's doing her job as a Support OR Assassin, she should be within range to make full use of No Escape!.


[-RQS-]

Recommended Items Starting Items: item 3301 item 2003 item 2044 item 3342

Creator's Comments: This opening works well in all cases for Melanthe, as her job involves hanging around and standing as close to opponents as she can, and that she works really well with a teammate in lane with her as a general rule. The Stealth Ward can be dropped for a couple of additional Health Potions if the enemy has a composition that can poke really well, and the Scrying Orb can be subbed with a Warding Totem if that becomes the case. The Coin is self explanatory, and allows Melanthe to be more productive in a Support role as it is upgraded.

Although not listed, Assassin Melanthe might want to open with a Doran's Blade and Health Potion, or, should someone try jungling her, a Machete and 5 Health Potions, as both starts ensure she gets some level of momentum going, to ensure she can pull off the roaming Assassin archetype, which is something else monsters in these Horror titles do aside from scare you into getting killed by something else (which is more of what Support Melanthe does).

Essential Items: item 3009 item 3050 item 3069

Creator's Comments: The core of every Support Melanthe. As she works with an ally in lane, Zeke's Herald and Talisman of Ascension provide her with stats she can use, give allies useful effects as well, and in general work really well with her kit. Boots of Swiftness were chosen because Melanthe has a horrid base speed, and limited mobility outside of a No Escape! with an opponent within 600 range. While Boots of Mobility can work well, the Assassin half of Melanthe can't afford losing all the speed they provide in combat. Boots of Swiftness solve most of her problems that Boots of Mobility would give her. The slow resist is a nice plus as well, since Melanthe is very susceptible to crowd control outside of No Escape!.

Although not listed, Merc Treads and Ninja Tabi might make for good alternative choices of Boots, as both give Melanthe something she wants (Tenacity and Tankiness respectively). More selfish Assassin Melanthe players can possibly run Spirit of the Lizard Elder and Ravenous Hydra for easy farming (jungle or lane) into the higher priced, but powerful, late game attack damage items that Assassins love.

Offensive Items: item 3142 item 3153 item 3046

Creator's Comments: For the more offensively minded Melanthe player, this trio of items helps augment and fix some of Melanthe's biggest weaknesses. Phantom Dancer lets her pass through Minions while moving, Blade of the Ruined King has a neat active that only benefits Melanthe, and the Ghostblade provides stats and an active that Melanthe can use when taking an offensive stance.

Although not listed, Assassin Melanthe might want to consider an Infinity Edge over the Ghostblade, especially if penetration and mobility is not required. Coupled with the Phantom Dancer, and No Escape!'s bonuses, Melanthe can hurt in close quarters. Statikk Shiv and Last Whisper are also good fun if their effects are needed.

Defensive Items: item 3143 item 3156 item 3068

Creator's Comments: These items compliment Melanthe's playstyles, and provide her with some good tankiness to be an initiator or even a Fighter hybrid. Granted, she will lack for damage (even with No Escape!), but not dying is always a plus right? One or two of these should be more than enough for most Melanthe builds without losing too much.

Consumables: item 2003 item 2044

Creator's Comments: Everyone uses these. Enough said.

Quotes Upon Selection "Will you betray me too, Summoner?"

Movement "My vengeance knows no end." "Lead me to them, that I may exact my revenge!" [With Full Fury Bar] "It is time...to hunt...them all..." [With Full Fury Bar] "Almost...there..." [During No Escape!] "HUNT THEM DOWN!" [During No Escape!] "THEY CANNOT ESCAPE ME!"

Attacking "They will fall before me, and realize what they have done!" "Their jealous souls will be their end." [With Full Fury Bar] "Just a little closer...then...then..." [With Full Fury Bar] "In...mere seconds...they will..." [During No Escape!] "MY REVENGE MADE REAL!" [During No Escape!] "NOW THEY DIE!"

When activating No Escape! [Loud Global Scream]

Taunts "Are you, perhaps jealous?" "You cannot kill me a second time!" [With Full Fury Bar] "Your death...is only the first..." [During No Escape!] "I WANT NO TEARS OF YOU! IT IS A WASTE OF GOOD SUFFERING!"

Joke "Don't turn on your television..." [Menacing Giggle] [After Sobbing for a Couple of Seconds] "Sorry. Something got in my eyes." [With Full Fury Bar] "Hello. I want to play a game." [During No Escape!] "HI, I'M MELANTHE. WANT TO PLAY?"

Dance [Melanthe does the Skeleton Dance]

Recall [Melanthe crawls Into a television, then crawls out of it at base]

On Death [Melanthe screams in agony as she fades into nothing.]

Release Skin Concept: Yuki-onna Melanthe Melanthe's appearance is revamped to make her resemble a Yuki-onna, a type of Yōkai (literally, "Strange Apparition") in Japanese folklore. All of her abilities take on Yuki-onna related imagery, such as the noose in Hanged replaced by the image of a child (as they were said to trap and lure people by carrying a child), or Unnerve having her fade into a cloud of mist and snow. Her animations and sounds are altered accordingly as well.

Legendary Skin Concept: Teke Teke Melanthe Melanthe has her model changed to demonstrate the Teke Teke Onryō from the related Japanese urban legend. Melanthe now floats around the map while missing the lower half of her torso. The claws from Sharpen are replaced by scythes instead. All of her animations and sounds are changed as well, to relate to concepts from the urban legend.


[-DOOM-]

Doomed Maiden of the Marshes - [Innate] Melanthe's inner rage and lust for vengeance is no longer able to be quelled by simple matches, and her haunting guise is now a brutal representation of what she used to be. Melanthe generates 5 points of Fury every second. If an enemy Champion is within 2400 range of Melanthe, her Fury generation rate is doubled to 10 points every second; instead quadrupled to 20 points every second if they are within 1200 range. Additionally, any enemy Champions within 2400 range of Melanthe have their attack damage lowered by 20%; additionally having their attack speed lowered by 20% if they are within 1200 range.

Doomed - [Q - Linear Pass-Through Collision Skillshot] Melanthe undoes the noose around her neck, and duplicates it with pure hatred, throwing a noose in eight directions around her, each noose passing through minions and monsters. If any noose connects with an enemy Champion, she traps them in the noose. Trapped targets are tethered to Melanthe's location out to 2400 range, and are slowed by 10/15/20/25/30% for the duration of the tether. As long as they remain tethered, they take 10/20/30/40/50 (+ 15% of Ability Power) physical damage every half-second. The tether lasts three seconds before freeing the trapped target.

Unnerving Doom / Scare Tactic of Doom - [W - Ground Targeted Blink] First Cast - Unnerving Doom: Melanthe fades from the view of her enemies with a menacing cackle, and will be invisible to them for as long as she pleases. Attacking or using abilities will NOT reveal her. While invisible, Melanthe can use Scare Tactic.

Second Cast - Scare Tactic of Doom: Melanthe may blink to a location on the map of her choosing. Upon arriving at the targeted location, she also creates nine copies of herself that appear at random across the map. She is immediately revealed, and all enemies within 1200 range of any Melanthe (copy or not) are terrified, and flee for 1.5 seconds.

Sharpened Doom - [E - Passive On-Attack Effect] Passive: Melanthe's sharp fingernails mutated and took over her hands, causing her hands to turn into grotesque claws that enhance her basic attacks to deal additional damage with every attack, and shred armor (only applies on first hit, effect is renewed with each successive hit). Melanthe does not lose Fury to this ability. If an enemy Champion is within 2400 range of Melanthe, she instead gains 1 point of Fury per second; instead doubled to 2 points every second if they are within 1200 range.

You Are Doomed! - [R - Self-Targeted Buff] Melanthe screams and assumes her ultimate form to enact her revenge, increasing her attack damage, attack speed, and movement speed for a short period of time, while reducing the duration of crowd control effects. These bonuses are doubled when enemy Champions are within 2400 range of Melanthe; instead quadrupled if they are within 1200 range. All players are revealed to Melanthe and her team during her frenzy. Each enemy Champion kill or assist during her frenzy extends the duration of No Escape! by 10 seconds. She can gain Fury while in **You Are Doomed!*, but the values are equal to Maiden of the Marshes, not Doomed Maiden of the Marshes.

Extra Doom: Melanthe will spout a relevant quote from famous monsters in scary movies whenever she uses an ability (excluding You Are Doomed!, where she will still have her global scream).


[-UPD-]

Updates 9/3/2014 - First Release of Concept 9/4/2014 - Added W Ability, Added E Ability, Added Lore, Added Recommended Items, Added Quotes and Other Goodies. -------------------- Added Doom Melanthe (with Changes Listed if Any), Slight Stat Changes. -------------------- Slight Grammar and Formatting Changes, Removal of Under Construction Messages. -------------------- Added explanation of Recommended Item Choices. -------------------- Scare Tactic: Range decreased to 400/525/650/775/900, from 800/950/1100/1250/1400. Flee duration reduced to 0.5 seconds, from 1.5 seconds. -------------------- No Escape!: Crowd control reduction decreased to 5/10/15% (max 20/40/60% when quadrupled), from 15/20/25% (max 60/80/100% when quadrupled). -------------------- Scare Tactic: Ability description updated for clarity. 9/5/2014 - Added two Skin Concepts. 9/8/2014 - Removed references in lore to joining the League of Legends, which will no longer exist as Riot juggles their lore. -------------------- Added Relationships. 9/9/2014 - Added tips, added cooldown values to all abilities (how did I overlook this the first time? lol), and clarified No Escape!'s description by adding a sentence.


[-CON-]

Conclusion Well, that's about it for this concept. It's contest ready, and open for improvement from any who are willing to help me improve it. Any opinions are appreciated, and all suggestions and questions are welcomed about what is here so far. Have a great day Summoners!

-BigBenClockTower

10 Comments

Angry Monster9/4/2014, 5:40:06 PM3 votes

So minus the anti CC% values(when quadrupled) I feel the ult is the best part of the kit. that said.....

How can you put in a teleport with CC on arrival on part of a kit let alone on a non ult? Tf in beta had a global on "E" and then moved to his ult and then nerfed for range. Teleporting is really strong ability and few champs have. Lissandra with her "E" has 1050 but it is set in a direct path and is telegraphed. Then she has to use other spells to actually CC a person.

The Q has no counter play. I either stay in range of the enemy when tethered or get out of the slow and get hurt. How is this meaningful counter play? Lesser of 2 evils is not a real choice in this game. Yeah you could say that not getting hit is the counter play( i disagree), but then to my next point.

Also tether spells currently always have away out. The tether is a charge/windup of a spell and is part of the power gate.

dialMARK4acti0n9/5/2014, 3:35:06 PM1 votes

I don't see how she could be played as a support honestly.