[Champion Concept][AP Mage] Mortalis, the Ruined King
http://ang-angg.deviantart.com/art/Malthael-439876870 Shout out to the artist, click here to view this image.
This champion is heavily inspired by Malthael from Diablo 3!
Mortalis, the Ruined King
The tale of the Shadow Isles is an infamous one, and as such, beings such as Kalista, Hecarim, Thresh, Evelynn, Karthus, and Yorick exist because of it. The curse of undeath carries no exceptions, although it was long thought that the desperate king, who brought this curse onto Runeterra, was bound in death with his wife, he was instead doomed to walk the Shadow Isles as a wandering apparition. He wishes to be given the gift of death, and has found himself in the Fields of Justice in search of it.
http://www.hiveworkshop.com/data/ratory-images/93/93773-8662c2ca0793201e6c385bca2a4a8d16.jpg Passive: The Crown of a Fallen Empire Mortalis' abilities deal a percentage of the target's current health. A portion of that damage is stored within his crumbling crown. Whenever the crown reaches maximum capacity, it discharges and damages nearby enemy units and consuming all charges.
TL;DR Mortalis has a pool that he can charge by dealing damage, once it reaches full capacity, he discharges it to deal damage around him.
Capacity: 500 + 50 per champion level Maximum Capacity: 1400
Damage: 50 + 20 per champion level (+50% of bonus AP) Radius: (roughly about the size of Sion's "Soul Furnace")
http://www.hiveworkshop.com/data/ratory-images/110/110695-dcf6d28024b3e01b26ade65b10667eeb.jpg Q: Hand of Death Mortalis fires a straight line skill shot that will tether to the first champion hit and drain their health for magic damage over 3 seconds. Mortalis can have up to two instances of "Hand of Death" from normal spell casts active at a time, but not on the same target. After the tether expires, the target cannot be tethered again for a short duration. Mortalis can store up to 2 charges of "Hand of Death".
TL;DR Mortalis throws out a tether and drains an enemy's health. He may have two tethers active at once and stores 2 charges.
Cost: 50 mana at all ranks Cooldown: 10/9/8/7/6 seconds Cast Range/ Tether Range: 550 units/650 units Magic Damage: 30/50/70/ 90/110 + 3%/3.5%/4%/4.5%/5% (+1% for every 100 bonus AP) of Current Health Drain Rate: 1 tick every second Heal Ratio: 10%/15%/20%/25%/30% of all damage done.
http://www.hiveworkshop.com/data/ratory-images/108/108696-4a663d262d8c296610c55bc3ae6861e2.jpg W: Constrain When activated, Mortalis slows all enemies who are tethered to him for 5 seconds (slowly decreasing) and increases the rate at which their health drains while refreshing the duration of the tether. Enemies that have been tethered by "Descent of Madness" will begin to have their life drained as if they were being drained by an enhanced "Hand of Death".
TL;DR Mortalis slows enemies with existing tethers to Mortalis and drains them for more health.
Cost: 70/75/80/85/90 mana Cooldown: 14/13/12/11/10 seconds Slow: 20%/22.5%/25%/27.5%/30% Enhanced Drain Rate: 1 tick every .70/.65/.60/.55/.50 seconds
http://www.hiveworkshop.com/data/ratory-images/101/101431-6b5251f1b3806aa57975dc8d16dc2a5c.jpg E: Descent into Madness Mortalis takes flight and lands at a target area. Enemies in the impact zone will become tethered to Mortalis. Enemies who are tethered from the impact are grounded for 3 seconds. Can stack tethers with "Hand of Death".
TL;DR Mortalis lands at a target area, tethering enemies and grounding them.
Cost: 60/65/70/75/80 mana Cooldown: 20/19/18/17/16 seconds Flight Range/ Impact Radius: 650/250 (about the range of Aatrox's "Dark Flight")
http://www.hiveworkshop.com/data/ratory-images/105/105100-601e8d4b5714f5d57f812074fa624326.jpg R: The Ruining Mortalis leaves behind his physical body and causes an apparition of him to appear out of the ground at a target location, applying "Hand of Death" to nearby enemies upon arrival. For 15 seconds you will control this apparition and be able to cast spells and move around freely while Mortalis' physical body remains behind. The apparition will have a % of Mortalis' health and resistances and be able to move through units.
TL;DR Mortalis spawns a clone of himself at a target location that deals damage, for the next 5 seconds you will be able control Mortalis through the clone while Mortalis' real body remains behind and will be 25% more vulnerable to damage.
Cost: 100/120/140 mana Cooldown: 120/110/100 seconds Cast Range: 1500 Apparition Health/Resistances Ratio: 50%/75%/100%
Itemization
Core:
Offensive:

Defensive:

You want a mixture of defensive stats and AP!
Design Insight
I initially used "Malthael" from Diablo 3 as inspiration for this champion. However, as I was tying this up with the Shadow Isles, I remembered the Ruined King, and how the BotRK does current health damage! It was uncanny how these things had so much in common, so I decided to shift the concept to fit the Ruined King.
His abilities were developed from a lore perspective.
- His passive, I thought of how his title as "king" hurt others around him during his madness due to the fact that they were his subjects.
- His Q, as I read through the lore, I noticed that the king leeched happiness from others because of his madness. Also, when his wife was ill, not even his own hand could stop his wife's death.
- His W, as he went mad the king start to constrain his own kingdom, to the extent of falling.
- His E, I merely named it after the king's falling to madness.
- His R, the final stage of the king's madness in which he caused the creation of the Shadow Isles.
Mortalis is supposed to be an AP toplaner or Midlaner. He has amazing sustain/dps (scary, I know.), but lacks a reliable source of burst damage. His goal is to initiate with his E to ground his enemies then throw out his Q's for damage. Once he has all his tethers set, he can use his W to ramp up the amount of damage he is dealing to more quickly charge his passive and keep tethered enemies in range. Once he reaches full capacity, he will discharge and hopefully finish off his enemies.
Mortalis is especially weak in 1v1 battles, without multiple sources of damage he can't get off his passive. His damage initially will be very good, but as the target's health is being dwindled, the current health damage will become miniscule. So, with the passive's flat damage (I initially had it as missing health damage, but that would be op) will do in finish off the target. HOWEVER, once Mortalis gains several enemies to target, the amount of damage that he deals will multiply. He will get off multiple passive procs and multiple tethers that will keep healing him. This is his main strength.
When it comes to teamfights, Mortalis is an absolute monster with his ultimate. Similar to Fiddlesticks (in more ways than one) Mortalis will ult unseen. His apparition will then be able to pop up in the middle of a team and deal massive amounts of damage to many targets as if he were there himself. The enemy team will need to quickly focus down this apparition in order to prevent it from dealing free damage. This may seem quite op, however, his body will be extremely vulnerable to assassins! An effective assassin will be able to see where Mortalis' body is (a tether will be formed from the apparition to Mortalis like Kalista to a bound ally) and kill him, removing him from the fight. If the assassin fails to eliminate Mortalis' body, then Mortalis can finish out the duration of his ultimate and emerge unscathed to further assist in the fight, if need be. I initially got inspiration for this ability from Leoric's (from Heroes of the Storm) "Wraith Walk".
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