Did my own visual/gameplay concept of the eventual Morgana update just for fun

fool proof idiot··8 votes·4,495 views

https://orig00.deviantart.net/498c/f/2018/219/b/0/morgana_by_swooningandfalling-dcjg3n7.png

Passive, Soul Siphon: First auto against enemies under CC deals bonus magic damage and siphons HP, increasing her maximum health permanently. Q, Dark Binding: (combines q and w) Fires a bolt of dark energy that roots the first target hit, dispersed magic cascades past them leaving a trail of tormented soil that deals damage per second increasing based on missing health. W, Respite Veil: First press creates a gradually expanding field of magic that negates CC for allies within; second press closes field and damages enemies inside. E, Black Shield: grants a shield against magic damage, which also radiates dark energy dealing damage per second in a small radius. Shield is charged by magic damage dealt. R, Soul Shackles: Same, except the second effect pulls enemies slowly into Morgana rather than just stunning them.

The general idea behind this kit concept is to make Morgana more of a mid-champion as well as give her more to do/more agency.

  • Her sustain is condensed into her passive, which provides an additional damage source to her kit. Also since she wants to get close to everybody, the health-boosting aspect makes sense in that way as well as thematically. To me anyway.

  • By combining Dark Binding with Tormented Soil, she's making a choice between using Q for more effective waveclear or using it to engage/harass. As she is now, she presses W and walks away. Best case scenario, she hits a champion in front of some minions with it.

  • Respite Veil separates the CC immunity from Black Shield and makes it something you don't just slap on somebody and ignore. It stages a battlefield for Morgana and her allies, signalling to them that this is a relatively safe spot and to the enemies that they should hold off. On the other hand, if your allies are all grouped in there, that gives the enemy an opportunity for a big counter-attack. Decisions. If cast in the middle of a fight, its effectiveness is less guaranteed because it starts small. Obviously strong as hell tho so would need to be gated by a long cooldown. It can be dispelled quickly for AoE dmg, which I imagined would be %maxHealth-based but maybe it should just be flat.

  • Black Shield's pretty easy to get. I wasn't sure if the strength of the shield should be charged up by damage dealt, similar to how Athene's Unholy Grail works; or if it has a set strength that continuously replenishes itself while she's dealing dmg until it is destroyed. I like the former.

  • Soul Shackles is the same, except I thought pulling them in made more sense thematically.

Overall a stronger and more varied kit, but I think reducing the duration of her CCs would free up her power budget to justify it and be healthier and more fun in general. Soul Shackles having a drag instead of a CC makes a duration-reduction less of an issue. The number of AoE dmg sources seems like a lot, but I think they're situational enough and easy to balance with numbers. W and E I didn't envision providing a huge source of dmg except in a prolonged and ideal encounter. W can be further balanced by its CD and min-max radius. E is dependent on the recipient being near enemies. If it's Morgana then that obviously suits her ideal attack paradigm.

I imagined she would build Grasp because of how it synergizes with the passive, and how the rest of the resolve tree kind of fits her attack plan. Figured Rylai's would be core for her. And Liandry's. Lich Bane for gimmicky fun maybe? She doesn't have a ton of CC in her kit but all of the AoE would really benefit from Rylai's.

I see her being more of a tanky mage who really has to put herself at risk to maximize her dmg output, whose abilities have a wide and clear distinction between their best-case scenarios and their eh scenarios.

That's it! This was fun and I wanted to share it. So there you go.

2 Comments

Smartness Immune1 votes

Reading this makes me thrilled. But can you give us exact stats for these abilities ? Here, i`ll give you my stats on all of the abilities:

Base stats: 560 -> 1950 HP Health Regen 5.5 -> 15.7 Mana 380 -> 1360 Mana Regen 11.5 -> 18

Attack Range - 525 Attack Damage 55 -> 110 Attack Speed 0.750 (+0 -> 25%)

Armor 25 -> 85 Magic Resist 30 -> 38.5 Move Speed 335

(Most of them unchanged , or small buffs, the most notably being the attack range buff)

Passive Soul Siphon : Bonus magic damage for next AA 10-140 (Based on level)(+25% AP ratio) Total health gained of 5-50 (Based on level) Cooldown of 5 seconds.

Q - Sould Bind (The same for the Projectile/Root part) Tormented Soil (Second part) Damage reduced from 8/16/24/32/40 to 6 -> 32 (based on level)

W - Respite Veil Cooldown 16/15/14/13/12 seconds. Mana Cost 70/80/90/100/110 Damage 20/30/40/50/60 per second for 4 seconds.

Enemies affected by Tormented Soil , take half the damage from this ability.

E - Black Shield

I didn't quite understand what it charges , but i can tell you about the values of this ability

Shield Value 80/150/220/290/360 (+75% AP Ratio) Damage 10/15/20/25/30 per second for 5 seconds for a total of 50/75/100/125/150 Magic damage over 5 seconds.

R - Soul Shackles

Damage values remain the same. Please don't make them get pulled, as Morgana has no mean of defending herself (Not item 3157 ) and stunning them should stay the same.

fool proof idiot1 votes

I'm not really great with numbers, but I pictured her single target abilities having the highest base dmg and scaling. So passive and Q being where the real kill potential's at. All the AoE led me to think of Brand, but Brand's a team-killer; Morgana's not.

I was also thinking that the root on Q should be swapped for a heavy slow. Then the target would have to move out of the tormented soil after-effect, ideally by running to the side and then back rather than straight backwards.

And then W could have a rooting effect on enemies lingering inside the radius. That increases the incentive for Morgana to dispel it quickly, prioritizing CC over anti-CC. It's easily telegraphed in any case so I don't think it's a crazy idea. It also fits her current disengage tactics, because right now, she disengages by casting E on herself for CC immunity and then rooting her chasing assailant with Q. New form, she leads her escape with W, and then closes it behind her as enemies pass through it. Similar tactics, but with more interactivity and variance in effectiveness (because of the potential to root multiple enemies). Another notable difference is that missing the root altogether isn't because you suck at aiming (as is currently the case with that huge Q hitbox), but rather because the enemy saw the W come out and decided to stop their pursuit.

As for "charging" E, I was imagining the shield value is determined by how much damage has been dealt to enemy champions. The heal passive on Athene's Unholy Grail is charged by damage dealt. I thought Black Shield could function the same way. So then the parameters you'd balance would be its minimum and maximum values, its CD, and maybe the amount of dmg is factored into charging it. Could also be playful and have landing spells reduce its CD.

Also thought it would be neat if the shield persisted until destroyed, and if you could transfer it between targets on a reduced CD as its shield health continues to replenish from you dealing dmg. There's a number of directions you could go with it.

Skill order would probably be R, Q, E, W. Looking at it that way, her early strengths are her defensiveness against mages (E), waveclearing (Q), and sustain (Q-passive). Late game, it would be her supportive tactics (W and E), and with Rylai's the potential to keep lots of people slowed for a long time -- an emphasis on CC.

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