Malady, the Allure of the Forest

Stacona··1 votes·1,451 views

You cannot be a "siren" without being super attractive and gorgeous, need to lure in your prey. Malady is a flower-fox, though considered a plant, is in the form and size of a fox with a large flower at the top of her head and deep green fur that is like a leaf in feel.

Malady can cause her to take the form of a beautiful, young human woman with a majestic howl, sounding like a beautiful song to men before she slays them. Malady is a guardian of the forest and will kill all that do not belong, doing whatever necessary to do so, she is not a plant to be messed around with and not one to listen to reason.


Attack Range: 550 units Movement: 340 units per second


Rejuvenating Forest (Passive):

While in brush, Malady heals for 10 - 25 (+20%AP) health over 1 second, this refreshes while in brush.

While dug into the ground, Malady heals for 20 - 50 (+40%AP) health over 1 second, this refreshes while burrowed.

Petal Slash (Q):

Cooldown: 1 second; Cost: 30 mana; Range: 925 units

Malady slashes a petal to the target location in a semi-circle, alternating between her right side and her left side with each cast, dealing 40/65/90/115/140(+50%AP) magic damage to enemies it passes through and marking them for 1.5 seconds. Restores 25% of the damage dealt as mana when damaging monsters.

Petal Slash deals 50% increased damage against marked enemies, consuming the mark afterwards.

Alluring Howl (W):

Cooldown: 18/17/16/15/14 seconds; Cost: 75/80/85/90/95 mana; Range: 550 units

Malady howls around her, letting down the guard of struck enemies, destroying shields and then charming for 1.5/1.75/2/2.25/2.5 seconds.

Overgrowth (E):

Cooldown: 18/15/12/9/6 seconds; Cost: 70 / 140 mana; Range: 1000 / 750 units

Malady surrounds the entire area around her current location with large trees that all units cannot go past by any means for the next 1.5 seconds. Malady and all allies within the circle of trees gain 140/150/160/170/180(+100%AP) shield for 2 seconds, Malady also takes half damage from basic attacks.

Malady can cause the ring of trees to grow 250 range closer instead, but costs twice as much mana.

Consuming Flower (R):

Cooldown: 8 seconds; Cost: 100 mana; Range: 350 units

1st Cast: Malady digs into the ground with nothing but her flower sticking out indefinitely, she gains crowd control immunity and cannot move while burrowed in the ground.

2nd Cast: Malady jumps up and chomps down on all struck enemies above her, dealing 140/200/260(+165%AP) magic damage and gaining 40/70/100%(+10% per 100AP) bonus movement speed for 2.5 seconds.

If this executes a champion or struck champions die within 1.5 seconds, then the cooldown and half the cost is refunded.


UPDATE NOTES:

Rejuvenating Forest: Healing changed. Brush healing reduced to 10 - 25 +20%AP from 10 - 35 +25%AP over 1 second Burrowed healing increased to 20 - 50 +40%AP from 10 - 35 +25%AP over 1 second Clarified that the healing refreshes while remaining inside of brush or burrowed (burrowed inside of brush only applies the burrow's healing)

(This is to add a little bit of gameplay towards the passive.)

Petal Slash: Now marks struck enemies for 1.5 seconds. Petal Slash deals 50% increased damage against marked enemies, consuming it afterwards. Monster damage mana restoration reduced to 25% from 35%.

Alluring Howl: No longer stuns females. Now charms everyone. Now destroys shields and then charms struck enemies, so black shield does not prevent this charm.

Overgrowth: (This is actually a nerf to compensate for everyone getting charmed from Alluring Howl and its shield break being added. A buff for support Malady to make the trap less troll for allies by offering them a shield.)

Malady is no longer untargetable for 1.5 seconds For 2 seconds, Malady and allies trapped within the trees gain 140/150/160/170/180 +100%AP shield, while Malady additionally gains half damage from basic attacks since she has the most risk for her gameplay to get off her charm and ultimate.

(No more untargetability will make Malady more fair to play against anyways.) (She can move inside of her trees, the point to the ability is help land her charm without giving her mobility to do it.)

Consuming Flower: Stated that burrowed in the ground grants crowd control immunity, no actual change. Only change is passive healing is doubled while burrowed rather than inside brush and everyone is now charmed by Alluring Howl to set up this damage easier.


6 Comments

Stacona1 votes

UPDATE NOTES (1):

Rejuvenating Forest: Healing changed to over 1 second instead of healing per second.

(Makes it feel better for the user with a gradual heal rather than a small burst of healing every second, total amount of healing and healing rate unchanged.)

Petal Slash: Cooldown lowered to 1 from 1.5 seconds Range lowered to 925 from 1000 units Ratio increased to 50% from 45%

Alluring Howl: Range increased to 550 from 500 Cost increased by 5 mana at all ranks

(Now matches attack range.)

Consuming Flower: Damage adjusted to 140/200/260 +165%AP from 150/225/300 +140%AP Now also refunds cooldown and half cost if struck champions die within 1.5 seconds


(Overall, damage was too low, so I bumped it up.)

Kamiroo Wolf1 votes

As a concept, I have to say Malady is neat, but she has her own fair share of issues.

Her Passive:

I find this ability to be fine, just a bit confusing. Is it literally just that she gains 10-35(+35% AP) health over 1 second upon entering a bush? I also can't decide whether it's strong or not because there doesn't seem to be cooldown for this. If she heals 10-35(+35% AP) AP over 1 second every time she enters the same bush, then couldn't she just keep exiting and re-entering for constant healing? It's got to be frustrating to need a gank, just to find your Malady sitting around in the jungle stepping in and out of bushes to get her health back up.

I guess my biggest issue is that, for her built-in for sustain, it's not very engaging or even interesting in any way. If she wants to heal after a tough fight, she just sits next to an unoccupied bush and exit/re-enters until she gets to the health she wants to be at. There are probably better things she could be doing with that time.

My suggestion is to rework the ability in a way that makes sustain quick and interactive- or, at least, a lot less tedious.

Her Q:

This ability is fine only because it appears to be her only means of damage prior to level 6. As a matter of fact, now that I'm looking at what her ultimate is... it's a bit concerning that this appears to where all of her damage is.

Her W:

I'd say to pick either a charm or a stun since the ability can be a bit unreliable if you want to bring a squishy female closer for damage or keep a troublesome male assassin at bay.

Her E:

This raises a few questions. When you say that NO champion can pass through these trees, does that include allies? Is Malady literally blocking her team's dashes and engages when she literally has none to offer for herself? Is she stopping allies from using ultimates? Is she trapping friendlies who could really fucking use that Thresh lantern if there wasn't a big ass forest in their way? It sounds like a troll ability no matter how I slice it, and fails to explain what happens to a champion when they're caught in the midst of this spontaneously sprouting forest. Am I just fucking stuck? Am I knocked into the air? Am I pushed out?

Also, how does this ability work in conjunction with her Q? If she has the full thing up, is she just not hitting anybody with anything? Her Petal Slash is at a shorter range than her instant forest, so those aren't even getting out of the impenetrable barrier. She also can't stun/charm because the range is shorter than both versions of this ability.

I'd suggest reworking this entirely into some kind of engage for Malady, because from what I'm seeing, her only way of engaging a gank is to literally walk up and catch people in that charm/stun of hers.

Her R:

It's a nice sounding ability, but it leaves me with a lot more issues than benefits. Yeah it does damage, yeah it's sure to give enemies a heart attack... but what if they just don't step in her range? The range isn't that big, so I doubt she's catching entire teams in her chomp unless she's just sinking into the ground in the middle of a teamfight(which may or may not be on the move, anyway). If she's supposed to lie in wait for someone to come and step on her, then the ability is trash.

If she's sitting in a bush with her flower sticking out, and the bush is warded by the enemy, all somebody has to do is ping that Malady's dumb ass is afk in a bush. Now the entire team is avoiding that one bush and Malady is sitting there like an idiot, wondering why the hell she's even alive. Fuck it, now she has to pop up from the ground and reposition, and even though it's a good thing her 140/200/260(+165% AP) magic damage ultimate is on an 8 second cooldown, she's still wasted the 100 mana it takes to deploy. Even if she manages to kill somebody with this thing, what's the point of giving her 4 seconds back when she's wasted 30 waiting around?

It's not clarified, but I assume Malady is immune to damage while stuck underground? If not, then I can picture some Vayne or Caitlyn just unloading mindlessly on her from a distance as she just sits and takes it like the whipping bitch she is. If she IS immune to damage it's a whole new problem, because now Malady is just stuffing herself in the dirt whenever she's about to die for an infinite fucking Zhonya's. The enemy team can't sit there and wait, they're not as dumb as Malady and probably have objectives to secure if they haven't taken them from this objectively useless jungler already.

This ability needs to be reworked. It's a neat concept of lying in wait on paper, but it's extremely worthless and unexciting in execution.

OVERALL:

If it seems like I'm a little bit frustrated it's because I am, and I hate to be an asshole but if there's one thing I've learned being on these boards is that you need to be able to accept criticism if you want to refine your craft. I can understand that you've put considerably more effort into this concept than I've seen a lot of people put into theirs, but the truth of the matter is that there's a lot more work to be done than number tweaks. If you're dedicated and willing to make the changes, then here are some of the things she needs:

Core: Malady seems like she's intended to be jungler/support, but ultimately lacks the tools to effectively work as either. She does too little damage if her Q and Ultimate are all she has, only has one form of locking down the enemy (that one form being unreliable in the sense that it discriminates based on the gender of champions hit), is forced to literally walk up to an enemy to get shit started, and possesses not one, but two abilitie that do more harm than good.

Her passive: Alter her sustain to be a lot less tedious so that the person playing Malady has a seamless experience throughout. You don't want her dedicating time to running in and out of bushes(which is what people will actually do, don't underestimate players) if that's how the passive works.

Her Q: It's fine, but will eventually have to change if you want to keep that as her only form of damage pre-ultimate. Too many buffs and it's too strong to be a spam ability, too little buffs and it's too weak to even make an impact on the battlefield. It's fine so long as the abilities around it find change, but should be watched carefully.

Her W: An AoE Charm/Stun which lacks flair and individuality, but is ultimately one of the more useful things Malady can do. It may be unreliable and even unfavorable given certain situations, so I'd say rework it or at least pick one.

Her E: Effectively useless aside from turning Malady into an untargetable roadblock that can no longer function for the duration. Should rework.

Her R: I don't have the energy to go over this again. Rework it, please.

I can give you some ability ideas if you want, just let me know.

Stacona1 votes

Passive just needs to sit in the brush for the regen, over 1 second just means it is a gradual heal, staying in brush just refreshes the buff. You can also heal while ulted, so staying dug into the ground heals you (only E grants untargetability) as well. ~ Was never meant to be the most exciting or engaging passive, not every passive needs to be, and since the player needs to think a lot more of using their Q, the less mechanics outside of that the better.

Q - a way to chip damage so you can execute with your ultimate, since it is karthus skittle level of an ability, it offers the player plenty to do. Especially since the casts alternate on which side the petal is thrown (works similar to Diana's Q).

W - Males and presumed males (blitz and bard) are charmed and females stunned, it is reliable as you know who is and is not male and female right away, you just alter your assassination attempt based on the type of champion you are facing against, but both CCs do a similar thing which is why it can work out - where as a slow or charm are so different in their functions that something like that would never work out (old Irelia). ~ All get charmed would be something to consider as a buff if too weak, but her idea is tricking men into her to have an easier way to slay them - since it is an illusion, could just have females see a man instead (but I kind of want to see if something like this could work, where half the champions are charmed and the other half are stunned and play around the difference in CC effects of coming towards and standing still).

E - is a true trap ability, the small arena is double cost because you are almost guaranteed to land your W at that point, rather than give mobility to a champion it traps champions in for a short time to try to land your charm/stun since they cannot move, flash, teleport, dash, etc. past the trees. ~ Q is to target location like Diana Q, it all damages those it passes through along the way like a Diana Q, it is just more circular and swaps sides every cast instead of staying on the same side every time (the cast won't interrupt movement to have her feeling fluid).

E - Could set it up where all allies within the trees are untargetable, not just Malady, to reduce team murder, but still have consequences for misuse like an Anivia wall has consequences. Plus this allows for greater use as support.

R - The damage is high and you have a huge speed boost afterwards as a way to escape or chase other low health targets, but you need to make use of your W or E or E into W to land it, like how Veigar needs his trap/stun for his W, you need the same tools to land your ultimate. Since the ability needs to be set up to kill a real target, this ends up being the balance point for its power (also only having two damage spells helps with its power being so high).

R - as soon as you are buried, something like 0.25 second or so, you can jump back up and deal damage - staying in wait longer really only is for your passive or trying to jump on someone that walks into brush. If the target is charmed or stunned, especially for long duration CC, is really how the ability lands.

R - The 100 mana still contributes to healing from passive and movement speed even if you miss everyone.

R - I should add immune to crowd control while buried, but she is fully exposed to everything else, it is meant to be combo'd when someone is pinned against a wall or under movement impairment. Her E makes her untargetable to set up the charm or stun, afterwards, she should not need anything else if the target cannot attack her.


Definitely will make changes, and for gameplay purposes I will just have W to charm everyone since gameplay should triumph logic, better to keep the gameplay smooth than try to make sense why she can lure in females too.

Kamiroo Wolf1 votes

{quoted}

Passive just needs to sit in the brush for the regen, over 1 second just means it is a gradual heal, staying in brush just refreshes the buff. You can also heal while ulted, so staying dug into the ground heals you (only E grants untargetability) as well. ~ Was never meant to be the most exciting or engaging passive, not every passive needs to be, and since the player needs to think a lot more of using their Q, the less mechanics outside of that the better.

Q - a way to chip damage so you can execute with your ultimate, since it is karthus skittle level of an ability, it offers the player plenty to do. Especially since the casts alternate on which side the petal is thrown (works similar to Diana's Q).

W - Males and presumed males (blitz and bard) are charmed and females stunned, it is reliable as you know who is and is not male and female right away, you just alter your assassination attempt based on the type of champion you are facing against, but both CCs do a similar thing which is why it can work out - where as a slow or charm are so different in their functions that something like that would never work out (old Irelia). ~ All get charmed would be something to consider as a buff if too weak, but her idea is tricking men into her to have an easier way to slay them - since it is an illusion, could just have females see a man instead (but I kind of want to see if something like this could work, where half the champions are charmed and the other half are stunned and play around the difference in CC effects of coming towards and standing still).

E - is a true trap ability, the small arena is double cost because you are almost guaranteed to land your W at that point, rather than give mobility to a champion it traps champions in for a short time to try to land your charm/stun since they cannot move, flash, teleport, dash, etc. past the trees. ~ Q is to target location like Diana Q, it all damages those it passes through along the way like a Diana Q, it is just more circular and swaps sides every cast instead of staying on the same side every time (the cast won't interrupt movement to have her feeling fluid).

E - Could set it up where all allies within the trees are untargetable, not just Malady, to reduce team murder, but still have consequences for misuse like an Anivia wall has consequences. Plus this allows for greater use as support.

R - The damage is high and you have a huge speed boost afterwards as a way to escape or chase other low health targets, but you need to make use of your W or E or E into W to land it, like how Veigar needs his trap/stun for his W, you need the same tools to land your ultimate. Since the ability needs to be set up to kill a real target, this ends up being the balance point for its power (also only having two damage spells helps with its power being so high).

R - as soon as you are buried, something like 0.25 second or so, you can jump back up and deal damage - staying in wait longer really only is for your passive or trying to jump on someone that walks into brush. If the target is charmed or stunned, especially for long duration CC, is really how the ability lands.

R - The 100 mana still contributes to healing from passive and movement speed even if you miss everyone.

R - I should add immune to crowd control while buried, but she is fully exposed to everything else, it is meant to be combo'd when someone is pinned against a wall or under movement impairment. Her E makes her untargetable to set up the charm or stun, afterwards, she should not need anything else if the target cannot attack her.


Definitely will make changes, and for gameplay purposes I will just have W to charm everyone since gameplay should triumph logic, better to keep the gameplay smooth than try to make sense why she can lure in females too.

Glad that you got back to me, and I want to apologize the harshness in my prior post.

Passive: I can absolutely agree that not every passive needs to be interesting or engaging to be effective, and I'm glad to hear she doesn't need to step in and out of a bush constantly for health. If she's getting health per second, which is basically what you are telling me unless I'm mistaken, then that makes the passive less tedious to deal with. I don't quite agree the Q requires as much attention as you think, but I can respect wanting to keep things simple lol. Thank you for the clarification!

Q: I don't think I quite follow when you say it's the "karthus skittle level of an ability", but now that I have a better understanding of her E it seems a lot less useless.

W: I mean, logically, if Malady is trying to "kill all that do not belong" in the forest, then wouldn't she be luring in both males and females indiscriminately if they do not belong? As an added question, how is Malady intended to bug

E: OH OK, now I understand the ability. At first, I was thinking that she literally summoned an entire forest that filled up the entire space within range with trees for no reason. As an arena, it seems much more useful, though I don't know about having an ability that potentially makes the entire team invulnerable on a 6 second cd at max rank. Of course, I assume you'll make the necessary changes if you do decide to implement this.

On a side note, what kind of consequences are we talkin'?

R: Just realized how much speed she's getting. Holy shit, that's hefty.Anyway, from your explanations the kit comes together a lot better than I originally understood, so I apologize for the misunderstandings. When you go back to do your revisions, perhaps incorporate a bit more clarifications as to how each ability operates like you did here so that further people don't make the same assumptions that I did.

I look forward to seeing your changes (though you've probably made them by the time I post this. Got extreeeeeeeeeeeeeeeeeeeeeeeeeeeemely sidetracked). Just remember to take into account how fun it would be to play her(not just for yourself, mind you), how fun it would be to play alongside her, and how it would feel to play against her. Deconstruct every ability and how they can be abused for better and worse. Best of luck.

EDIT: Ah, yep, looks like you've made the changes. I'll go over them when I wake up tomorrow(if not then between classes), but disregard anything in the previous post that already falls into or contradicts the changes you've made(I'm tired and too lazy to correct it rn, lol).

Stacona1 votes

Consequence of impassable terrain, misuse and could get someone killed the same way as anivia or jarvan. The change I made is just an AoE shield which removes the untargetable aspect and also added half damage from basic attacks only for Malady, makes it seem more fair to play against than not able to attack her at all, AoE shield helps with the support half and reduces team killing while also increasing skill expression with the ability and since there is all unit terrain on it makes it not a mindless shield to use.

The changes have already been made.

R - movement speed is for either escape tool or chasing down low health runners after the first execution, helps with an assassin gameplay with either use case. Could also use it to close the gap, but then you are missing out on the big damage spell which I find is a fair trade-off and helps balance the mobility. Plus the high mana cost makes it not a spell you want to spam to run around the map since it will mean you quickly drain your mana and won't have enough for your QWE which are also mana dump spells for the most part (short E and Q is a mana dump cause you spam it like Karthus skittles)


Q - I added in an additional mechanic that amps the damage to help with realizing the short cooldown and alternation is for a quick one-two strike and rewarding the player for landing two Qs in a row. Q damage is on par with Karthus skittles for the most part as the point of balance reference.

Stacona1 votes

UPDATE NOTES (2):

Rejuvenating Forest: Healing changed. Brush healing reduced to 10 - 25 +20%AP from 10 - 35 +25%AP over 1 second Burrowed healing increased to 20 - 50 +40%AP from 10 - 35 +25%AP over 1 second Clarified that the healing refreshes while remaining inside of brush or burrowed (burrowed inside of brush only applies the burrow's healing)

(This is to add a little bit of gameplay towards the passive.)

Petal Slash: Now marks struck enemies for 1.5 seconds. Petal Slash deals 50% increased damage against marked enemies, consuming it afterwards. Monster damage mana restoration reduced to 25% from 35%.

Alluring Howl: No longer stuns females. Now charms everyone. Now destroys shields and then charms struck enemies, so black shield does not prevent this charm.

Overgrowth: (This is actually a nerf to compensate for everyone getting charmed from Alluring Howl and its shield break being added. A buff for support Malady to make the trap less troll for allies by offering them a shield.)

Malady is no longer untargetable for 1.5 seconds For 2 seconds, Malady and allies trapped within the trees gain 140/150/160/170/180 +100%AP shield, while Malady additionally gains half damage from basic attacks since she has the most risk for her gameplay to get off her charm and ultimate.

(No more untargetability will make Malady more fair to play against anyways.) (She can move inside of her trees, the point to the ability is help land her charm without giving her mobility to do it.)

Consuming Flower: Stated that burrowed in the ground grants crowd control immunity, no actual change. Only change is passive healing is doubled while burrowed rather than inside brush and everyone is now charmed by Alluring Howl to set up this damage easier.


More from Concepts & Creations

More by Stacona