[Champion Idea] Mura, Warrior of the Glaciers
As of now, I do not have a specific lore set for Mura, and I'm open to any suggestions/comments as I'm terrible at long/fleshed out lore.
Base Stats: • HP: 550 (+76) • Mana: 324 (+47) • HP5: 7.2 (+0.9) • MP5: 8 (+0.6) • Movement Speed: 345 • Range: 170 • AD: 51 (+2.3) • AS: 0.723 (+1.9%) • Armour: 25.32 (+2.7) • MR: 20.58 (+2.1)
(P): Sub-Zero Conditioning • Mura's basic attacks and abilities apply stacks of Sub-Zero to enemy champions. Sub-Zero stacks up to five times. On the fifth stack, her next damaging ability heals her for 7.5% of her Maximum HP.
(Q): Ice Shatter • Upon activation, Mura’s next basic attack within 3 seconds deals 125% additional damage. If the target is at max Sub-Zero stacks, this ability deals 3% of the target’s maximum HP as bonus damage. • Cost: 30/35/40/45/50 • Cool-down: 5 seconds
(W): North Winds • Mura calls upon the northern winds of Freljord to circle around her for 5 seconds. While active, enemies hit with North Winds are dealt damage equal to 4% of her maximum HP and applies a Sub-Zero stack every second. At maximum stacks, the target is slowed for 20%. • Cost: 20/30/40/50/60 • Cool-down: 14/13/12/10/8 seconds • Range: 300 units (in diameter)
(E): Fissures • Mura creates a fissure in the ground. First a fissure will appear, and then after 1 second the fissure will release ice spikes. Enemies hit by the fissure are slowed by 15/20/25/30/40%. • Spikes deal 40/55/70/85/100 (+85% Bonus AD) physical damage to all target hit. • If the target has maximum Sub-Zero stacks, the fissure will instead freeze the target in place. • Cost: 20/30/40/50/65 • Cool-down: 6/6/5/5/4 seconds • Range: 225 units
(R): Glacial Impact • Mura tosses her hammer high into the air to a target location. Mura charges to the location, ignoring terrain. She then jumps into the air to catch her hammer, and then slams into the ground. Enemies caught in the radius of the slam are dealt 160/240/320 (+75% Bonus AD) physical damage and are knocked up. If an enemy with maximum Sub-Zero stacks is hit by this ability, North Winds swirls around the target for 2 seconds, dealing 75% of its normal damage. • While charging, any enemy champions in her path are knocked aside and stunned for .5 seconds. • Charge time is dependent on Mura's movement speed and distance from her location. • Cost: 80/100/120 Mana • Cool-down: 180/155/130 seconds • Throw Range: 900 units • Slam Range: 700 units (in diameter)
NOTE: This was a roughly made idea, and while I did put thought into it, I'm aware that certain aspects might/will need balancing/changing. I'm open to any helpful suggestions.
Summoner Spells
While Mura isn't very mobile, I feel that taking
is a better overall option than
due to her slows, which makes her very good at sticking to a target that is attempting to escape.
As Mura is a Top/Jungle champ, the obvious
for in the Jungle. In Top lane, I feel that Mura would be best with either
or
. More times than not, you should take
as it is just good on Top laners in general. You want to take
if the enemy has high mobility outside of standard movement speed (Talon, Zed, Yasuo, etc.) or a heal, that way you're capable of reducing their healing or being able to secure a kill if they get low and attempt to escape.
Recommended Items (Bruiser)
Starter
or
. Whichever item you start, max out on
with the remaining gold.
First Back
(or if you have enough gold, grab a
)
Essential Items
You want to grab a
against juggernauts, such as
as it provides good armor shredding. You can also grab a
if you're ahead, as it will be a better option and grant some additional movement speed.
Damage Items
Take
as it grants good health and wave clear.
is also a good item as it provides HP/Mana as well as the Sheen passive.
Tank Items
or
depending on if you're laning against AD or AP. You should try finishing off your build with either a
if you have enough health to trigger the passive, which you very much should by end game, or build a
if you're going up against a champion with high attack speed.
Changelog
7/21/2017
- Completely reworked Ice Shatter (Q).
- Changed scalings/mana costs/cool-downs.
- Changed North Winds (W) to scale off of target's Maximum HP rather than AP.
- Reworked Glacial Impact (R) to be slightly more impactful.
- Changed from wielding an axe to a warhammer.
- Increased Glacial Impact (R) throw range by 100 units.
- Changed a few places that her passive title was called to incorrectly.
{{summoner:36}}