Champ Concept: Maut, the Rotted One

midnight oil24·3/1/2017, 1:52:30 AM·8 votes·1,824 views

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Lore: In the darkness he lurks, a being who brings nothing but pain and suffering. He is Maut, the Rotted One, and the people of all Runeterra speak in hushed tones of this terror in the night.

None know who Maut is, or where he came from. Some say he is a man, cursed by an ancient spell. Some say he is a wandering spirit with a burning hatred for the citizens of Runeterra. Others still say he was once a powerful sorcerer, who made himself into the wretched horror he is today.

Legends abound of this rotting terror. Ancient Shuriman tombs are painted with pictures of his gruesome Visage glaring down upon scared servants, as he dragged the soul from a recently deceased ruler. In Bilgewater, caskets are coated in fine oils, which are believed to repel the dread spirit from the carcasses. In Ionia, every year on the harrowing, talismans are placed on doors, so as to keep Maut from stealing the souls from children and the elderly.

All over Runeterra he walks, dragging corpses behind him, dining on their flesh, searching for his next meal. He lurks in the darkness, so beware. In that shadow, there lurks a creature of horrible power. And he is hungry for flesh.

Maut is a ranged mage with mana as his resource

Abilities:

Passive: Dread Touch

Whenever Maut deals damage, he marks all who took damage with a stack of "Dread Touch" for five seconds. During this time, his basic attacks deal bonus magic damage scaling with 10/20/30% of his ap. This mark cannot be applied again for 10 seconds to a unit after their mark has ended.

Q: Deathly Visage (14/13/12/11/10 second cooldown)

Maut selects a target location. After a 1.5 seconds, it explodes, dealing 20/25/30/35/40 flat magic damage, and an additional 2/4/6/8/10% of the enemy's current health as magic damage,

W: Dine on their flesh / Corpse Puppet (20 second cooldown at all ranks)

Passive: All enemy champions and large jungle monster, and every 12/11/10/9/8 enemy minion or small jungle monster leaves behind a rotting corpse that lasts for 10 seconds. While standing in a small area around or on the corpse, Maut has 5/10/15/20/25% increased healing. This bonus has an additional 5% added to the regen if he has been out of combat for 5 seconds.

Active: Upon selecting a corpse, Maut picks it up. It lasts for an indefinite amount of time as long as Maut holds it. While maut holds a corpse, the healing am is halved. Upon reactivation, maut selects a target area. He places the corpse there, and after 5/4.5/4/3.5/3 seconds, it rises into a Monstrosity with a base health of 100/200/300/400/500 and additional health equal to 40% of Maut's AP. The Monstrosity deals damage equal to 40/45/50/55/60% of Maut's AP as auto attack damage, while also dealing the bonus passive damage to marked enemies. While in combat, the Monstrosity restores health equal to 60/70/80/90/100% of the damage it deals whenever it autoattacks. When not in combat for 5 seconds, the Monstrosity loses 5% of it's health per second. At most, the monstrosity can exist for 20 seconds. Only one monstrosity can be active at a time. The cooldown only starts once the monstrosity dies, but Maut may pick up another corpse while the ability is on cooldown.

E: Squirming Rot (10/9/8 second cooldown, 20 seconds to gain a charge)

On a target location, the ground bubbles for 2 seconds, dealing 10/20/30/40/50 flat magic damage to all enemies standing on it every second, before sending flailing, rotting tendrils up into the air, rooting all hit by the effect for 1.5 seconds, dealing 20/30/40/50/60 damage plus bonus magic damage that scales with 20/25/30/35/40% of your AP.

R: Consume the Spirit (110/100/90 second cooldown)

Maut drags the soul of a target enemy kicking and screaming into his bottomless maw, dealing 100 magic damage, plus bonus magic damage scaling with 80/90/100% of his ap. He restores health equal to 1/2 of the bonus AP damage dealt. In addition, it summons a monstrosity that does not count toward his one monstrosity cap.

Gameplay:

In the early game, Maut is a good mid-laner with good sustain. He can stand on or around his corpses to regain health, and his fear allows him to clear an area and blast away at the disrupted enemies. Use his sustain early to gain dominance over your lane.

Come mid game, he is able to keep himself high on health, with his ult now available. Use it to strike at the squishies on the enemy team. Another use, however, is ot go for the tanks, as the high ap scaling allows him to burst down an enemy that hasn't built MR. Don't forget that it's worthwhile to give up some of your healing to get a corpse puppet rolling. Not only can they set up your passive, they also provide you with some of the zoning needed to get the enemy off your back.

Come late game, you should rule with an army of corpses lying about the battlefield. Not much will change from earlier.

Selection quote: Your flesh is desirable... I'll help myself....

Special interactions:

Ekko: You can't escape forever, boy...

Ahri: you do not yet know the joy of soul-taking, gumiho!

Illaoi: You put them on trial... I put them on my plate...

Tahm Kench: You speak of hunger, yet do not know the hunger of countless centuries...

Aatrox: you only exist to provide my next meal.

Talon: Jumping from those heights will get you killed, boy! cackles

Renekton: let me end your suffering, child...

Elise: Step into my parlor... (chuckles*

Cho'gath: Your methods are crude yet admirable...

Azir: Sand is nothing against the cold hands of death!

Yorick: You act as though you are special, but the Black Mist has plans you can't think of...

Kindred: The masks of death are but harbingers of my arrival.

Sion: Those who created you trespass on my domain! / You are no different from my monstrosities.

Urgot: Oh- Oh god what is that? Um... Kindred, take responsibility for this!

Amumu: If you desire a friend, this is not the place to look, oh horror.

Killing Ekko or Zed: Why is there a corpse here? Eh, I won't complain.

Killing Zyra, Maokai, Ivern, or Malphite: I prefer red meat.

Killing Brand: Yuck, it's burnt!

Killing Camille: Is there any meat on this thing?

Killing Alistar: Ooh, steak! drooling noise

Killing Sion: Now you shall be controlled by your true master!

Killing Kindred: Even death rots away...

Killing Urgot: shudders that was just... weird.

Killing Dragon: what is a dragon... to a god?

Killing Baron: I shall feast for eons!!!!

Buying Bloodthirster: I heard people want a quote for this. Are you not entertained?

Buying Morellonomicon: This book holds secrets that none should read.

Buying Rylais: This is quite a staff!

Buying Needlessly large rod: Say I'm overcompensating, will they? I'll show them overcompensation!

Buying Zz'rot: You can never have enough minions.

http://pre14.deviantart.net/4072/th/pre/i/2016/140/a/5/the_ancient_witch_by_prophetharm-da363zh.jpg

Art Credit goes to Prophetharm

29 Comments

fugertech3/3/2017, 6:26:38 PM5 votes

You asked, so I might as well respond. I'm in school as a daily kind of thing (happens when you're only a young adult living in America and in high school), so it might take me a bit to actually write this up. But I assure you, it will happen!

I don't feel like I need to explain anything additional, having already given you the disclaimer and seeing mostly people who have already observed my critique on the page. Ready, set, okbyelet'sgo!

#MAUT, THE ROTTED ONE

##Lore

So we have this creepy, fetid monster that roams all over Valoran, killing and consuming individuals he comes into contact with. Maut is giving me a very Boogyman-esq vibe; something I can get behind. Personally, I'd like to think that Maut is some deranged Necromancer who took a bit more off than he could chew and ended up turning himself into a creepy grotesque monster. The lore could use some work, definitely: I get who Maut is, but where does he come from? Where did these legends originate? Clearly, Maut has been around since the times of ancient Shurima, though I'm not quite certain why old cave paintings house him. Still like this lore better than Alfred's, though.


##Abilities

[Passive] - Dread Touch: This seems pretty ok. I'm not sure how thematically this fits him in terms of kit, but it gives him decent trading options right off the bat and doesn't make him utterly overpowered late game.

[Q] - Deathly Visage: So this ability is either pretty damn good, or pretty useless. It sounds a lot like Karthus' Q, except it scales worse early game and does way better into the late game. 15% of an enemy's current health is pretty chunky, especially against tankier targets. It's only drawback is that it's incapable of killing anyone. Since it only deals damage based on their current health, it will always stop just before killing them. Take a look at other abilities on champions that scale with %'s on health; they have base damage as well, so that they don't fall off simply because they only deal % damage. And if they do, then it's because the damage is either A) Max health damage or B) Missing health damage. This ability uses arguably the worst of all 3 % of health damage types.

[W] - Dine on Their Flesh/Corpse Puppet: Ok now thematically, this ability is (pardon my cursing) fucking sweet. Maut either passively uses the rotting corpses of his foes to boost his own healing, or rises them up to go and explode on people. That's most certainly a new mechanic.

But flashy, cool mechanics need to be backed by solid gameplay and stats, which Corpse Puppet is lacking both of. Sure, the whole "Raising a corpse and sending it down a lane" sounds really cool, but what about if it's risen in the jungle? Also, since this only deals Maut's autoattack damage (and he's an AP caster from what it sounds like) and applies his passive, but not on the damage from the corpse, the active is almost not worth using.

Considering making it so that Maut creates a monstrosity out of the corpse using necromantic energy, which has rapidly decaying health whenever it isn't in combat and healing when it is. Give it some damage on its autoattacks that scale with Maut's AP, and keep the fact that it applies his passive to enemies it hits. This way, your little minion can either help you secure farm or act as a meat shield while you burst them down with the rest of Maut's kit.

That's just an idea though. Feel free to use it if you want.

[E] - Squirming Rot: Cool ability, but needs number buffs. At it's best, an enemy will take roughly ( 100 (+ 80% of AP) + 60 (+40% of AP) magic damage). So at 100 AP and at max rank, this ability deals 180 + 100 = 280 magic damage.

In comparison, I've landed Cho'gath Qs that deal more damage than that at less than max rank.

[R] - Consume the Spirit: Oh dear. The 100 base is fine, though it doesn't scale into the late game (100 damage as a base is kinda bad at level 18). But the scaling...well, just imagine a scenario where you're full build with roughly 500 AP. Since the scaling is 100 - 260% of his total ability power, at max rank you'd be dealing around 1600 bonus magic damage. Ever been 1-shot by a Veiger? This ultimate would feel a lot like that.

My suggestion would be to make the base more viable, make the scaling less oppressive, and maybe change that heal to about 25 or 33% (that's 1/4 and 1/3, respectively) of the bonus. That way you aren't doing what Vladimir does all in one ability.


Final Thoughts

Maut is a step up from Alfred in terms of Lore and overall kit cohesiveness, but he's still lacking. Don't take that as an insult, though; these things take time and practice. Put in the work, and Maut could be something really special.

Wishing you the best of luck in your life endeavors, and hoping that as always, you Stay Frosty: Fugertech.

Friendly Ram3/1/2017, 4:18:44 AM4 votes

Passive: works but since only one non ult spell deals damage (unless ghouls AA cause marks) it will be difficult to use for farming. Q: really scary if it actually hits. you really have no cc to back this up so it's not very effective. also might want some ap scaling for your ability. W+E recommend merging these onto one ability. R: displacement? are you capable of whiffing it?

THE RlVER KlNG3/1/2017, 9:33:07 PM2 votes

I think you need to learn how AP scalings work in league before you make more concepts. All your champions have abysmal AP scalings that scale up minutely.

20% current HP from range in an AoE at level one? Are you nuts? Make this scale or just nix the %damage entirely. The E is pretty trash - 30 - 60 damage plus 40% AP? That's nothing. The R is very poorly worded - what do you mean by '100 damage' plus bonus magic damage? What type is the flat 100? It's redundant and there for the sake of making everything more wordy. And no ability has any business being a point and click 3 second stun, with massive damage to boot.

Please refer to how champion abilities work and scale before you post, it really ticks me off when I see champions with screwed up numbers, trash bases, etc. "I'm not good at numbers" isn't an excuse when you have a literal archive of champion numbers right here: http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki

BowieTheNifty3/2/2017, 4:55:33 PM2 votes

So I agreed to look into Maut and give a review. Hopefully these will help you out.

Innate So the passive is pretty straight forward. A simple passive, but everything in a champions kit doesn't need to be complex. Basically a mark that makes his basic attacks deal additional magic damage. Calls upon an attack speed based build to get the most effectiveness out of this passive.

Q The Q isn't that bad. Now I will admit the current health damage being 20% from the get go, is quite scary. While yes it is current health based, it should scale up for balancing concerns. Like per rank it can go up having the final rank go to 20%. Another idea to throw out is to have it be a flat percentage to start like lets say 5% and then have this percentage scale with AP. So say 5% (+3% per every 100 AP) would be a good example. Though having additional flat damage based on AP isn't a bad direction to go.

W This passive here is oddly worded. Going to assume that you mean when they die they leave behind a corpse that leaves behind an increased healing zone. Also going to assume that the increased regen while out of combat is health regen. One thing you should start working on is labeling. It helps the reader a lot more. Honestly it isn't too bad for the passive portion. Though this doesn't have much synergy with the kit aside from the ultimate. Now you have a minion mechanic regarding the corpse. Turning it from an increased healing zone to a mindless minion that applies his innate passive to targets. In a sense you have more potential here for additional effects. Like with the corpse exploding all it does is apply the innate to two targets with no damage, it just seems a bit...oh what is the word...unorthodox. An explosion like that should deal some damage. Though what you could do here is simply turn the corpse in a kamakaze minion who's job is to sacrifice itself instead of allowing the minion to attack multiple times before exploding. This simplifies the ability for improving its functionality. Just my opinion though.

E A 2 second delay root that deals a tiny amount of damage. Now this just maybe the way its worded, but is the reason the damage is so low because the bubbling does damage each second? Just a question ask if it did function like that it would put this ability in better place. Honestly not much else to say.

R This is definitely worded in confusing way. Now I get how it works, but damage wise you got some strange wording. 100 damage that isn't marked as what kind of damage, plus more flat magic damage with scaling. Like I said earlier labeling is important. I know that we all occasionally make mistakes in writing but you should proof read before posting to make sure everything can make sense to the reader. Anyways a 3 second stun on top of the damage is pretty harsh. I know its to one target but its still pretty harsh. Though having his innate just constantly be applied to nearby enemies just feels tacked on.

From what I can see is that you have a rot based champion, just it seems more like a necromancer more then anything. Rot and decay are awesome themes, but they always don't deal with dead things. Some parts of his kit are explained poorly which is something that can be worked on. Nothing is perfect right off the bat, but I can tell you are trying to produce a character. Balance is one thing, character design is another. Now I noticed that you are bringing forth a lot of concepts in a short amount of time. What I suggest is taking more time with each character, it helps flush it out. There is no need to rush on them. Hopefully this little review helps out. ^_^

DuskDaUmbreon3/7/2017, 3:58:27 PM2 votes

I like the concept but the numbers seem downright obscene, and I have a few questions...

Abilities

Resource: Is there one? Is it mana, energy, or something else? Or is there none?

P: Not another 3-hit passive…I think? I'm honestly not too sure how this works. I assume it stacks up to 3 times, and is popped on an auto attack…? Not too bad. But I'd have it start at a higher CD (20-30s at level 1) and slowly scale down to 10s (or maybe even lower?) Also, what happens if it runs out before it's popped? Do you still have to wait the 10 seconds?

Q: Needs scaling. This ability makes me think he's going to be a tank, but the rest of his kit suggests mage, leaving a distasteful dissonance. Cut the flat percent to, at the most, 2/4/6/8/10% (In favor of 1/2/3/4/5%), add in AP scaling to increase the percent (or add in some non-health-based damage?) of the health removed (so that you can reasonably expect him to do at or above your original total).

W (passive): No. Dear Arceus. 50% increased healing!? I'm fine with how it works, but 50% increased regen is just asking for another Mundo.

W (active): Alright. It…basically creates a dead Sion? Not too bad, but I think that a flat 20s might be a bit too frequent on this for early-game, unless the clock only starts after the last monstrosity dies. Up the scaling on the CD, and it'd be one awesome ability.

E: I like it. I honestly think this one's great.

R: Oh dear Arceus. 260% AP. No. That would destroy anything instantly. Even the most MR-hungry Garen would die in an instant. Gut the scaling on this to 100% at the most. I do like the rest of it, though.

Other: I'd like to see some interaction with the target's missing health, maybe something along the lines of Warwick's W? A thirst for the kill, or something like that.

Overall: About a 3/5. Numbers need to be changed, but only minor ability changes.

Lore

I'm not a fan of the "mysterious robed figure" type lores. To me, it feels like an excuse to not write a story. But sometimes it is arguably the only way. You can do a format break, and that'd fix it. One soldier to another in a tavern, perhaps? Have his lore a story, with building tension, and I'd love it. But, then again, you are limited.

Visuals, interactions, etc.

I love his picture, right there. Reminds me of the Dead Hand in The Legend of Zelda: Ocarina of Time you find in the well. In a good way. (Fuck, that fight terrified me as a kid). His interactions all are great, but may I suggest Kindred, Sion, and (possibly) Urgot to the list? And don't forget item interactions, too! Bloodthirster seems like an obvious choice, here. (Even if he would never actually buy it).

Overall

6.5/10, I think. You have the makings of a great champion here, exactly what I'd expect for a champion that hasn't been hit by a balance team. A few tweaks here and there, a good voice, and you'll have a champion I'd play often. May I ask where you came up with the name?

{Edits to the passive section}

Ýones3/1/2017, 3:57:52 PM2 votes

These scalings are still a bit random, since the Q is so hard to set up it could be something like 20% of their current health (mininum 80 / 115 / 150 / 185 / 220(+70% AP)), and his ult could be something like 100 / 180 / 260 (+100% AP).

Ýones3/2/2017, 8:47:12 PM1 votes

Now that you've halved the duration to 1.5 seconds, 20% is WAY too much. And I meant that it would deal MINIMUM 80 / 115 / 150 / 185 / 220(+70% AP) damage, not 20% max health with 70% of your AP because that would be absurd. Now that it's a 1.5 second delay, I'd suggest something like 15% of their current health, but deals minimum 70 / 110 / 150 / 190 / 230 (+60% AP) damage because if they were like 200 health and you wanted to swiftly kill them with your Q, it wouldn't deal almost any damage because their current health is so low. It's like a Yorick E or DrMundo Q.

Edit: 3-15% of the current health is pretty low anyway for a 1.5 second delay, 14-10 second cooldown spell that has to be set up with his E.

50000000000000003/1/2017, 8:14:44 PM1 votes

The kit doesn't seem cohesive, and I'm not really sure what to build on him. Passive makes it look like AP/on-hit build, Q makes it look like a tanky frontline with reliable %HP damage, while his E and R makes it look like straight AP mage build is optimal.

He needs some attack speed steroid or AA resets if his kit is to work well with his passive, and some sustain spells in basic ability if you want him to be able to sustain in lane using his W. Healing amplification is useless if you don't have any abilities that heal.

Ýones3/1/2017, 9:47:48 AM1 votes

First off: Put real damage and scalings in your concepts. You either put only the base damage with no scalings or you put just the scaling. What would a Veigar be if he only had base damage in his Q or just an AP scaling in his ult?

Q feels underpowered to be honest. You'll have to believe that an enemy actually stays in the area for 3 seconds and then it applies a dissapointing amount of damage. The fear duration is fair given that it has a 3 second windup. You should raise the damage by a lot, so it's more rewarding to hit the spell.

W is just a waste of space, it can be merged well in his E just like Happy Honker said.

Passive, E and R seem fine but R needs base damage. If you didn't recall and wanted to burst the enemy down withe the ult with just a dorans ring OR wanted to go full AD Maut, then the ult would be useless since it deals absolutely 0 damage and just a way to trigger passive more efficiently.