Mora, the Soul Reaper

Omnem Occido··3 votes·1,243 views

Souls have existed for as long as Time has existed, longer than the corporeal forms they inhabit. In the beginning, souls were unbounded, free to roam. They were temporal in nature, and they too died. One great soul by the name of Sol, however, sought to make souls eternal. The problem was that they lacked sustenance; their 'bodies' faded because of their ethereal forms. Invoking deep magicks, the great soul managed to create a realm that would preserve souls from death. To do this, however, he needed to accomplish two things: first, he needed to bind his and all other souls to physical beings so that they would have substance, and would not dissolve into the ether. Second, he needed to bind a soul to an eternal body to help ferry the souls who had used up their bodies existence. He and his partner, Mora, studied the ancient magicks, and finding a solution, they found a way. By binding himself into a weapon, he could maintain the body of Mora through eternity. As the ritual was under way, however, something went wrong. As the others were bound to their bodies, their memories were erased; only Mora and Sol retained their memories. For millennia, the two of them reaped the souls from their dead bodies, ferrying them to the realm beyond. Many bewildered souls were resistant, but with force, Mora would wield Sol, a scythe in form, and the souls would be returned. One day, however, hundreds of years ago, a dark ritual was performed in what would become the Shadow Isles. A group of people, seeking immortality, bound Mora and Sol, allowing their souls to remain in Runeterra beyond the lifespan of their bodies. These souls, however, were twisted after death by the natural decay of their spiritual forms. Eventually, their minds were devastated, and only the strongest retained their sanity, and bound themselves back to their deteriorating bodies. For the past century, the souls caught by the dark magics of the Shadow Isle had grown in numbers, becoming a threat to the lives of the those whom death had not caught. The time, however, had also weakened the chains on the spirit couple. A ritual of cleansing, carried out by an ancient order of monks, released them from their unearthly prison. Seeing the evil wrought by the curse, they set out to cleanse the souls of the dead, and send them on their way to the eternal realm.

"The lost souls of the Shadow Isles have been all but lost to the madness caused by that curse. Breaking the curse means breaking them."

Abilities

  • Passive: Soul Rush- Mora's abilities mark the enemies they damage with "Reaper's Mark". When Mora is commanded to attack a marked enemy within a certain range, her basic attack becomes a dash, gaining bonus magic damage. This ability cannot be used on the same enemy again for a set amount of time.

Cooldown per target: 7 seconds Mark Duration: 3 seconds Range: 550 Dash Speed: 825 Bonus on-hit Magic Damage: (10 +10 per level)(+25% AP)

  • Q: Soul Tear- Mora sends out a shot of soul reaving magic in a direction, hitting the first enemy champion or monster along the path and lowering that enemy's armor and magic resist.

Cost: (50, 55, 60, 65, 70) Mana Cooldown: 10 seconds Range: 600 Skillshot Width: 150 Skillshot Speed: 750 Magic Damage: (60, 100, 140, 180, 220)(+65% AP) Armor and Magic Resist Shred: (10,10,15,15,20)

  • W: Soul's Resolve- Mora gains a shield that prevents damage from enemies. After a short delay, Mora can reactivate this ability to send out a slowing shock wave, unless the shield has been depleted. This effect stuns minions and monsters instead of slowing them. Does not interrupt movement.

Cost: 75 Mana Cooldown: 12 seconds (after shield goes down) Radius: 300 Shield Duration: 6 seconds Recast Cooldown: 2 seconds Shield Value: (50, 80, 110, 140, 170)(+5% Max Health) Crowd Control Duration: 2 seconds Slow Amount: (30%, 35%, 40%, 45%, 50%) Magic Damage (50, 80, 110, 140, 170)(+40% AP)

  • E: Soul Reap- Mora throws Sol out to target location. He then flies back to her, knocking back and dealing magic damage to enemies along the way. Sol will provide vision of the area he enters during this spell.

Cost: 90 Mana Cooldown: (20, 18, 16, 14, 12) seconds Cast Time: 0.5 seconds Range: 700 Throw Time: 1 second Return speed: 700 Skillshot width: 250 Vision radius: 125 Vision duration: 1 second Knockback distance: 200 Knockback duration: 0.75 seconds Magic Damage: (60, 90, 120, 150, 180)(+60% AP) Has a path indicator upon cast

  • R: Soul Resonance- Mora and Sol resonate in battle, gaining percent increased Health and Ability Power for a time per nearby enemy champion at the time of the cast. Over this duration, Mora can cast Soul Scythe once.

Cost: 100 Mana 'Nearby' Radius: 650 Duration: 10 seconds Cast Time: .75 seconds Cooldown: 90 seconds Percent Health: 5% Max Health per enemy champion Percent Ability Power: 5% AP per enemy champion

  • R: Soul Scythe- Mora swings Sol with immense power at a target enemy, dashing to them, and dealing magic damage based on the target's missing health. Killing an enemy with this ability reduces the cooldowns of her other spells by 10 seconds.

Cast Time: 0.5 seconds Range: 350 Dash Speed: 525 Magic Damage: (200, 300, 400)(+15% AP per 10% Missing Health)

Appearance

  • Traditional Skin: Mora wears a black, hooded robe, with the hood down, that is, at some points, translucent, exhibiting her nature as an eternal soul. Her hands are visible, as are her feet and her face. On her face, she wears a black blindfold, and her hair is a dark black, flowing freely around her shoulders. Her skin is fair, not pale, but by no means tan. Sol is a black, long-handled scythe with a long, metallic blade that has a straight cut fold, showing the brighter, harder steel within the duller, softer, exterior steel.

  • Schoolgirl Mora- Mora wears a black robe with white cuffs, and two gray buttons with an X through the middle of them. The robe parts midway through her stomach, and comes down in a V down to her chest. Underneath, she wears a white oxford, a green tie with white stripes, and a pale yellow sweater vest. She also is wearing a black and red plaid skirt that covers her down to the middle of her thighs, and she is wearing black boots with white straps. Her hair is a pale dirty blonde and is up in pigtails, her eyes are a forest green, and her skin is fair. Sol is a gray, long-handled scythe with a long, black blade with a wavy cut fold, the cut portion of the blade colored red. Sol also has an eye with a black iris at the top of the shaft where the blade meets the handle.

Play Style Jungle- As a jungler, Mora focuses more on her ability to gank lanes than she does her ability to farm the jungle. She has a good early ganking ability, being able to gank effectively at level 2, and her ganks get much stronger at level 6, with a good kill secure in Soul Scythe.

Mid- As a mid lane bruiser, Mora has great trade potential. With a skillshot that ignores minions, a shield that can also apply a slow, and a basic attack dash, Mora can swiftly get in, smack her enemy around, and back out before they are able to deal any significant damage in return.

11 Comments

Killshotarcher1 votes

Interesting i rather like her but i think you could be more specific with stats and how much damage the abilities do.

Omnem Occido1 votes

Done

Omnem Occido1 votes

The whole concept behind this champion is that she would be a mobile AP bruiser that can play top, mid, or jungle.

sc3n3boi1 votes

This honestly seems broken to me ._.

Omnem Occido1 votes

In case anyone was wondering, her Schoolgirl Mora skin is a reference to Maka Albarn. If you don't know who that is, go watch Soul Eater, and become a real person.

NullDragon1 votes

I'd note that the shield is a somewhat confusing ability. Generally, 'kill shield to remove benefit' is standard. 'kill shield to doom your ally' is not. It would probably be best to turn it into something like Jax dodge, where you can activate it again after two seconds if it's still up to drop the shield and activate the stun.

Omnem Occido1 votes

I intended on it being a survival spell for her. It is her get away move, allowing her to soak up damage and peel for herself at the same time. It could also be used in a situation where she is fighting a champ, but giving it the capability of popping it early to do the stun shifts it from being about survival and refocuses it to being about locking down an enemy so she can melt them without retribution, which is not at all what I am going for with this champ. Also, if the enemy manages to knock down her shield from afar with cc, the stun harmlessly reaches around her, and, with it's small radius, it will not reach you or your allies.

NullDragon1 votes

Except the way you have it, it's best used at level 1, in a way similar to Fiora's parry. Except with a stun. Stuns are really hard to make it defensively, and it runs into similar problems like Jax's old 'get a stun whenever you dodge an attack' ability. Counterplay to 'have shield' should always be 'kill shield'.

One idea to fix it that retains an interesting mechanic: Change her passive to be defensively oriented while the shield is up.

W: Soul's Resolve- Mora gains a shield that prevents damage from enemies. Upon cast, her passive's cooldown is reset and all current marks are consumed. Until her shield breaks, her passive dashes away instead of towards marked enemies. Does not interrupt movement.

If the intention is a disengage, reversing the direction of her passive works quite nicely, and allows her an 'all in'. Counterplay would be avoiding the ability she casts after she makes the shield, or bursting the shield down before she could get away. If she's damaged enough to need the extra survivability, not being able to chase anymore seems to be what you have intended, no?

Other suggestions:

Passive: Should apply to enemy champions only. Having hypermobility tied to her autoattack around minions isn't something she should have, I think. It can be balanced around, sure, but I don't think she needs that extra utility.

Q: I don't like the armor and resist shred. Gettng into range in the first place is, IMO, enough of a damage boost for a melee champion, and it's one more thing to learn. 'A skillshot that hits one enemy, and heals damage based on damage dealt' is sufficient.

R(going out of order for now): Basic survivability steroid? Kinda bland, but okay. Having increased AP with it makes her very feast or famine, however, similar to Riven. I don't think the AP is needed, especially because of the ability it gives... should reduce in cooldown and increase in health given with levels.

R(on second cast): 5% is exceedingly low. That's 50 damage per 1,000 health they have. I'd amp it up to 20% at a base, being an ultimate ability. Jinx, for comparison, is 25-35% on her ult. I think reducing your other cooldowns by 10 is kind of clunky, too. Going for simplicity, simply resetting itself would be fine, I'd think, and far more readable.

E: I like that it deals damage on the return. I feel like this should be the 'all in' option to max first, with her Q as the safe option for poke. With that in mind, a couple of tweaks.

E First cast: Mora throws Sol out to target location, where he remains for 2 seconds. Autoattacks while he's out slows the target for 1 second.

E Second cast(or after 2 seconds): Sol returns to Mora in a straight line, pushing forward and damaging all enemies hit. Cooldown is reduced depending on how long Sol was out.

Pushing the slow onto autoattacks while Sol is in flight? Changes it from the clear poke ability of Q.

Also: She kind of reads like a sustained AP fighter champ, but doesn't really have any sort of sustained AP damage. Possibly should be some sort of on-hit AP damage somewhere, be it her passive or while her E is out or the like.

Omnem Occido1 votes

I appreciate the advice: it definitely gave me a couple of ideas I am going to implement to fix my champion. Thanks!

Omnem Occido1 votes

Updated her w's ratios. Looking for feedback.

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