Mora, the Soul Reaper
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
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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.
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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.