(Champion Concept) Yammot: The Keeper of the Dead
!Help appreciated!
Name: Yammot Title: The Keeper of the Dead (Name is a reference to both Lord Yama and Mot from Buddhist and Middle Eastern cultures respectively)
Role Primary Tank (Warden) SecondarySupport (Disrupter)
Health: 615 (+110/level) Health Regen: 10 (+1.17/level) Mana: 280 (+37.5/level) Mana Regen: 6 (+.7/level) Attack Damage: 57.5 (+4.7/level) Attack Speed: .625 (+2.45%/level) Armor: 20 (+3.5/level) Magic Resist: 30 AA Range: 175
About: After reviewing Kindred's profile, I noticed there was a story plot hole that was bugging me. This champion concept stemmed from that question.
Kindred is basically a grim reaper who gathers souls and delivers them to the afterlife, but they do not go to the realm of death itself. We know for a fact that a realm of the dead exists from the lore of several of the undead who have come back from the dead. Kindred is obviously quite perturbed by these events. While typically aloof, the sight of the undead really irritates Kindred and they show the most aggression towards undead (Lamb, who is the kinder of the two even says to Wolf, "Those [that come back] wish they did not.." almost ominously. Quite out of character for her. As such, it got me thinking, what lies in the realm of the dead, and if Lamb is so unsettled by their return, who else is angry that some of these souls have escaped? Yammot is the answer to that, and this keeper has come to regather those souls, and where better than the League of Legends where all those undead frequent?
Lore: Yammot paced the soul binding territory anxiously. Time may pass different in the realm of the dead, but even to this immortal being, Yammot could tell something was amiss. No new souls had been passing through Yammot's corridors, sections slated for the souls of the parted have remained empty far past their prime, all of which were supposed to come through the corridor marked for Runeterra, Bilgewater. To many, death is something cruel, cold, and chaotic, but Yammot understood it differently. Cruel - possibly, cold - definitely, but absolutely not chaotic. These missing souls troubled Yammot greatly.
Tired of waiting, Yammot suspended its duties in ushering the souls of the departed to their final stages to investigate the Bilgewater corridors. Never before had the duties of a Death Keeper been halted, but never before had souls stopped coming. When Yammot reached the gates of the Bilgewater corridor, it found something peculiar. The doors of the dead did not respond to his soul keys, as if the passageway was permanently sealed. Furthermore, the ethereal doors smelled something foul, even in the realm of the dead. Then Yammot heard it, the echoes of tortured souls beyond the gateway. Yammot's souls were trapped, stuck between the living realm and the realm of the dead.
As long as magic has existed, necromancy has always been a nuisance to Yammot, but it was never anything more. A soul called back to the living, borrowing a minuscule service of time. What was that to an eternal Keeper? A blink and the soul would return. This? This was different. If something was not done, these souls would never pass over. Alarmed and enraged, Yammot called out beyond the void.
The sound reverberated between their heads. Lamb and Wolf looked at each other quizzically before responding, "A Keeper? This is highly unorthodox." Called back Lamb. "I could say the same thing. What did the two of you do to my souls? Where are they?" Angered by accusations, Wolf bit back, "We have chased down every one of our marks. Do not call to us if you lose your keys!" Lamb soothed her other half, "It is scared, Wolf. It has lost something precious, and does not know where to find it. What is it Keeper? What has happened to your keys?" "None of them have passed through the doors. The corridor has been sealed. Do you know what happened in Runeterra, Bilgewater?" Wolf growled and Lamb replied, "We do, Keeper. We have hunted those marks and sent them on their way. But a vile curse has returned them to us. We cannot set foot on Bilgewater and must wait for them. All things come to us, we must merely be patient." "A place where a death hunter cannot walk?" Silence came from the other side for a time, "This is not good news, hunters." "You keep souls, not secrets! It must stop playing these games - Tell us!" Gnashed Wolf. "With the corridor sealed, no matter how many times you send those souls to me, they will never arrive and will only return. If you cannot walk on that land, then I must do it myself." "A Keeper must not leave the realm of the dead." "A Keeper has no choice."
With that, a cold blast shot through where Kindred stood, decimating the wooded area Kindred was sitting in just prior as two giant ethereal doors burst open. Yammot stepped through, slowly, scanning the area before peering back to Kindred, "I will finish what you cannot. These souls are mine."
Appearance: Yammot is neither male nor female, as another personification of death, gender does not apply to Yammot. Yammot's voice is layered, sounding almost as if multiple souls are talking at once, ethereal and ominous that strikes fear into the heart of anyone who hears it... except Karthus, who would find it enrapturing and possibly aspires to sound like Yammot for his requiems. Like Kindred, Yammot wears a mask, except Yammot's mask has three eyes and resembles a bison, complete with horns that come out at the sides. Yammot is completely covered in tattered robes with a skeletal armored chest. Yammot has four arms and two skeletal wings. The bottom two arms usually rest folded behind Yammot, like a warden on patrol, and the top two arms have their hands clasped, like a monk in prayer.
Yammot does not strike opponents for it's autoattack, rather Yammot raises one of its hands in front of the target for a short range attack (length of a short sword). The animation looks as if pieces of the target's soul is slowly being drained out of it. The stillness is intended to demonstrate Yammot's effortless power, as well as the stillness of death.
Abilities Passive: Soul keys
When an enemy dies there is a chance that they will leave behind a trace of their soul which Yammot can use to create a "key" for one of death's doors. The soul fragment is left at the location of death which Yammot must pick up, enemies can step on it to destroy it. These stack up to Yammot's current level. If Yammot or an ally near Yammot dies, the stacks are used to reduce the number of seconds it takes to be revived. Champion deaths always leave behind a soul fragment.
**Q - ** Chill of Death
Range: 200 Cost: 65/70/75/80/85 Mana Cooldown: 10/9/8/7/6 Magic Damage: 10/20/30/40/50 (+6%/8%/10%/12%/14% Yammot's missing HP) (+100% AP) Yammot lets loose a concussive blast of death energy. Enemies caught in the blast are stunned for 2 seconds and are applied rot, dealing additional magic damage over time. Rot deals 5% of targets maximum health over 5 seconds.
W - Call of the Void
Range: 950 Cost: None Mana Damage per second: 50/ 75/ 95/ 120/ 135 (+25% AP) Cooldown: 27/25/23/21/19 Yammot stares down a line. Any champion that meets Yammot's gaze is captivated and slowly walks towards Yammot. Yammot must channel this spell, while doing so, Mana is drained from the champion and given to Yammot. If the champion has no mana, they lose health instead but Yammot gains nothing.
E - Shared Fate
Range: 800 Cost: 65/75/85/95/105 Mana Cooldown: 10/9/8/7/6/5 Damage Reflected: 50%/75%/100%/125%/150% +3% Attacker's current health Active: Yammot conjures a soul shield around either Yammot or an ally for 4 seconds. The shield does not reduce damage, but reflects damage back to the attacker. Passive: Yammot gains +50/75/100/125/150 HP and +1/+2/+3/+4/+5 Health Regen.
R - Death's Door
Cast Time: 2 seconds Cost: 125 Mana Cooldown: 230/220/210 Damage: 30/50/80 Knockback: 800 Yammot attaches a finished soul key to target's soul that lasts for 15 seconds. If target dies within that time, death's door is immediately flung open, knocking back everything in the vicinity and dealing true damage and applying rot. The target revives with 25% health and heals Yammot for the same amount (Yammot always revives at 50% health).
Playstyle: Yammot is designed to be kind of a Tank (warden)/ Support (disrupter) that all play thematically with the title of Keeper of the Dead (at least, in my mind, what a Warden of the dead would need to do their job effectively). The key to success is actually to ride the line of death, keeping attention on yourself rather than teammates, and effectively making enemies useless.
Most likely, players would want to max E first, since it gives the greatest benefit to Yammot's playstyle (it also fits well with the death as karma theme). Unlike other tanks, Yammot WANTS to take damage since it both hurts enemies more with E and increases effectiveness of Q, as such armor/magic resistance actually plays against Yammot. Ideally, Yammot wants item builds that capitalize on HP with as little armor/magic resist as possible. After E, the next ability depends on what position Yammot is playing. As a support or mid, W is great to harass enemy mages, opening them up to get killed by either ganking, ADC, or even turret; additionally, draining their mana leaves them helpless later on. Mages would likely do well to build mana regen items to counter this. Like Kindred, Yammot's ultimate is a bit of a double-edged sword, capable of helping or hindering a battle. In a 1v1, it's great, able to take an enemy down with you, then get right back up and keep on trucking. As a support, it is an excellent deterrent from enemies taking down either yourself or your carry... but in a teamfight, you could end up either killing your whole team or killing everyone in the fight! In this case, whichever team revives first has the upper hand, so it encourages smart use of death (wanting to die by the original bang, not the rot).
I'm not the best at balancing numbers, so I'd appreciate any insight anyone would be willing to give! As well as any comments otherwise!