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[Champion Concept Reworked] Maris, The Cursed Princess

shadowlord723··4 votes·3,837 views

DISCLAIMER: I have no intention of stealing anyone's ideas of existing concepts. I apologize if there is anything below that matches with another concept. These are my personal ideas of a concept champion.


LORE

I'm really bad with these so I'll make it short. Sorry if there are any contradictions with the existing lore as I only did a small amount of research.

A commander who served under her general Kalista as well as one of her trusted allies, Maris set out to help guide the King to the Blessed Isles along with Kalista and Hecarim. Choosing to stand alongside Kalista, she watched in shock as Hecarim and the Iron Order backstabs her former general. Maris and the followers of Kalista fought against Hecarim's knights, but realizing that their numbers were too few, Maris commanded the remaining survivors to retreat deeper into the Blessed Isles.

Not long after, the Ruination of the Blessed Isles began, and the Black Mist consumed everything in its path. Maris and the survivors tried to flee, but the majority fell victim to the mist. Maris and a few of the remaining survivors were able to escape after they successfully reached a ship and sailed away. But unfortunately, they had still made contact with the mist. Over time, Maris and the crew would gain new powers which would be considered as inhuman, but in turn, they would be overcome with madness and hunger for the screams of pain from victims they encounter during their sail. With the small amount of humanity left within her, Maris and her crew agreed to only exact torture and death onto the criminals and traitors they encounter to punish them for their misdeeds and to only give quick and painless deaths to those who have suffered in life and wish to end their lives peacefully.

In Bilgewater, stories have spread among the sea voyagers about a girl and her crew who seeks criminals and thieves out in Bilgewater and the surrounding sea. It's been said that those who come in contact with her succumb to the endless painful torture that one cannot imagine. Those that survive the torture and are chosen to be released by the girl turned out to lose their sense of pride and reason and instead are filled with fear and trauma. Additionally, it's been said that they become cursed after their return. If the survivor's mind obtains any malicious thoughts, their bodies will undergo excruciating pain as chains would erupt underneath them and tighten their hold onto the victim. Based on how malicious the thoughts were, the chains would continue to tighten and tear deep into their skin. Worst case scenario would be death. It is unsure how plausible the story is, but it is a sure fact that some of the victim's bodies were found wrapped in chains and cuts all over. Over time, as the story about the mysterious girl and her crew spread, the girl, Maris, became known as The Cursed Princess.


OVERVIEW

CLASSES:

  • Fighter (Diver)
  • Slayer (Skirmisher)

AFFILIATION: Shadow Isles

WEAPON: Scythe

APPEARANCE REFERENCE:
http://i.imgur.com/Yl0N0ww.png

  • Probably a bit less "flashy" and can show that she has been affected by the Black Mist.

Original Character Source: Playable unit "Alice" from mobile game Brave Frontier.

STATS: Health: 542 -- 2104 Health Regen: 8.6 -- 17.2 Mana: 305 -- 985 Mana Regen: 8.2 -- 19.8 Range: 175 Attack Damage: 68 -- 130 Attack Speed: 0.662 (+0 -- 56.5%) Armor: 33.4 -- 94.2 Magic Resist: 32.1 -- 53.4 Movespeed: 345


ABILITIES

PASSIVE: Cursed Souls

INNATE:

Damaging enemies with Maris's abilities applies [Cursed] onto the enemies for 1 second in which Maris curses the damaged enemy's soul and negates all incoming and outgoing healing from the affected champion for the duration. Additionally, incoming and outgoing healing from the affected champion instead deals magic damage equal to (10 / 20 / 30 / 40)% (based on levels 1 / 6 / 11 / 16) of the post-mitigated healing. Reapplying [Cursed] on top of an existing one does not refresh the duration, but instead stacks onto the duration additively.

Maris's basic attacks against enemies with [Cursed] applies on-hit effects based on her current health. If her health is over 50%, her on-hit effects deal (2.5 / 5 / 7.5 / 10)% of the enemy's current health as bonus magic damage. If her health is below 50%, her on-hit effects deal no additional damage but instead heals herself for (2.5 / 5 / 7.5 / 10)% of her missing health. Against [Traumatized] enemies not under the effects of [Cursed], on-hit effects are only 50% effective.

Q: Torment the Punished

ACTIVE:

Maris empowers her next basic attack within 10 seconds, gaining 50 range, dealing bonus attack damage, applying [Cursed] for 1 second, and granting bonus attack speed for 5 seconds.

If the enemy already has [Cursed] applied, the empowered basic attack doubles [Cursed Souls] on-hit effect and doubles the bonus attack speed.


Mana Cost: 20 / 25 / 30 / 35 / 40 Cooldown: 8 / 7 / 6 / 5 / 4

Empowered Basic Attack Bonus Damage: 45 / 65 / 85 / 105 / 125 (+50% AD) Bonus Attack Speed: 20 / 27.5 / 35 / 42.5 / 50% Empowered Bonus Attack Speed: 40 / 55 / 70 / 85 / 100%

W: Relive the Trauma

PASSIVE:

Once [Cursed]'s duration exceeds 3 seconds, [Traumatized] will be applied at the end of [Cursed]'s duration. [Traumatized] reduces the affected enemy's Adaptive Force by (5 / 15 / 25 / 35) for 3 seconds, refreshing the duration if reapplied.

ACTIVE:

Maris vanishes for 0.5 seconds and then reappears at a target location. She traumatizes nearby enemies at her destination with her quick but painful strike, dealing them physical damage, applying [Cursed] for 1 second, and causing enemy champions to [Hallucinate] for 9 seconds.

While under the effects of [Hallucinate], the enemy champion suffers from the trauma caused by Maris's strike. Every 4 seconds while Hallucinate is active, their hallucination takes form and recreates the scene of Maris inflicting her traumatizing strike, dealing them true damage equal to [Relive the Trauma]'s first post-mitigated damage before disappearing each time, for the maximum of 2 times per duration. Each strike from [Hallucinate] applies [Traumatized], but does not apply [Cursed].

[Hallucinate] cannot be reapplied onto enemies who are still under its effects.


Target Range: 650 Effect Radius: 250 Mana Cost: 60 / 70 / 80 / 90 / 100 Cooldown: 22 / 19 / 16 / 13 / 10

Physical Damage: 40 / 55 / 70 / 85 / 100% AD Maximum Mixed Damage: 120 / 165 / 210 / 255 / 300% AD

E: Cursed Chains

ACTIVE:

Maris slams her scythe onto the ground, causing chains to erupt from the ground at a target location after 0.625 seconds, rooting and applying 3 stacks of [Cursed Chains] onto the enemies for a duration, and applying [Cursed] for 1 second. This portion of the ability does not deal damage.

Maris and her allies' basic attacks and abilities onto enemies with [Cursed Chains] applied consumes a stack of [Cursed Chains], each stack dealing bonus magic damage, but also reducing the remaining root duration by 50% of the remaining root time. All remaining stacks of [Cursed Chains] are automatically dispelled without dealing the bonus magic damage and without applying [Cursed] once the root duration has ended.

Consuming the 3rd stack of [Cursed Chains] deals increased bonus magic damage and applies [Cursed] onto the enemy.


Target Range: 900 Effect Radius: 175 Mana Cost: 60 / 75 / 90 / 105 / 120 Cooldown: 18

Root and [Cursed Chains] Duration: 1.5 / 1.875 / 2.25 / 2.625 / 3 [Cursed Chains] Bonus Magic Damage: 20 / 35 / 50 / 65 / 80 (+20% AP) 3rd [Cursed Chains] Bonus Magic Damage: 40 / 70 / 100 / 130 / 160 (+40% AP) Maximum Magic Damage: 80 / 140 / 200 / 260 / 320 (+80% AP)

R: Storm of Madness

ACTIVE:

Within the duration of 1 second, Maris swings her scythe around for a total of four times with each swing sending out shockwaves of her cursed power, during which she cannot use basic attacks or abilities. Enemies damaged will be slowed for 1.5 seconds with each strike refreshing the duration. The scythe itself will deal physical damage whereas the shockwaves will deal magic damage instead. Enemies can only be hit be either the scythe OR the wave for each individual strike.

Maris's first three swings will damage enemies within a radius around her while also applying [Cursed] from each strike. Her fourth strike will swing her scythe upwards towards the target direction while also sending out a vertical shockwave which extends for a longer range, dealing damage to enemies while also applying [Cursed] from the strike. Enemy champions that make contact with the scythe on the fourth swing are knocked up for 1 second.


Effect Radius (first 3 strikes): 650 Scythe Radius (first 3 strikes): 325 Target Range (4th strike): 950 Scythe Range (4th strike): 450 Mana Cost: 100 Cooldown: 110 / 90 / 70

Mixed Damage Per Strike: 60 / 110 / 160 (+45% Bonus AD) (+25% AP) Maximum Mixed Damage: 240 / 440 / 640 (+180% Bonus AD) (+100% AP) Slow: 40 / 60 / 80%


PREVIOUS VERSION

Thanks for reading my champion concept! Feel free to provide any feedback!


10 Comments

JöJö1 votes

Hey bud you obviously tried real hard on this but i'm going to tell you right now having 25 passive effects and debuffs is garbage design. Don't do that.

shadowlord7231 votes

Thanks for the feedback! I guess I went a bit too ham with the debuffs. You can see my full response on potential fixes on Voidling's comment.

Mr Voidling1 votes

Yeah, he isn't wrong. The W alone talks about 3 different debuffs. The ability not only reduces their damage, it applies curse which reduces all healing from/on them, and makes them take true damage even if they teleport away. This is especially bad for people playing AGAINST her, as they need to learn stuff about a champ they aren't playing to understand what is happening to them. 1 or 2 unique debuffs is good but 3 or more starts to be too much.

Not to mention W is basically better than her R, dealing 100% AD + 200% AD as True Damage.

So 640 + 180% Bonus AD on her R. If you give her the 130 base AD, and she has like 300 Bonus AD, you'll get 430 Total AD which seems decent enough. Her R will deal 1,180 damage whilst her W will deal 1,290 damage. If you put her at 200 total AD(70 bonus) then it's 766 versus 600, which is closer but still worse due to the true damage aspect. If you put her at 130 total AD then it's 640 versus 390, which is much closer but STILL worse due to the true damage aspect. 100 Armor = 50% reduction, so R will deal 590/383/320 versus W which deals 1,075/500/325. W pretty much always deals more damage. And has a MUCH lower cooldown reaching 5.5 at max CDR, so 2 targets can be affected at once(if you don't already land a multiple champ W).

Closest concept I have to this would probably be Jacqueline(also from the Shadow Isles), who "technically" has like 5 passives, and 1 debuff, but 3 passives are tied into her actual Passive Skill and 1 of those is just explaining her resource and how she gains it. The other 2: one is a debuff/buff on her so to balance it she needed another buff on her passive. So effectively she has 3 passives in her kit.

shadowlord7231 votes

Thanks for the feedback! I also agree with jojo that I did go a bit too ham with the debuffs on Maris's kit. I wanted to bring out the feel from the lore where survivors are left traumatized, but I guess that is unnecessary.

What I can do is remove the [Traumatized] effects from her kit as a whole. I originally included that part of the passive so that Maris can continue applying on-hit effects, but after recalculating the maximum [Cursed] duration along with the estimated ability animation times from her abilities, that part is also unnecessary. I will also remove the slow from her ult as she already has her E to lock enemies in it as well as a knock-up.

As for the damage between W and R, I did realize that the W damage overall is higher than the R damage. However, in terms of DPS, R will be higher than W. In order for W to reach its maximum damage, it must take a total of 8 seconds. R damage only takes a total of 1 second.

So when using your numbers after the 50% damage reduction, W damage (1075/500/325) over a total of 8 seconds will have a DPS of around (134/63/41). R damage over a total of 1 second will still have a DPS of (590/383/320). Overall, R wins in terms of DPS over W

But I do have a feeling that the R damage might be a bit lacking, especially when I'm going to remove the slow from the ult. What I can do is buff up the damage from the R.

What do you think of these potential fixes?

shadowlord7231 votes

Oh yeah, sorry for this new comment but there's one more thing I wanna mention about the W which you may have glossed over.

The 2 true damage effects from [Hallucinate] are based off of W's FIRST POST-MITIGATED PHYSICAL DAMAGE. I may have bad english, but I'm pretty sure this means the true damages are based off of W's first damage AFTER mitigation.

So let's use your numbers again and say that Maris has 130 base AD and 300 Bonus AD, for a total of 430 AD. Now we throw in the 100 armor = 50% reduction. Thus, R will still deal 590 mixed damage, but let's recalculate W. W's first intended damage is 430 physical damage. But with 50% reduction, it will deal 215 damage instead. Each of the individual true damage from [Hallucinate] will be based off of the first W damage after reduction. So each will deal 215 true damage. With that said, the total W damage will be 645 damage (with 430 AD and 50% reduction). Each true damage is based off the first W damage. After all, the enemy champions are RELIVING the trauma (hence the ability name)!

Now I know it still means the R maximum damage (590) is still lower than W maximum damage (645) by like 55 damage. But remember, R will have HIGHER DPS than W. R DPS = 590 damage per second W DPS = 81 damage per second

Hmm...maybe I should buff up the W damage too...idk...

But yeah, just pointing out that you might have missed the "post-mitigated physical damage" part of W.

Mr Voidling1 votes

Oh, so why specify W as dealing true damage? Just so if a champion tries reducing future damage taken by it by using Warwick/Galio/Irelia/Master Yi skills they can't? This also goes both ways though, so if you hit them during their ability all future damage will be lower. If you hit them while invulnerable it will deal no future damage but still do the effect. Things to keep in mind.

Well also if you're going by DPS and W deals 645 over 8 seconds versus 590 over 1 second you have to add in the fact that W has a VASTLY lower CD, great range for engaging/escaping, and the followup damage is almost impossible to dodge unless you have a shield to block it. R can be mostly blocked by a reaction Zhonya's/damage reduction skill. Not to mention W really stops enemies from backing, pushing them another 8 seconds before they can actually go back to base. I think maybe just having her R's close range apply on-hits as well would be a good reasonable buff, total of 4x on-hit effects in 1 second isn't bad. And it makes it more situational depending on your current health. It allows for decent build flexibility and cool interactions with the rest of her kit. Maaaaybe let it crit with like 25% increased damage, but idk about that.

shadowlord7231 votes

Oh, so why specify W as dealing true damage? Just so if a champion tries reducing future damage taken by it by using Warwick/Galio/Irelia/Master Yi skills they can't? This also goes both ways though, so if you hit them during their ability all future damage will be lower. If you hit them while invulnerable it will deal no future damage but still do the effect.

What you said is basically what I intended (except for the invulnerability part which I expected yet cannot find a way to get around it). The affected enemy is under a traumatizing hallucination and they are reliving the pain and damage they had experienced from the very first strike. The follow-up damage being true damage is to represent they are mentally experiencing the exact amount of pain they initially felt. If the enemy blocks the first strike, the amount of pain they experienced is lower, meaning that mentally the trauma isn't as severe. This was the type of feel I was going for the ability.

Well also if you're going by DPS and W deals 645 over 8 seconds versus 590 over 1 second you have to add in the fact that W has a VASTLY lower CD, great range for engaging/escaping, and the followup damage is almost impossible to dodge unless you have a shield to block it. R can be mostly blocked by a reaction Zhonya's/damage reduction skill. Not to mention W really stops enemies from backing, pushing them another 8 seconds before they can actually go back to base.

For the vastly lower CD, I may be misunderstanding your intention but it goes without saying that a large amount of basic abilities will outdamage the R ability when they have lower CD.

Great range for engage/escape while dealing damage, pretty much Fizz and Leblanc W is like that. Not to mention, this W ability is Maris's ONLY source of mobility and damaging AoE (outside of her ult). Her E is also AoE, but the initial part doesn't deal damage, and the remaining E damage is only decent if all 3 stacks are consumed. Maris will be using her W at situational times. Either she uses it to help with clearing a wave, she uses it to engage and deal damage with no escape, or she uses it to escape without a guarantee of dealing the damage.

Maris is intended to be a fighter and more DPS oriented rather than burst reliant (pretty much why this is a rework; her previous version relied to heavily on burst combos that she is pretty much an assassin rather than a fighter). If I were playing Maris, I'd use her W somewhere near the beginning of the fight to maximize my damage properly. Using it at the end of a fight will lower its damage potential, especially if the enemy escapes. When the enemy is out of fighting Maris, there's a good chance that [Cursed] also has run out, providing more countermeasures to reduce the severeness of the ability.

Lastly, I also mentioned that [Hallucinate] cannot be reapplied onto enemies who already has the effect. So if Maris builds CDR and uses W on the enemy who is already affected, the initial W damage will be dealt, but there will be no follow-up damage.

I think maybe just having her R's close range apply on-hits as well would be a good reasonable buff, total of 4x on-hit effects in 1 second isn't bad. And it makes it more situational depending on your current health. It allows for decent build flexibility and cool interactions with the rest of her kit. Maaaaybe let it crit with like 25% increased damage, but idk about that.

I also like that idea. It might feel weird with on-hit effects being applied from an AoE ability, but I think it can work. I do believe I should reduce the effectiveness of each on-hit effect by like 50% for each strike so it isn't too broken. Like at level 16, Maris deals ult damage along with on-hit damage equal to 10% of enemy's current HP or heal for 10% of missing HP FOR 4 TIMES IN 1 SECOND! I think that should be reduced.

Mr Voidling1 votes

Yeah, 50% effectiveness for on-hits might be best. Especially if her Q resets her attack timer as she'll already be doing a lot of hits outside of her R. Also, Fizz and LeBlanc are like my most hated champs xD Immobile Mages like my poor Velkoz just can't handle them.

shadowlord7231 votes

Yup. As a former Karthus main with 0 mobility and no hard CC, I understand that pain. Fortunately I can deal with them in a way, but a really good Fizz/LB player is gonna be hell.

Once again, thank you for the feedback! I'll make the changes sometime soon.

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