[ Champion Concept ] Morphus, the God of the Void

F U R Z I··12 votes·1,709 views

                Morphus, the God of Icathia                  Primary: Marksman                    Lane: Top, Mid


 

            Health: 605             Health per level: 82             Health regeneration: 6.5             Health regeneration per level: 0.65             Mana: 220             Mana per level: 38             Mana regeneration: 7.5             Mana regeneration per level: 0.525             Attack damage: 61             Attack damage per level: 3.25             Attack speed: 0.679             Attack speed per level: 3.38             Armor: 26             Armor per level: 3.3             Magic resist: 30             Magic resist per level: 0             Movement speed: 355             Range: 600


                  • Starting Items:

                  - Dorans Blade                   - Health Potion                   - Warding Totem

                  • Early Game Items:

                  - Manamune                   - Hurricane                   - Berserker's Greavers

                  • Late Game Items:

                  - Trinity Force                   - Blade of the Ruined King                   - Guinsoo's Rageblade                   - Lord Dominik's Regards


                  • Spells:

                  Teleport + Ghost                   Teleport + Flash  


                  • Strong against:

                  - Yasuo                   - Braum

                  • Weak against:

                  - Katarina                   - Varus                   - Manaless champs


Passive:

Balance of Icathia:

While no ally champions are nearby, his basic attacks marks enemy champion for 8 seconds, while its marked, he takes 50% reduced damage from turrets and 25% damage reduction from other enemy champions.

His critical strikes deal no bonus damage, but his healings from all resources are incrased for 2.5 per level, up to 45% at level 18.

Soulstealer:

For every unit he kills, he converts their soul into bonus mana. Based on what he killed, he gains:

   +3 bonus mana for Minions    +8 bonus mana for Large monsters    +13 bonus mana for Rift Scuttlers    +20 bonus mana for Champions    +30 bonus mana for Epic Monsters


Q - Void annihilation ( COST: 20/25/30/35/40 HEALTH | COOLDOWN: 6/6/6/6/6 )

Active:

He deals 60/100/140/180/220 (+80% attack damage) in line to the first enemy and applying on-hit effects, and 50% of the damage to enemies in a cone behind first enemy. If first enemy is a champion, he can reactivate spell within 1 second.

Reactivate:

Gains max stacks of Notorious's wrath, and if he uses it, it will steal 40/50/60/70/80 mana and silences enemy for 1.0/1.25/1.5/1.75/2.0 seconds as bonus effect. Reactivation incrases cooldown of Void annihilation for 10 seconds.

  • If enemy champion have energy instead of mana, it steal will be halved.   • If champion is manaless, it will not have effect.   • This cooldown incrase is fixed, and it cant be reduced by cooldown reduction items, runes and masteries.


W - Reveal: ( COST: 50/50/50/50/50 MANA PER SECOND | COOLDOWN: 18/16/14/12/10 SEC AFTER USE )

Toggle:

He becomes invisible, granting 13/16/19/22/25 % movement speed and gains true sight for invisible and camouflaged enemies, wards and objects, allowing to attack them, but dont allow to attack visible units turrets and control wards.

  • Only enemy turrets can see him.   • Every second in stealth incrasing cost of this spell for 50 mana.   • He can use his ultimate while reveal is toggled.


E - Notorious's wrath: ( COST: 40/50/60/70/80 | COOLDOWN: NO COOLDOWN )

**Passive: **

Basic attacks on enemy units garants stacks of notorious's wrath for 4 seconds.

Active:

At 5 stacks, he can lash his mana energy that knocks unit back, dealing 60/80/100/120/140 (+50% attack damage) physical damage, and slows them 60/65/70/75/80 % for 0.75 up to 1.5 seconds. Knocking distance and slow are based on that how near they were. Spell cant be casted at same unit within 9/8/7/6/5 seconds.


R - Veneration: ( COST: 100/150/200 MANA | COOLDOWN: 120/110/100 )

Passive:

His basic attacks deals 30/35/40 (+7% of her maximum mana) physical damage on hit and burns enemies for 5 seconds for a total of 10/20/30 (+25% bonus attack damage) magic damage.

**Active: **

Incrasing his attack range for 100/125/150 and his basic attacks becomes inverted, refusing to be blocked by any shield what block projectiles and steals 0.5/1.0/1.5 % of your maximum mana from enemy champions for 8/9/10 seconds.

  • If enemy champion have energy instead of mana, it steal will be halved.   • If champion is manaless, it will not have effect.   • While ultimate is active, only mana-steal effect can be blocked by shield.


                   Photos:                  Here is his head              Here is how the body should look like  


21 Comments

Tribbles Foxfolk6 votes

It's a good attempt, but way overloaded. He has 4 passives, all good, and 4 actives, all REALLY good. Just because you can add a passive and an active doesn't mean you should. We learned that the hard way.

I'd honestly say it's back to the drawing board. Again, good concept with a Void ADC, but we're kind of spoiled for ranged champions. (Especially considering you want it toplane, which is already dominated by ranged.)

F U R Z I1 votes

He is marksman who is stronger when he plays solo. So maybe, if riot makes him, support will pick bard, cause he will roam, or will go duo top or something same XD

Tribbles Foxfolk5 votes

{quoted}

He is marksman who is stronger when he plays solo. So maybe, if riot makes him, support will pick bard, cause he will roam, or will go duo top or something same XD

Isn't that kind of the issue, though? When a Marksman is best going solo, like Quinn, they go top and stomp almost every melee into the dirt. (Thankfully slightly less so now that Courage exists)

I still like the concept, but I can't get past the 4 passives. It's frankly too much free power, especially when the champion is going to be much safer than their non-ranged competition.

F U R Z I1 votes

Yeah, true. And... about passives... Yasuo have double pasive too ( Doubled crit and shield ), and this one from E spell, shouldnt be counted as passive. So that is 3? :D I think that we have other champions with 3 passives, like darius (Hemorrhage over time, ad boost and armor pen from E) and etc.. :D

Tribbles Foxfolk4 votes

{quoted}

Yeah, true. And... about passives... Yasuo have double pasive too ( Doubled crit and shield ), and this one from E spell, shouldnt be counted as passive. So that is 3? :D I think that we have other champions with 3 passives, like darius (Hemorrhage over time, ad boost and armor pen from E) and etc.. :D

But that doesn't really make it balanced. Hell, Darius would be amazing if you could pick a melee toplaner this Season.

Darius and Yasuo are both champions heavily overloaded by design (thanks to one CertainlyToxic) that either roll heads or are total garbage, almost never in between. Using those as a comparison point is actually the same as pointing at Kalista and saying "But this champion gets 3 passives too, so having 4 can't be that bad, right?" Keep in mind that Kalista was so OP for the longest time that Riot actually had to NERF HER AUTOATTACKS TO ONLY SCALE 90% AD AND BASICALLY GUT HER KIT.

I will restate: Just because you can give each ability a passive and an active doesn't mean you should. Passives are a lot of power that may not be inherently obvious (cough Ekko W cough), but add something to the champion's kit that may very well not deserve to be there. (Yasuo double crit cough cough Darius' Bloodrage HACK COUGH)

Designing around the fact that some (albeit very few) champions have 3+ passives as well as 4 active abilities is designing around a flawed, and frankly impossible-to-salvage, premise.

LunaGalaxy141 votes

I'd like to start off with the fact that his passive allows him to gain bonus mana and bonus hp regen in return for no critical strikes (Even with that drawback, it's still powerful. Considering how even without crit as an ADC TOP, auto-attacks still melt and with the range and bonus healing...that's just super kiting right there).

Ahméd Néurolog3 votes

it is good

Hildebrand3 votes

I get what you're going for with this, but I see no way this would not just rofl stomp any botlane.

Nevermind that mana steal is an inherently unfun mechanic to play against, an 80% scaling that applies on -hit effects, is up every 6 seconds and can silence for 2, along with giving her max stacks immediately is about the definition of a lack of counterplay.

Assuming we use current builds for toplane marksmen like Quinn at 10 minutes we have 145-165 AD, 0.91 AS, and assuming they CS with 75% efficiency they should have about 900 mana at that point and can be invisible (meaning they can walk right up to an enemy,) for 7 seconds then pull off a Q>Q>E>R combo for 296 damage, a silence, and will have to move 700 units away to get out of range, (much greater than flash,) and with a MS of 375 or so (tier 1 boots,) an enemy champion will have no choice to try and duel in this seriously weakened state, nevermind that you can essentially towerdive for twice as long and they already are doing reduced damage.

This is not an anti-assassin it's just another broken assassin.

F U R Z I2 votes

If he reactivates Q, cooldown will be 16 seconds, instead of 6... He cannot spam his silences and mana stealing effects in short period, 16 seconds are enough, and he got it too from ult, what have 100-120 seconds cooldown. Well, if temmo can blind for 1.5 or more seconds, why he cannot steal mana every 16 seconds? His ult is good counter for champions what uses mana, like muramana chaps(ezreal, jayce) or mage assasins(leblanc, etc...)

SlntReaper3 votes

Are we entirely sure we want another top lane ADC? Because y'know, I get the feeling sometimes while playing non-poke melee tops that somethings a bit wrong.
Nah, it's fine that I get nuked from range by Jayce Q

F U R Z I1 votes

If someone picks Jayce, you can counter him by picking Morphus... Easy man... :D

SlntReaper4 votes

What if I want to play a melee top? Like a tank? https://media.giphy.com/media/EldfH1VJdbrwY/giphy.gif

F U R Z I1 votes

Then you should ban him in champ select :D 5 bans by team in this season item 3070 Shen

Schàdenfreude2 votes

I've always wanted the void to take over Runeterra. This seems really good!

F U R Z I1 votes

Actually, i think that a lot of assasins with invisible are uncounterable, and thats why i made this. Thanks a lot :)

Papa Andrei2 votes

First off, 25% damage reduction are you fucking kidding me???? Urgot only has 15% for his passive, and thats his ENTIRE passive. Get rid of damage reduction or keep it, nerf the numbers and have that as only passive. Q is fine numbers wise besides the silence. Point and click cc is meant to be removed or heavily gated by something else, Perhaps it can reactivate if max stacks of E. W= FUCK YOU VAYNE. 50 mana might be much, especially with a high cd. maybe drop it to 30 with a scaling of 50 instead. E. 80% Slow??? da hell bruv? 60% at max rank would be hella solid. Other than that, its perfectly fine. R. Well... I like it, and i don't. Its just an AA buff with the Manamune passive. I loooove the inverted AA idea but make it so perhaps the AA comes from behind the enemy within same range you are and pierces targets along the way. So if you are max range, every target behind them would be hit within that same range.

Ideas for changes. Passive Mana gain could be added to his Ult instead. Have mana scalings along with ad scalings to his Q, Ult, and E. New Passive, Stacking Damage reduction on self, every AA or Q hit grants % Damage reduction vs target.

Thats it, but instead of "God of the Void" maybe have like some other very prestigious title or role. OOOOORRRR instead of void, maybe Icathia? Like some sorta rogue agent from Icathia living in the void attacking things. Hence the odd mana mage thing.

F U R Z I2 votes

But he gets 25% damage reduction from other enemies, what he dont attack, he takes 100% damage from marked enemy. Urgot gets 15% damage reduction from all enemies what he attacks. All spells can be balanced, i just gave some ideas for mana-stealing champ what stacks mana, deals it onhit and can see invisible units :D And about name, you re right, the God of Icathia is better idea

NGNL Asian2 votes

It's an nice idea but the fact that there's a god in league as a champion isn't that good, because if he's the god, wouldn't he automaticaly disabled the enemy from using void champs?

F U R Z I1 votes

You re right, edited :D

Statikin1 votes

I'm sorry if this sounds a little blunt but I'm Going to give some feedback. It's commendably thought out but IMO needs a lot of work.

There's a few points of which he suffers with:

-Passive is super counterintuitive. Why can he only apply the mark when no nearby enemy champs are present but then he gains reduction from other enemy characters, the concept is a bit contradictory. It's an interesting general idea function wise for a passive but that specific trait there is what bugs me.

-his kit is, in general, quite overloaded and just clumped together. An AD carry with mana sustain is also a complete nightmare.

-last point is that it's good to just all around avoid mana-draining abilities and kits as they just flat out don't really work. What if you target a manaless champ with such a mechanic? What happens then?

I think it's a good idea to rework much of this champ. You can still keep him as an anti assassin but definitely change his skills. It's an interesting concept and I hope this feedback might've helped give some constructive comments :)

LordGeovanni1 votes

no ' boo also why is the void allied with icathia

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