Mor Brume, Crux of the Isle
Hello! Thanks for taking the time to read or review my champion concept, Mor Brume, Crux of the Isle! First there is a visual description along with some images, followed by a gameplay preview, lore, and finally the kit! Please comment below what you think, and don’t forget to vote based on what you thought!
Note: Mor Brume should be referred to as an "it", but I might have said "he" or "she" a few times in this post.
#Visual Description:
http://www.17thshard.com/forum/uploads/1297588301/med_gallery_16_4_114125.jpg
Imagine this but less defined, more ethereal. In addition Mor Brume is colored and looks like the black mist. While monstrous faces, creatures, limbs, teeth, and claws don’t always push and stick out of the mist, they do occasionally appear with reduced details. The mist swirls and doesn’t seem to have a particular end. I don't like how many creatures and forms are appearing, especially all at the same time, but this picture should give you an idea of what I mean beyond just "big black cloud with Shadow Isle colors".
Every 400 health, give or take some hundred health points, Mor Brume would have physical changes beyond just growth. Dust or winds would blow more violently as Mor Brume grows. Demonic visions appear out of the mist more often. And it takes more of a cloud like shape as it grows.
At the beginning of the game. Mor Brume is more like this:
However less “cat” like. Still looking like a small creature, it has a faded end and smoke rolls off in curls. Extra feet, features, faces possibly, and other traits would begin to appear as Mor Brume expands and grows. Eventually, Mor Brume would become more of a rolling cloud rather than a creature, and would no longer directly contact the ground.
Gameplay Preview: Mor Brume is an expansive horror, an endlessly growing hell on Runeterra. This reflects into his gameplay, as a hyper scaling disruptor tank that finds home in the jungle. People seem to love tanks that grow in size, and love item or effects that change your size like the Ascension buff, Steraks Gage, etc. and Mor Burke delivers on this fantasy. In the beginning of the game Mor Brume wants to focus on clearing camps while occasionally picking up clusters of Black Mist to help his clear and growth towards blacking out the skies of the world. During ganks, Mor Brume can either use the Gate of Abjection to close the gap, or if its patient, to slam the enemy away from their tower and prevent their escape through mobility. After closing the gap, Mor Brume will want to follow up with Unending Tribulation and Condensed Horrors to slowly sap his enemies health… literally. And if the target is highly valuable, it might want to even ensure the kill with Crashing Hells.
As Mor Brume passes through the jungle, it will focus on farming for items and collecting Black Mist. Its clear is reliant on Condensed Horrors for single target damage and sustaining. And while Mor Brume has significant healing through smite and Condensed Horrors, it has unnaturally low armor and not particularly fast clear times.
Later into the game, after Mor Brume has collected more horrors and expanded its Area of Influence, it can fight more aggressively. In skirmishes and teamfights Mor Brume wants to disrupt enemies and sustain himself through Condensed Horrors. The Crux of the Isles wants to toss enemies around with the physically destructive powers of damned souls. Best case scenario, enemies of Mor Brume won’t have any time to safely or successfully dish out damage.
In addition, Mor Brume offers unique powers to his team. Not only can it infinitely grow in power, technically able to able to completely cover the Rift eventually, but he brings a new debuff to the Rift. Attack speed slows aren’t anything new to League, but cast time slows are a totally new counter to mages. As enemies suffocate within the Crux of the Isle’s deadly mists, they will weaken, unable to attack their enemies with spells or basic attacks as fast as they could. All the while, Mor Brume slams and crashes into its enemies with wrathful force.
Unfortunately for Mor Brume, all well designed champions need to have weaknesses. And while I can't say Mor Brume is particularly the healthiest champion ever, it does have solid weaknesses. Firstly, Mor Brume is a farm jungler that has a hard time early on. Fighting him in its own jungle is extra dangerous for him, especially when he is spending his time clearing camps. While is its ganks are strong, they also don't always net a kill which wastes valuable time Mor Brume could have spent clearing camps and collecting clusters of Black Mist. In addition, with naturally low armor for a tank and a costly shopping list that is longer than usual, Mor Brume has to carefully balance what he buys. If he buys nothing but health, he will grow massive but lack defenses to survive long. If he buys too much ability power, he won't have enough health to have a large Area of Influence. Cooldown reduction and resistances are great buys too. In addition, Mor Brume relies on his team following him up, as his massive hit box can't take an infinite amount of damage, despite being ethereal. Finally, Mor Brume has no hard crowd control, save for some neat displacements, nor very reliable disengage.
When it comes to returning to the fountain as Mor Brume with ghastly pockets full of gold, it has a costly list. Health is obviously a great stat, not only increasing your survivability but also your area of influence, damage, and healing. Cooldown reduction also allows Mor Brume to pummel, pound, and choke his enemies more often. Without cool down reduction, it will suffer from its long cooldowns. However stacking health isn’t very effective after a certain point, and like all tanks, Mor Brume wants armor and magic resistance to help reduce enemies damage and increase his effective health points. Finally, ability power isn’t a bad stat either but should usually be bought with some defensive stat, like Rylais or Liandry’s.
#Lore:
Ancients know when, Mor Brume has existed for an exceptionally long time. It is a mythical enigma, but unfortunately a real and threatening one too.
In Bilgwater, children, women, and men, all have heard of Mor Brume. Some speak of it as an event. Others know of it as a spirit. Some whisper of Mor Brume as some entity, a cluster and collection of horrors. But all who speak of Mor Brume release their words with disdain, mystery, and usually fear. In the tongue of Bilgewater, Mor means fairyman or guide. Translating to Fairyman of the Mist or Guide of the Fog, Mor Brume can be seen every harrowing as one of the leading clouds that allows the fiends of the Shadow Isles access to Bilgewater.
The massive swirling torrent of agonizing spirits somehow differs from the other foggy black hells that race across the water during the Harrowing. It not only is bigger, it also shows some monstrous hunger to expand and grow. Fiendish faces, limbs, monsters, and creatures, push forth as if restricted by some black smoky cloth. Mor Brume stands out from the other hellish wraiths and beings that come forth with the Harrowing.
Unbeknownst to the people of Runeterra, Mor Brume began its expansion when the Ruination began. Mor Brume does not show any signs of once being human, however few beings of the Shadow Isles do anyways, as if it birthed forth into existence from some deep magic, emotion, or unintended ritual. In truth, Mor Brume was the entwined spirits of the Ruined King and his beloved queen, bound by the wretched magic that ruined the Blessed Isles. Now together, the two lovers could not pass on. The queen could not bear her unnatural state and the king struck blindly still maddened by grief. A gap, a vacuum, a hungry void was left that needed filling. The king and queen began their unholy crusade, somehow shambling onwards still with the idea that they needed to rule over the lives of many. The wretched spirit of Mor Brume was small and meek, but with each soul that joined it grew more horrifying and lost all purpose, save for one: to fill the cavity that ached for filling. The souls and spirits that first accepted what would become Mor Brume were lost and unable to cope with the Ruination. They were in unbearable agony and gave in, buckled under the weight of wretched undeath.
Mor Brume grows off weakness. It is the embodiment of despair and human self destruction. Those who buckle under pressure, who cannot hold on and persevere will fall to Mor Brume. Mor Brume’s victims feed it and their helplessness is greedily taken in. For just one moment, Mor Brume feels as if it’s empty lacking, the hole within its soul becomes just that much less empty. But the gap cannot be filled. Each soul that crumbles and decays to Mor Brume only widens the vacuum within, increasing its power but its hunger too. Perhaps the most forlorn thought, is that the poor victims of Mor Brume do not regret what was happened. Like an addict to a drug, their agony has purpose.
The sky will moan and growl, with claw and tooth, and Mor Brume will show Runeterrans what true hell is like.
Kit and Abilities:
Passive: Propagating Evils: Mor Brume begins the game as a splotchy wisp, a faint corruption. For every 400 maximum health Mor Brume acquires, from any source, Mor Brume’s hitbox and model grows 100 units, or every 4 health grants one additional unit. Taking damage reduces Mor Brume’s size.
In addition, Mor Brume’s presence influences the area nearby. Cluster’s of the Black Mist appear on the map. If Mor Brume moves within range of the Black Mist, it will absorb the cluster and gain 50 bonus maximum health and a significant reduction to Smite’s cooldown.
Q: Gate of Abjection: Mor Brume takes shape into a wide wall like structure. During this time, Mor Brume has a constant 60% slow but cannot be further slowed. In addition, enemies cannot dash through the Gate of Abjection. After a 2 second delay, Mor Brume flies in the direction of the mouse, damaging enemies 60/100/140/180/220 + (15% of Mor Brume’s maximum health) and knocking them back a portion of the dash distance. The Gate of Abjection grows based off Mor Brume’s model size. 16 second cooldown.
W: Unending Tribulation: Mor Brume can passively walk through enemies and ignores model collision.
Toggle: Mor Brume expends health every second to spread his model an addition 50/100/150/200/250 units in diameter over 4 seconds. Upon activation, it deals 7.5/ 9.5/ 12.5/ 15.5/ 18.5 + 6% total AP and 5% of bonus health to enemies within Mor Borne's Area of Influence every second. Mor Brume slows enemies attack speed and cast animation progressively from 5% to 30% as they remain within his area of influence. Using hard crowd control on Mor Brume ends this effect and adds an additional 2 seconds to the cooldown. 12/10/8/6/4 second cooldown.
E: Condensed Horrors: Mor Brume sends a wretched tendril forward, gripping the first enemy champion, large monster, or epic monster it hits. If the tendril hits a targetable unit, Mor Brume creates a tether to the unit. The tether can be broken and lasts 4 seconds. Mor Brume heals Mor Brume for 25% of its missing health every second while connecting to the target and damages the enemy 25/35/45/55/65 +(30 of Total AP) every second. 16/15/14/13/12 second cooldown.
R: Crashing Hells: Mor Brume diffuses, undoing the stitching that holds it together. After a .75 second delay, Mor Brume expands to 200% of its total size, releasing souls in a large circular area around. After 1.75 seconds, Mor Brume spins and becomes a torrent of souls, rooting enemies shortly and pulling them to the opposite side of the circle, relative to how close they were to him. Mor Brume can reactivate early to reduce the duration of the root and magnitude of the displacement. Deals no damage. 150/140/130 second cooldown.
https://static.lolwallpapers.net/2015/01/shadow_isles-1024x576.jpg
Selection Quote: (Simultaneously:) Cave… in….(heavy breath)...(hacking and coughing) Release! (Groans of people and wood under pressure) LET US We beg… mercy lord.
Upon Starting Game: (Male Voice): Our... Purpose... (Female Voice:)** Cold and weak** (Male Voice): For now...
Upon Starting Game (2): (Male Voice): Our rule...Continues... (Female Voice Interrupts): Once more...
Upon Starting Game (3): (Simultaneously): (Female Voice gasps and breaths) (Cold winds blow) (Male Voice coughs than shouts)
**Note: As the game progresses, additional voices will be heard as part of Mor Brume. Creatures such as horses, snakes, wolves, etc. might be heard. People's whispers, grunts, moans, or shouts would be heard. In the beginning of the game, a female and male voice are heard with sound effects. Later in the game, these two voices would be very difficult to recognize in the mass of voices and sounds.
#FAQ:
Q): How does increasing your size as Mor Brume change your Gate of Abjection?
A): It increases the length and size, but not the dash distance!
Q): Does Condensed Horrors break like a Morgana, Karma, or LB tether?
A): Yes!
Q:) What would you say Mor Brume's maximum size will be in most games?
A): Assuming you don't stack warmogs and build something more realistic, something near the 900 units would be possible with a max-charged W. Thats a little under a max range Lucian Q.
Q): If Mor Brume hovers and floats over its allies, it protect them from targeted abilities?
A): No actually. That would be pretty insane. If Mor Brume is covering an ally after growing past a certain threshold, and an enemy tries to target the covered enemy, their ability will prioritize the covered enemy. Due to the fact that Mor Brume will get a very large hitbox eventually, this allows enemies to easily chose who they want as there is a whole lot of other places to click if they want to target Mor Brume.
Q): How does cast time slowing work?
A): If I have a channel ability that lasts 2.5 seconds and damages enemies nearby, the channel ability's damage is spread out and takes longer, maybe 3 seconds to completely dish out. If I have a spell that takes .5 seconds to shoot out, now it takes .9 or so.
If you have more questions, I'll be glad to answer them! And I'll add more questions here if you want.
Thanks for reading however much you did read! Constructive criticism is greatly appreciated! I’ll try to add more quotes later, but for now this is all I’ve got.