Mortus, Looming Death (Champion Concept)

BearyYummy·3/28/2016, 11:12:17 PM·0 votes·270 views

Preface: I've been playing the game for 5 years now and I have always been in love with juggernaut champions, like Garen, Darius, and Olaf etc. I always loved these 3 champions because of one thing. BRUTAL executions. My mouth watered over the Garen ults that always seemed to shake the screen. I would flash under someones tower just to ult a weak defenseless foe, even if death followed shortly after. It didn't matter. Executions felt awesome, they felt like they provided impact into the game. I eliminated a player. However, that feeling only lasted for a brief moment, I was soon to realize I was left simply spinning in a circle hoping someone else would die, which they never felt they did( no offense to the Garen mains). I want something even more meaningful to come from that execution. That is where I have come up with this champion idea, who I think, is unique in multiple aspects.

Please excuse my formatting, I've never been good at it. If anything is difficult to read please either help with formatting or feel free to ask for clarity.

Background -
As ancient as the shivering isles, is the aspect of death, Mortus. The one who claimed the Ruined Kings life for himself, has taken to the rift to seek souls who have managed to escape death for too long. As Karthus is the champion who helps people pass into the afterlife, Mortus is the one who forcefully drags you into death and makes sure you stay dead. Hecarim, Kalista, Karthus and Mordekaiser have all been forcefully drug into the depths of the Shivering Isles by the hand of Death himself.

Visual Description Without being able to draw the best I can do to give one a visual of Mortus is to describe him with words.
Mortus dawns a Deer skull helmet with a scythe as big as himself. He is comparable to the size of nasus. He is draped in decadent armor that has decayed into black pieces that magically hold to his ghostly body which is covered in a black essence which flows like a cape in heavy wind. Without being able to draw him or find a picture that can do him justice this is the best I can do to give a visual description.

Mortus, Looming Death

Stats
Health: (Level 1) 650 + 80.5/lvl

Health Regen: (Level 1) 7.8 + .47/lvl

No Resource - I've been debating whether or not to make him manaless or not. I believe the trade off here is either higher cooldowns, or higher mana cost, I think cooldowns would be better managed through items.|

Melee Range 175

Attack Damage: (Level 1) 58 + 4.22/lvl

Attack Speed: 0.625 + %2.7/lvl

Armor: 30 + 0/lvl his lack of magic resist and armor scaling will be explained further once we get into his passive.

Magic Resist: 30 + 0/lvl

Movement Speed: 330

Abilities

Passive:
Mortus does not gain armor and magic resist per level as a normal champion would. Mortus can receive Armor and Magic resist from equipped items and through his passive.
Growing Corruption - For every champion Mortus slows (excluding slowing effects from items) Mortus gains 20 Armor and Magic resist. A champion already effected by Growing Corruption will not increase Mortus's Armor or Magic resist but it will refresh the duration. Growing Corruption will last for 4 seconds.
inevitable Death - All slows effects from Mortus's abilities can stack on enemy champions.

  • The lack of armor and magic resist growth gives Mortus clear strengths and weaknesses. Engaging multiple enemies is favored. Unlike most juggernauts, It will be difficult for Mortus to duel enemies early. He is weak when he is alone farming. Being able to stack slows with abilities provides a massive strength which is unique to Mortus. He will be able to stack his slows on enemies easily slowing multiple enemies for large amounts. Not only will the large slows help his team but he can become a pretty strong monster in team fights. If he is able to slow 3 of 5 champions he has an additional 60 Armor and Magic Resist for at least 4 seconds in that fight.

Visually you will be able to tell how strong Mortus is by recognizing the growing darkness around him. The best description i can give would be how the old sunfire cape used to look in game. Instead of it being feint red glowing particles, it would be thick black smoke that should be able to tell when hes at the height of his power.

Q Ability:

Cooldown: 8 Seconds

Reaper of Mar - on the initial cast Mortus will swing his scythe in a wide cone in the directed area causing (50, 75, 100, 125, 150) attack damage (+ 50% Bonus AD) and slows the target for 25% for 1 second. Reaper of Mar can be cast again.

On recast, Reaper of Mar can be released early to deal 75% of the initial damage and apply an additional 25% slow for 1 second. Or, Reaper of Mar can be charged for 2 seconds and at the end it will discharge a blast in the same direction as the previous cast dealing (5,6,7,8,10%) current health as attack damage minimum of (maximum of 300 damage to monsters).

  • This is Mortus's bread and butter. He's waveclearing, harassing, teamfighting, and dueling with this. This gives a Mortus player options, "Do I need to put some damage on this guy or do I need to slow him so my team can help." or "He is low on health, I better us both charges of Reaper quickly so I can stack my slow and close a gap to finish. I don't need the large damage."

Visually this ability will be fairly basic. The first slash of the scythe will be basic with no particles. The second slash can be just as basic as the first if it is not charged and used quickly. A charged slash will release a wave a black energy that looks as though it is generated from his dark aurora(his passive).

W Ability:

Cooldown: 12 Seconds

inescapable horrors - Mortus charges his scythe. After 2 seconds any target within range will be pulled towards Mortus and dealt (60, 70, 80, 90, 100) attack damage + (30% AD) and slowed for (20, 25, 30, 35, 40)%.

  • basic ability, can help chase down opponents or set up a combo with Reaper of Mar. The Scaling slow makes it very strong late game.

Visually, again very basic. Dark energy begins to swirl around Mortus, and after a time the aurora will implode pulling in targets.

E Ability:

Cooldown: 25 Seconds

Creeping Doom - Mortus channels his ability for .5 Seconds. After Channeling, Mortus will teleport to an area and cause enemy champions around him to be slowed by 50%. This ability can be interrupted.

  • This is Mortus's ability to make plays. This is his primary hard engage tool. However, it can be stopped. He has massive flanking abilities with this spell that can give him the upper advantage when engaging in team fights.

A little more extravagant visually, Mortus channels his dark aurora and teleports to target location dispersing the dark energy quickly, kind of similar to sions W and how it explodes.

R Ability:

Cooldown: 120 seconds (if interrupted cooldown will be set to 25 seconds)

Death - Enemies with or lower than 15% percent health will be marked with "Death". An enemy marked with death will allow Mortus to place that enemy champion in stasis for 3 seconds and will begin channeling. After the channeling is complete, that champion is killed and Mortus consumes the death mark. Once the death mark is consumed, Mortus will change forms into "Death" allowing him to cast 1 of 3 empowered abilities.

In this ultimate form, Mortus loses his passive abilitiy to stack slows and gain armor or magic resist from slowing abilities.

Empowered Q - Mortus will slam his scythe into the ground dealing (20, 25, 30)% maximum health as Magic damage to all enemy targets in an area.

Empowered W- Mortus will cut a line into the ground and after 1.5 seconds the line will explode dealing (200, 300, 400) magic damage and stunning enemies for (1.5, 2, 2.5) seconds.

Empowered E - Mortus can instantly teleport to an area slowing all enemies by 80% and draining (5, 7.5, 10)% maximum health from all enemies hit.

  • This is a game changing ability. I like that this can turn a fight around completely if Mortus is left unchecked. Even though he loses his bonuses, the damage, cc, and healing he can put out is unheard of. It should be rewarding to finish off a champion and then be able to change a fight.

Visually, I want this to be the most extravagant of the abilities. I want the opponent to be able to feel how strong Mortus is at this point. Mortus's model will increase in size and change in shape with his black aurora actually consuming his body. And when he uses his one charge, the ability should emanate from his body as does most of his powers.

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