[Champion Concept] Mu'uk Tar, The Dark Totem

Mcfroman·11/6/2014, 1:56:30 AM·9 votes·3,345 views

Mu'uk Tar is a witch doctor who uses zone control through his totems as well as an array of debuffs to turn the tide of teamfights.

http://i.imgur.com/DkXz8rt.jpg

**Lore Blurb **

Mu'uk Tar was just a savage living in the Plague Jungles when one day he found himself accosted by a shrouded Mage, deep within the jungle. Little did Mu'uk Tar know that this shrouded figure meant to sacrifice him, the latest sacrifice in this Mage's long quest for immortality. However, The Mages spell backfired and ended up killing both himself and Mu'uk Tar. Three days after the explosion, Mu'uk Tar's body reformed, his conscious however had changed, tainted by death itself. A new power emanated from his presence, a darkness that changed all it touched. All that remained of the Mage was a bright pillar of light. Mu'uk Tar used his new found power to seal the light within the jungle, hoping that none would encounter the Mage's consciousness, uncertain what the effects would be. Mu'uk Tar then ventured northward across Runeterra, trying to understand what he had seen in death, and the power that now follows him.

** Statistics **

HP: 445 (+82) [1839] MP: 300 (75) [1575] Damage: 48 (+3) Range: 550 Armor: 18 (+3) MR: 30 (+0) Attack Speed 0.675 (+2.55%) Move Speed: 325

Abilities

Passive: Glimpse of Death

When Mu'uk Tar or any of his Totems die, nearby enemies (350 Range) are feared for 1.25/1.5/1.75/2 seconds. (Upgrades at 7/11/16) Totems will not proc this fear if destroyed by basic attacks. Additionally, when Mu'uk Tar dies, all totems across the map die as well.

Q: Inner Darkness

Mana: 25/30/35/40/45
Cooldown: 7 Secs at all Ranks
Range:575 On Enemy Target: Mu'uk Tar curses enemies for 4 seconds with visions of his Inner self dealing 55/85/105/130/170 (0.5 AP) total magic damage over the duration. Enemies are also slowed by 15%. For the full duration, any time the enemy unit is damage by a single target damage source, they are slowed by an additional 3/4/5/6/7% (0.1 AP). These stacks last until the spells duration ends. On Totem: Enemies within 350 range of the effected totem take the effects of Inner Darkness. This spell destroys the totem (proccing his passive).

W: Totem

Mana: 15 Cooldown: 18/16/15/14/13, Holds TWO Charges, Max: 4 totems on the map. Range: 750 Passive: Increases Mu'uk Tar's Cooldown Reduction by 2/4/6/8/10%. Active: Mu'uk Tar places a totem on the map, giving vision comparable to about half a vision ward. This totem lasts for 45/50/55/65/70 seconds and can be affected by Mu'uk Tar's other spells. It is a visible totem and has a health bar of 4. Totems give 5 gold when destroyed by basic attacks.

**E: Gaze of Death **

Mana: 40/45/50/55/60 Cooldown: 11/10/9/8/7 Range: 700 Missile Speed: 1100 Mu'uk Tar fires a narrow skill shot of poisonous dark energy. The spell continues for 250 units after it collides with the first target. Enemies hit have their Atk speed slowed by 15/18/22/25/30% for 4 seconds. During the duration, affected targets have their Armor and MR reduced by 5(0.1 AP) and take 15/25/35/45/55 (0.3 AP) magic damage each time they are hit by a single target damage source. This ability can affect multiple units. These stacks last until the end of the duration of the spell. His E Damage does not stack with itself, but will proc his Q. **On Totem Hit:**If Mu'uk Tar hits a totem with this spell, the totem is destroyed (proccing the passive) and all enemies within 350 range of the totem take the effects of Gaze of Death. If a unit is hit by both the spell and totem proc, the Atk speed slow and duration reset (instead of stacking) but the damage and Armor/MR shred add a stack.

R: Tainted Land

Mana 100/110/120 Cooldown: 140/120/100 Range: 5500/6500/7500 After a 2.5 second channel, Mu'uk Tar teleports to a Totem or Allied Champion within range. Immediately upon arriving Mu'uk summons a 900 AOE zone centered around him. This functions similarly to Trundle's W. The zone deals 40/50/60 (0.5 AP) Magic damage a second [280 + 3.5 AP/ 350 + 3.5 AP/420 + 3.5 AP Full Duration] and applies grievous wounds. Enemy Champions caught by the casting of this zone are also snared for 0.25/0.5/0.75 second. The zone lasts for 7 seconds. All Totems on the map create a zone that operates the exact same way but only has an AOE of 500, centered around the totem. Enemy champions can only be snared once, regardless if they are caught in multiple zones. Multiple Zones do not stack damage. All new totems that are placed during this spell's duration emit a zone.

Strategy

Mu'uk Tar is pretty much a pure support, who thrives in controlling areas of fights, his Totem's long cast range and long duration can let him control large parts of the map. The long cast range also let's Mu'uk Tar chain his abilities together, able to cast totems behind his enemies and then consume them with his other spells to Proc his passive fear. Mu'uk Tar also benefits greatly with the help of allied champions, proccing his curses abilities. His Ult builds off his zone control, well hidden and placed totems allow him to enter fights and allies with AOE lockdown, like Amumu, can help keep enemies within his ulted zone. His multiple debuffs can win most trades and fights but his lack of hard cc without having totems up and his lack of dash makes him very susceptible to assassins.

This is my First Champ Concept, Feedback welcomed, criticism or otherwise. My Second Champ Concept can be found Here.

18 Comments

CrimsonRakan11/6/2014, 6:05:02 PM2 votes

Great job, probably one of the best champion concepts I have seen yet. Vary well thought through. Although just because... Add a perk to his passive he gains mana or health for each minion that dies near his totem. Would add some sustain to his kit.

doubleguac11/6/2014, 8:40:44 PM2 votes

This is really awesome. I would love a witch doctor themed supports, and the abilities are all interesting and well thought out.

The only thing that immediately sticks out is the fear duration. 2.25 is a long time, and it seems like he can instantly proc it with a W->E combo.

I would also remove GW from the ult. It's thematic as hell, but grievous wounds is a weird mechanic, that ends up being either useless or totally crippling. Giving him a huge AoE that constantly applies it pretty much completely screws over champions like Swain, Mundo, and Voli, with no counterplay opportunity. I don't think "hard counters" like this are good for game health, so I would recommend removing it, and maybe adding some other effect if you feel like the ability needs additional power.

EDIT: also, his E's synergy with his Q seems pretty nuts. Does each tick of his own DoT apply the damage? If so, at max level, his E is adding a crapload of damage to his Q.

SpiceIsRight11/6/2014, 3:54:05 AM1 votes

Glad they were helpful comments! Actually you can give the totems more health say 5? The goal would be to allow destruction through basic attacks such that the fear didn't proc. But by having more health, the totems aren't easily destroyed. In fact, in order to destroy them as desired, a champion ends up putting themselves in a spot to be easy prey from manual activation.

hefgonburg11/6/2014, 6:30:59 AM1 votes

i love it!!! RITO PLZ

Lord Of Forest11/6/2014, 11:17:32 AM1 votes

Its something as shaco and zyra together. Easily can fit to a game but its little complicated and more offensive then defensive.

Passive maybe can work generally for death. for example: Passive: After death a totem rest in place of Mu'uk Death. Any allied hero can port here for 7 sec. Port 2 sec.

You want support champ? Let totems do something good for ya team.

Talon Gerrard11/6/2014, 3:20:43 PM1 votes

I like it. This could definitely be a viable champion in the League. A very interesting concept indeed. I just posted my own champion concept. The lore is kinda long and I have a little editing to do like adding the stats, but it would be really appreciated if you check it out. Just look for Cervius: The Puppet Master.

Leroyswish11/6/2014, 8:45:56 PM1 votes

Some of these abilities remind me of some I made for my concept, Skulk (mainly the passive). Overall, not bad.

Mcfroman11/6/2014, 2:47:56 AM1 votes

If anyone hasn't noticed, the lore ties into Rammus'. I'm not sure it's the best tie in but hey sue me.

WarWork11/21/2014, 1:27:22 AM1 votes

I think the totem global on his q may be a bit too much, how about just an insane range like Zilean 's reworked passive

SpiceIsRight11/6/2014, 3:20:53 AM1 votes

Wow, man this is a very neat champion, and league needs a good totem wielding shaman. Overall the general ideas are very solid and sound fun. I only have few concerns. I think that destroying totems by basic attacks need not proc the fear. As is, that offers almost no counter-play to a very strong zoning device. To compensate, you could increase the radius a little when the champion purposefully sacrifices a totem. This will give the same effect of zoning (oh hey he's going to pop a totem and fear me) but doesn't stop them from actively killing the totems with no other choice.

I like the chaos of all totems dying when he dies, but I do worry that the totems need some sort of limit (probably 3 to keep with ward standards). I think having all totems share in the ult effect might be a little be strong. What if you keep the utility on them, but remove the damage? One more quick note on the ult, I suggest increasing the channel time to something more like Shen's as the ability is allowing quite a bit of travel time reduction and needs to offer some chance for enemy countering.

Overall, it looks like a fun champ.