Muor'Vak, the Apex Predator [Champion Concept]

sneezing slug·6/17/2016, 8:20:30 AM·13 votes·4,545 views

#Muor'Vak, the Apex Predator

Primay Role: Assassin Secondary Role: Fighter

https://cdn0.artstation.com/p/assets/images/images/001/968/732/large/orm-irian-red-thunderfish-by-catharina-wendland.jpg?1455312238

##Enemies Fizz

http://www.clker.com/cliparts/K/Z/8/m/F/U/blue-swirl-divider-hi.png

https://cdn1.artstation.com/p/assets/images/images/000/010/865/large/dges_env029_2k.jpg?1400181418

#"Many dreaded the monstrosities from otherworldly planes of existence as they marched and rampaged above, but remained oblivious to what lurked in the depths of the world."

The terrors of the void have been a scourge upon the world for beyond a millenia, but unbeknownst to the denizens of Runeterra, an ancient portal lay at the bottom of the sea floor, directly linked to the void itself, seeping out hundreds of thousands of monstrosities, which roam the unexplored depths of the oceans.

One of these creatures was Muor'Vak, an aquatic voidborn capable of flight and swimming. Although Muor'Vak is not one of the largest, she is the fastest of her kind, allowing her to navigate the waters of the world with ease-- and with her slippery shape, she can fit herself into any orifice to feast upon the unexpecting.

One day, Muor'Vak discovered a civilization underneath the sea with an impenetrable barrier that not even she could sneak through. For years she patrolled around the perimeter of the city, scouting for a way in, until she noticed a small fish-boy who escaped from the city every-so-often off on his own. While she was tempted to devour him herself, she waited patiently for him to exit one night, and slipped in unnoticed as he left. When she was inside the grounds of the city, she devoured all of it's inhabitants whole, sating her hunger as she had feasted upon an entire civilization. To her, they were the best tasting prey she had ever dined on. She slipped out from the defenses, as now that she was already inside, getting out was no trouble at all.

However, as years went by, she began to make a realization to herself that none of the other prey were as good as the species she had ate away that one night, and remembered the one fish-boy that had escaped. To that end, she vowed to hunt him down, and finish her meal for good.

http://www.clker.com/cliparts/K/Z/8/m/F/U/blue-swirl-divider-hi.png

#Stats


|Base Stats----------------------------------------------|Growth per/level| |- |Health: 525| +72.5| |Mana: 405| +45| |AD: 62| +4| |AP: 0| +0| |HP/5: 3.55| +1| |MP/5: 4| +1.6| |Range: Melee| N/A| |AS: 0.5| +2%| |Armor: 15| +1.5| |Magic Resist: 30| +0| |Movement Speed: 335| +0

|Base Stats----------------------------------------------|Stats @ 18| |- |Health: 525| 1757.5| |Mana: 405| 1170| |AD: 62| 113| |AP: 0| 85| |HP/5: 2.55| 19.55| |MP/5: 4| +29.5| |Range: Melee| Melee| |AS: 0.5| 0.67| |Armor: 15| 40.5 |Magic Resist: 30| 30| |Movement Speed: 335| 335

http://www.clker.com/cliparts/K/Z/8/m/F/U/blue-swirl-divider-hi.png

#Abilties


#Passive: Aquatic Adaption (1 - Summoner's Rift/Twisted Treeline) https://hydra-media.cursecdn.com/wow.gamepedia.com/9/98/Ability_rikkal_genetics.png?version=f261d0595d1f11464e4f24b3f21ffdac

Muor'Vak cannot recall, but instead gains 125% out-of-combat movement speed.

Additionally, it takes an extra 2 seconds for Muor'Vak to be considered out of combat, and being sighted by an enemy champion will be considered entering combat.

#Passive: Aquatic Adaption (2- Howling Abyss) https://hydra-media.cursecdn.com/wow.gamepedia.com/9/98/Ability_rikkal_genetics.png?version=f261d0595d1f11464e4f24b3f21ffdac

Muor'Vak gains increased movement speed the longer she remains out of combat, capping at 60% out of combat movement speed after 20 seconds.

#Q: Corrosive Bile https://hydra-media.cursecdn.com/wow.gamepedia.com/7/73/Ability_shawaterelemental_split.png?version=e90c2a6562b98dddb634620f904b45fb Cost: 65/70/75/80/85 Mana Cooldown: 5.5 seconds Cone Length: 350 units Cone Angle: 110°

Muor'Vak spews out a spray of corroding acids, coating the enemies struck for 4 seconds, dealing 20/40/60/80/100 (+35% AP) magic damage per second. When attacking a coated target, Muor'Vak gains 35% attack speed.

Enemies that are coated also give off rejuvenating feremones, causing Muor'Vak to gain 10% of all damage dealt to the target back as health, and causing Muor'Vak to gain 20% movement speed when moving towards coated targets.

#W: Spore Shield http://vignette4.wikia.nocookie.net/wowwiki/images/c/c8/Inv_elemental_primal_water.png/revision/latest?cb=20070113152644 Cost: 75/85/95/105/115 Mana Cooldown: 16 seconds AOE Radius: 400 units

Coats Muor'Vak in bodily contagions, causing the next damage source from an enemy champion to be reduced by 30%/40%/50%/60%/70%. After the damage source is dealt, the damage reduction lingers for 1.5 seconds, then causes the shield to explode, dealing 80/110/140/170/200 (+45% AD) (+50% AP) magic damage in an area around Muor'Vak and slowing enemies hit by 45% for 1.5 seconds.

After 5 seconds, the shield detonates on itself, exploding after a 1.5 second delay.

Reactivating the ability will prematurely detonate the shield, but will not slow enemies hit.

#E: Whirling Bite http://vignette4.wikia.nocookie.net/wowwiki/images/7/78/Ability_shaman_repulsiontotem.png/revision/latest?cb=20120325185620 Cost: 80/90/100/110/120 Mana Cooldown: 10 seconds Casting Range: 500 units Dash Width: 100 units Dash Speed: 1500

Muor'Vak twirls forward, dealing 70/90/110/130/150 (+60% AD) physical damage to all enemies hit and slowing them by 45% for 2.5 seconds.

#R: Razorscale Hide (Toggle) https://hydra-media.cursecdn.com/wow.gamepedia.com/2/2a/Ability_shawaterelemental_swirl.png?version=bde7a0098ffbcba887ded8c39bbfd772 Cost: 20/30/40 Mana per second Cooldown: 6 seconds

Active: Muor'Vak protrudes spikes outward from her hide, dealing 60/90/120 (+40% AD) physical damage per second to all enemies Muor'Vak moves through and poisoning them, dealing 55/85/115 (+40% AP) magic damage over 5 seconds. While active, Muor'Vak ignores unit collision and gains 20%/25%/30% movement speed when moving towards enemy champions.

http://www.clker.com/cliparts/K/Z/8/m/F/U/blue-swirl-divider-hi.png

Feedback and criticism is always appreciated folks!

19 Comments

WheresHerGank6/17/2016, 9:57:41 AM2 votes

In my** opinion**, this looks really good and I love the concept behind it. But I think you should tone down the scaling and duration of some of your abilities such as his Q heal time maybe down to 2 seconds and his ult cooldown a bit higher. Otherwise, everything looks good! And maybe even add Nami and Nautilus as his enemies there maybe? :)

ThwartedWaffle6/17/2016, 10:20:44 AM2 votes

passive is exremely broken. the rotation she can make heavily out weigh the "i can't go back in 8 seconds oh noooooo." change some damage and mana costs on w and e because those are hella high mana cost spells with a very low CD ticking ult. which should have a longer CD as well since the wave clear adn trade would be impossible to work around if ever she gets a slight advantage in lane. I assume the %ad ratios are flat and not just bonus? Giving her a far to good early game. the kit seems odd. I can't pin down her role. not just like "adc or assasin," but what is her job? highly mobile roam adc with a random ass sunfire? I see a lot fo cool concepts that numbers just have to be changed, but a lot of her abilities don't seem to, FIT. making her a tank or ap would work better, as her kit works better towards being a mele tank/bruise with some nice poke and aoe control. lack of % will make her a fail tank though as every top tier tank has some kind of % damage. however that utl damage is far to high with the mana cost and CD. that next to the passive makes her impossible to deal with. giving it a longer CD with some kind of gap closer would seem neat. as a somewhat mobile tank with a distruptive ability to enter itnoa team fight and cause havoc in the back and or peel for the front. how ever zac already does that with his kit. a new approach maybe, but all over the Kit you have given her just seems like a bunch of cool abilites that don't work towards a role. did you check other base staes for champions? 62 flat ad for a range is... well high. and that's just a bit in the number issue. I know you want your champion to be strong but, bitch look at irelia. she didn't get buffed, trinity got changed adn they are already calling morello to nerf her again! including items with this champion still leaves an akward yet still overpowering mark. utl does far to much but just doesnt work with being a range adc like champion. passive has a neat idea but HAVE YOU SEEN A 125% MOVESPEED CHAMP? out of combat sure, but biiiiiiitch, clear wave gank mid come back b4 the next wave. and that's not even inclduing the small map of 3v3 how clsoe the lanes are. jsut wait for out of combat to kick in adn then "IM SANIC" you can engage a fight or roam fro a gank way to fast. teh heal idea should'nt be based on damage as you heal more vs squishy but less vs tank, it should be aflat heal of 20% of what would be the damage deal if they had 0 mr and armor. no slowon the e since u can e and ult and just piss people off all day with the cd of the ult, a small dash maybe instead. and the 2.5 sec. NOT EVEN DWINDLING? I'm not even finished and I'm calling Morello in here to nerf this champion. then you think a 2.5 sec CD for a q is safe? WHAT HAPPENS IF I GET 40% CDR?! excuse me as i rush rylais and just spam q when i hit oen champ. damage is a bit low, IF IT WAS A BONUS AD SCALING. now even gongi to talk on the "now i get 20% lifestela and spellvamp. FOR 4 SECONDS WITH A 2.5 SEC CD. you want your champion to be strng I get it. but a soem point do you have to realize. you're not making new raid for baron nashor to duel with on the rift in his free time, but a stable champion that will be opular until nerfed into the ground. last, but not least. it's got soem really cool ideas! make sure to know the differance from cool and broken.

Reaper Review6/20/2016, 5:32:38 AM2 votes

Out of combat is calculated differently depending on what's checking for it. For example, Grasp of the Undying deactivates after 4 seconds, Mobis trigger after 5 seconds, and Warmog's looks for damage having not been taken within 8 seconds.

You should probably give an actual static value for how long Muor'vak has to be 'out of combat' to trigger the passive, possibly making said value scale down slightly based on level.

I also feel like the spore shield should apply a stronger slow that decays over the duration, maybe give it a brief root or stun if the target was recently damaged by Whirling Bite. Allows for a neat W->E->detonate interaction and gives a bit of hard CC, but is mana-intensive to do so it's not too overbearing.

1011001110006/17/2016, 11:37:33 AM2 votes

Not a lore nut, but I liked it, it also provides another dynamic to Fizz's backstory and treats us to a new threat: Aquatic Voidborn.

Passive: Aquatic Adaptation

stares

Well this is new.

Can't recall, but effectively moves twice as fast while she's out of the enemy champions' lines of sight. While I think the drawbacks to this passive to grant the bonus movement speed are reasonable, I think the stat itself is too high to justify. I also want to clarify something: Does "being sighted by an enemy champion" mean the specific vision radius of the champion, or when you're visible to enemy champions in general? Because warding interactions and the like could play heavily into how overtuned or underwhelming this passive actually is.

Overall, it is a neat concept, I just feel a clearer definition of the vision drawback is needed to assess the strength of the passive.

Q: Corrosive Bile

I find this ability to be particularly interesting for an assassin concept, since it's rare for Assassin-Types to have innate sustain of any kind, and its application is weird. I like that, instead of being an instant heal on damage to coated targets, it's actually a HoT, but I feel like the initial range might be a bit on the high-end for a ranged assassin in general, since it can reach out to over 1200 range, doubling every attack range on its own, and with a low cooldown on top of it. A range and cooldown nerf would probably be necessary, especially if it provides too much consistent sustain (what with it being 30% of damage dealt an all).

W: Spore Bomb

Another long range ability, which isn't bad. I like the fact that you incorporate the Bomb's blast radius when accounting for early detonations, but I feel as though the bomb's explosion radius could be toned down a bit, since an ability like that is prone to simply being undodgable harass, despite being a skillshot. The ability itself is nice though, just more number tweaking would probably be needed.

E: Whirling Bite

Holy, this is a fast dash for its range. While I see that it's thematically appropriate, I find it odd that the base damage scaling at the end is rather low. Even LeBlanc's dash, which is rather similar (ignoring the slow) deals more base damage, and has the exact same scaling based on AP numbers. I guess since it looks like it should be used as more of an escape tool that it makes sense that it shouldn't be considered for many combo plays, I just found it a bit strange.

R: Razorscale Hide

Interesting toggle, and it implies its use as initiation. I guess putting an assassin's offensive mobility into the ultimate is a good means of limiting any potential early laning kill potentials, but I don't quite understand what you mean by "dealing 70/100/130 (+40% AD) physical damage per second to all enemies Muor'Vak moves through". Do you instead mean to say "dealing 70/100/130 (+40% AD) physical damage to all enemies Muor'Vak moves through. Muro'Vak cannot deal damage to the same enemy more than once every second." to avoid situations where a Muor player might just run into a singular champion repeatedly to nuke them?

Overall, I find the concept strange. The champion is ranged and AD, but you categorize them as an assassin. To be honest, the disconnect between the ultimate and the rest of the kit is quite odd specifically because you design this champion as an assassin. I can imagine Razorscale Hide to be appropriate if the assassin in question were a melee assassin, but if the champion is ranged, then the basic abilities sound as if they were designed for an adc.

While the idea for a "ranged AD assassion" sounds nice, I feel like Muor would just end up being relegated to an adc role with "Old Sion Syndrome", where people are likely not to put any points into her ultimate. It's kinda like "I built a ton of AD, have marksmen range, and have two ranged spells for harass, why exactly would I want to dive them?"

sneezing slug6/17/2016, 9:35:39 PM1 votes

Nerfed Q ever so slightly

also, I decided to share my concept on facebook, and holy hell is it getting some positive feedback

like, dayum. Was not expecting that.

http://i.imgur.com/Q7lWQ3Y.jpg

sneezing slug6/18/2016, 8:45:08 PM1 votes

Decreased AD damage but increased AP damage on her ult.

sneezing slug6/19/2016, 3:06:31 AM1 votes

Remember guys, I'm completely open to any feedback. Brutally honest/blunt? That's totally fine, in fact I prefer honesty over sugar-coated feedback, since that allows me to make my concept better ;P

sneezing slug6/17/2016, 8:39:07 AM1 votes

Added an alternative passive for Howling Abyss, since his primary passive disables his recall, so on Howling Abyss it'd just be a free 125% movement speed out of combat with now drawbacks.

Reaper Review6/20/2016, 6:01:21 AM1 votes

On that note, have you seen my new-ish concept?

Turns out it's pretty difficult to get responses when you don't have a neat picture (and/or aren't certain people whose concepts gets tons of replies by virtue of who posted them...).

sneezing slug6/17/2016, 9:05:16 AM1 votes

I was going to add quotes as well, but she's kind of like Rek'Sai in terms of no speech, but rather just really feral screeches and howls.

Aeon II6/17/2016, 1:25:10 PM1 votes

I personally love the champion style and lore you've created, but the kit itself i'd change very much. Please note of course values aren't fixed -_-

Passive Grants ghosted effect ( for ult use of course ) Dealing Any damage dealt by melee spines ( AA, Q, W, R ) return a portion of damage dealt as health ( insert value here )

Q - Spine dash Muor'Vak Dashes in a line of (300 range) Dealing 40% AD. Killing a target, or passing through a target marked with (deadly poison) resets the cooldown ( consumes the mark ).

w - Entangle Muor'Vak wraps a target in her spines ( 300 range ) creating a leash with 600 range limit for 1.5 seconds, dealing 60% AD over that period. However, if she reaches within 150 units of the enemy, she roots them for 1-1.5 seconds depending on level If the leash is stretched to 600 range, the spines are ripped from enemy for 50%AD damage ( so a possible total scaling of 109% AD if not trying to stun )

(So by running you're effectively chunking yourself, but by jumping on her, you root yourself. by staying within 800 units but outside of 150 you can play around the ability for mediocre scaling)

e - Generic skillshot Muor'Vak fires a poison spine in a line dealing ( insert AD ratio here ), applying deadly poison to target struck and slowing them for 1 second this works on an ammo system, storing 2 ( configurable value for balancing ) at a time.

R - Plate formation.

While spines are flat, Muor'Vak gains 20/40/60 AR+MR and speeds up +30% when maintaining the same or similar direction of travel

Toggling points spines outwards, dealing 20%AD initially to targets within 200 units and progressively dealing damage to units she travels through / collides with While in offensive form, +10% ad scaling on all abilities ( except ult )

Warning wall of text!!!!!

Now some of these numbers and systems would need playing with, but essentially you're left with a top lane bruiser / jungler who deals damage sweeping through enemies but then returns to a defensive format while cooldowns are off ( imagine nocturne tank without the AA damage )

Ganking would be fairly obvious, you would need to start with your E to slow an enemy champion, begin the leash then dash onto them with q to root the enemy. if the enemy dashes too far they get chunked for some nice damage, but if they riskily remain within 600 and 150 units from her while the leash persists, they only take the %60 AD ration + base damage.

Overall she would have some decent burst and lockdown ( like a skarner ) but would deal most damage by gliding through champions while in her offensive stance of ultimate. She serves a similar role to skarner or hecarim.

so before a teamfight you'd remain in your defensive form, waiting for a gap to engage. upon beginning a fight, landing an e will allow you to double dash through the team, so popping into offensive stance before doing so will deal more damage and provide some health back. it's now you can leash the adc or other squishy to force a retreat, but by re-toggling your ulti, you gain more defense and MS to keep on top of them ( trying to root ) or to chunk them for some decent damage by retreating. Naturally they'll probably try to run to avoid you rooting them. At this point their team will focus you. However being in defensive stance, you take the beating and wait out their damage before returning to offensive stance and begin weaving throughout the team resetting your dash with your E and getting some HP back. Remember that while you may have some good burst with an e+q+q combo ( while in ulti form ) after that you've fairly exhausted your combo while you wait for more E ammo and your Q dash to refresh. So staying in tank form and relying on sunfire and AA's for damage is probably your best course of action whilst you're team deals with the threat.

The reason i suggest her being built more this way as a kind of middle ground champion between skarner and nocturne. Her root, although terrifying for ganks, isn't as reliable as nocturnes. However to improve your odds of rooting the enemy, you need to blow your dash. That being said, if the enemy does flash away it's still going to punish them. Remember her dash only resets on killing a target or passing through an enemy marked by the E ( the poison ), which then consumes the mark.

Apart from this CC combo, her damage would come from dashing through the enemy during teamfights whilst in offensive stance, and chasing / peeling during defensive.

Obviously these numbers will need changing, i can't currently tell if she'd be strong or weak but her kit all seems there. Some may claim her kit is overloaded with targetted leash CC, multiple dashes and a skillshot slow... but then look at Irelia's kit, nocturnes kit, skarners kit.

The only issue i have with this champion is that, void squid monster HAS been done, and although i love the idea of this ray/squid/shark monster thing, vel'koz has that look going on for him already.

sneezing slug6/17/2016, 7:10:16 PM1 votes

Reworked Q and W to fit more of a close-range "up-in-your-face" type assassin.

Also turned into a melee champion and added some mixed AD/AP scalings, so she can run off hybrid now.