[Champion Concept - Reworked] Mulark, the Frozen One

Jellycake Demon·5/14/2016, 1:55:24 AM·2 votes·389 views

This Concept is an updated Rework of 1 of my oldest Champion Concepts, please leave a comment down bellow on what you think of Mulark. I'll leave a link to his original concept just bellow so you guys/gals can see the 2 concepts side-by-side.

Original Concept: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/oEvXEoqd-champion-concept-mulark-the-frozen-one

Place of Origins: Freljord. Primary: Support. Secondary: Mage. Additional Roles: Player Choice.

Statistics: Attack Power: 2. Defense Power: 4. Ability Power: 6. Difficulty: 6.

Health: 411(+31) Health Regen.: 2.1(+0.38) Manna: 355(+30) Mana Regen.: 2.0(+0.37) Attack Range: 520(Range) Attack Damage: 26(+2.1) Armor: 14(+2.1) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342

Friends: Lissandra. Enemies: .

**Appearance: ** Mulark is a 5’ft tall skeleton that has large shackles on his neck, wrist & ankles each connected by a chain. There are several pieces of torn of fabric that cover his left arm, his right leg & around his neck bellow the neck shackle, now his right arm & left leg are encased in a small amount of ice while his back has several different length icicles growing out.

Summoner Spells: summoner 4 & summoner 3.

Item Builds: Starting Items: item 3340/item 2031/item 3303 Essential Items: item 3158/item 3050/item 3092
Offensive Items: item 1082/item 3135/item 3165/item 3285 Defensive Items: item 3222/item 3027/item 3001/item 3110

Innate Passive: Cold as Ice. When Mulark activates an Ability he will be wrapped in a veil of ice cold air for 3.5 seconds, while this Passive is active Mulark’s Basic Attacks will deal 40(+5pts per Lv.)(+15% bonus AP) bonus Magic Damage & each 3rd Basic Attack will reduce the targets Armor & Magic Resist by 5% for 2 seconds. While this Passive is active & Mulark uses another Ability the duration of the Passive will be Refreshed, also the duration of the Armor & Magic Resist reduction can have its duration Refreshed.

Q-Ability: Sheer Cold. Range: 500. Cool Down: 18/17/16/15/14. Cost: 60/70/80/90/100. Magic Damage: 45/65/85/105/125(+60% bonus AP). Activation: After Mulark has chosen a narrow path with this Ability then upon its activation Mulark will Channel for 0.5 seconds to create a large sphere of ice, after the Channel Mulark will launch it in the targeted direction. The first enemy unit that the sphere makes contact with will be dealt Magic Damage & will be Stunned, when the sphere hits an enemy it will shatter & cover a 180-radius around the main target dealing its damage to all additional enemies & will apply a 25% Movement Speed Slow for 2 seconds. The initial target will be Stunned for a set duration depending on how far the sphere has traveled, every 100-Units equals 0.5 seconds. Max Stun duration on the initial target is 2.5 seconds.

W-Ability: Frigged Gust. Range: 450. Cool Down: 19/17/15/13/11. Cost: 50/60/70/80/90. Magic Damage: 55/75/95/115/135(+40% bonus AP). Activation: After Mulark has chosen a wide-broad path with this Ability then upon its activation Mulark will conjure up a powerful a powerful gust of icy wind, after the initial activation Mulark will send out a stream of wind that travels down the chosen direction & will remain active on the Map for 3 seconds. When the wind makes contact with an enemy unit it will deal Magic Damage to that enemy then will continue to Push Back an enemy down the path every 80-units every 0.75 seconds.

E-Ability: Freljords Grasp. Range: 400. Cool Down: 22/21/20/19/18. Cost: 100. Magic Damage: 35/65/95/125/155(+40% bonus AP). Activation: After Mulark has chosen a 185-radius location within this Abilities Casting Range then upon its activation Mulark will cause an icy eruption beneath the targeted area, after a 0.25 second delay after the initial activation a ring of 8 icicles will erupt from the ground dealing Magic Damage to all enemies within the ring. This ring of icicles will remain on the Map for 4 seconds, both enemies & allies can destroy any of the icicles after Auto-Attacking it 5 times.

R-Ability: Festering Storm. Range: Global. Cool Down: 220/200/180. Cost: 160. Magic Damage: 175/275/375(+40% bonus AP). Damage Reduction: 10/15/20%. Activation: After Mulark has chosen a 200-radius location anywhere on the Map then upon its activation Mulark will start calling down a massive blizzard tornado at the targeted area, after a 0.75 second delay after the initial activation a massive tornado will land at the targeted area & will remain on the Map for 6 seconds. Every second that the tornado is active will increase in size by 100-units, any enemy Champion that the blizzard comes in contact with will be dealt Magic Damage. While an enemy is inside the blizzard they will take 10% increased Damage & have their Attack & Movement Speed by Slowed by 15% as long as they remain inside, both Mulark & his allies will take reduced damage from all source when they are within the radius of the blizzard.

2 Comments

Quantum Weeb5/14/2016, 6:08:37 AM2 votes

Statistics:

I don't know enough about base stats to really comment about this, but why are the movement speed and range such odd numbers? I recommend changing the movement speed to either 340 or 345, which are quite standard. Additionally, the range should be changed to 525 as that is also pretty standard. Having a range that's just a bit shorter than many other champions will frustrate players who play those champions as often, as the range will feel ever so slightly shorter than they expect.

Friends: Lissandra. Enemies: .

Not sure about this champion's lore but it seems odd that they have Lissandra as an ally but don't share any of her enemies.

**Appearance: **

Spooky, cold, I like it. It might be worth being more specific with their clothing, such as saying they're wearing tribal clothes as opposed to a tattered, elegant robe.

**Item Builds: **

Pretty well done, my only complaints are about having some really "mage-like" items in there. I know that this champion is a support and a mage, but Riot usually tailors recommended builds to only a single role since they're mostly for new players. As it stands, a new player trying out this champion might decide to buy support items like Mikael's and Harbinger with mage items like Dark Seal and Luden's. That's not terrible, but there are probably more effective support builds (and mage builds.)

Innate Passive: Cold as Ice.

Neat passive. I was going to complain about the base damage but I see you gave Mulark a really low starting AD to compensate. Does the armor/magic resist stack? I know that it's unlikely to be procced multiple times in two seconds but if it does stack and there's no cap I can imagine Nashor's Tooth AP Tank builds that focus on shredding the resistances of enemy tanks. It's up to you whether that's a playstyle that's worthy of supporting.

Q-Ability: Sheer Cold.

Cool ability, pun intended. My only suggestion would be increasing the radius of the slow to 200 or 240/250 (Riot likes ranges divisible by 50 and 60 for some reason, but it doesn't really matter) It's a small slow and the current radius seems kind of small when you remember that Varus' ult has a missile width of 120.

W-Ability: Frigged Gust.

Neat. Once again, being obsessed with clean numbers, I kind of question the choices of 80 units and 0.75 seconds. Personally, I would change it to 100/150 units and have it tick every second if you want a noticeable "push" or have it be a consistent effect that refreshes every 0.25 seconds (like other AoE fields) that pushes at 100/150 units per second. If you want to increase the power budget on this ability, this might be a good place for a cripple/grounded mechanic. I think you could get some interesting combos by flanking your opponent with a crippling W while throwing up an E, making them unable to dash out of the ring in the direction that they want.

E-Ability: Freljords Grasp.

Cool concept but I think it could use a bit of tweaking. I get that this is a "big" ability so I support the long cooldown but does it really have to be 100 mana at level 1? I also see a few "false choices" here. First off, 0.25 seconds just isn't enough to react in any substantial way. Few people have the reaction time necessary to dash out in that time and if you have a dash then you don't care about the ability anyway. Raise it to something more substantial like 0.5 seconds or just make it instant.

I would also recommend removing or heavily tweaking the icicle mechanic. If the ring only lasts for 4 seconds, there's no reason to attack the icicles. Only late-game ADCs have any hope of getting off 5 attacks in 4 seconds and even then it's simply not worth their time when they could be dealing damage. Even an attack speed ADC like Vayne isn't going to waste 5 autoattacks because she'll probably take down the wall only a second before it would disappear. The icicle targeting would also be an absolute nightmare in a crowded teamfight. Hell, you could probably frustrate your opponent by throwing it down on top of your minions to make last-hitting harder.

As always, I recommend tweaking the radius because nice numbers make ranges feel more natural for players. Changing the radius from 185 units to 200 units should make the range more intuitive.

R-Ability: Festering Storm.

Wow, this is quite a big ability. I get the theme that you're trying to go for but it seems there's some "tacked on" details that make the ability consume a large part of Mulark's power budget.

First, I would remove the damage reduction. Zileas, design director for Riot games discussed a few design anti-patterns and one such anti-pattern is unclear optimization. The player should always be able to know if they've used an ability in the right way. Many abilities that have separate effects for allies and enemies fail to do this because there's always a question of who you should target. Players are left with a choice of whether to place the blizzard on their own team or the enemy team, and the damage reduction makes it really unclear whether they're getting the most out of their ult. Removing it means that while you still have a ton of freedom of when and where to use the ult, hitting a bunch of enemies means that you chose well and there's no need to second-guess yourself.

Next, I would remove the attack speed reduction. Such a petty attack speed slow doesn't really do much except arbitrarily make AD champions slightly worse. It's not significant enough to affect anyone's decisions, so it seems pretty pointless to shove in.

Now I would buff or remove the movement speed slow and buff or remove the damage amplification. These are both very small values at the moment, but they could be defining of this ability. Removing both doesn't make much sense if you want Murlark to be primarily a support, but removing one and buffing the other would work. There's also the possibility of buffing both, which would make up for the removed damage reduction. If that's not enough, you could lower the base damage a bit to facilitate buffing the slow and damage reduction as well.

I would think about adding an interaction with E. It seems like this ability might have an optimal use case of "hold onto it until you trap someone with E, then smack it onto their face." It's cool, it has trade-offs since you're using a global ability as a short-ranged ability and it gives the enemy team a bigger warning if you decide to stick with a delay on the E. It also gives the E a presence even if nearly everyone on the enemy team can just dash out of it, meaning that you aren't stuck with a useless ability. My main suggestion would be a decreased cooldown but you could just make the blizzard stronger if it's summoned on the E.

As always, nice numbers are nice. 160 mana seems like an odd choice, and this would be a fantastic place for a scaling mana cost anyway. I recommend 100/150/200 or 150/175/200 (like Karthus). Rather than 0.75 seconds, I would raise the channel time to 1 second. This would also be a great place to interact with E, as you could have a 1 second channel time to use it globally or 0.5 seconds to summon the blizzard inside of E.


Overall, you've come up with a really awesome champion with a unique ability thematic. I'd love to be able to play as this champ one day, both as a support and a solo laner.