Champion Concept - Muse the Story Weaver

ClueClown·1/13/2016, 8:03:50 AM·1 votes·499 views

Muse the Story Weaver

Lore - Mastro Aldin was traveling puppeteer and musician who visited the many facets of Runeterra. Despite the inherent dangers of the world that surrounded him, he could quell any raging beast or angry bandit that came his way with his fine storytelling that could captivate even the most difficult to entertain. His fame and reputation surged around the world, becoming both a friendly and loved face in every city he visited.

Eventually though Aldin grew tired of the stories he told, retelling them over and over in each and every new town he visited, but for the life of him Aldin simply could not bring himself to create a new story. Fraught with contempt for himself and his inability to create a new story, Aldin sought help from a higher power. Praying with all his might he beseeched to whatever higher power would listen for help in creating more stories to tell the world. Looking down upon his marionettes and control bars with which he had entertained so many lives, he noticed a faint blue glow eminating. Grasping his tools once again, Aldin found not a new story, but rather a power surging within him that gave him new found strength and power.

Hearing distraught cries in the distance Mastro Aldin stood up and donned his cloak's hood.

"If I can no longer fabricate stories of hero and villain, then I will hunt down villains myself and make history instead."

Following the distressed noises, Aldin had found a group of bandits raiding and burning a family's house. With his marionettes in hand and this new blue aura that surrounded him, Aldin found the strength to fell the brutes.

As Aldin rose in strength and ability using his wooden puppets as destructive forces, crime and villainy became slow. Without new stories to experience, Aldin slowly became mad again and that was when he realized he could not always play the hero. A true story teller understands all parts of the story. So for Aldin to continue his work, he would have to find new foes.

Challenging saviors and heroes alike, Aldin struck down anyone he deemed a challenge. Seasoned warriors and protectors of villages were soon struck down by the mad man.

"Why are you doing this?"

A now weakened champion uttered on the verge of death.

But much to his chagrin the mad puppeteer, a now hollow void of his former self, replied

"I am but the Muse providing the world with tales of life and death, and you will make quite the story."


Passive - Intermission: When Muse's Marionettes are not attached gain +50% base mana regeneration.

Q - Act 1: Repertoire - Muse will attach/detach his Marionettes from him control bars. When detached Muse can fire magic projectiles and gains an increase in range. The marionettes will also drop at Muse's current location and if Muse moves too far away they will reattach automatically and the skill will go on cooldown. When attached Muse looses range and gains armor/magic resist. To re-attach them Muse must be within range or must cast a skill that will bring them to his side.

W - Act 2: Explosive Entrance - Both marionettes will splinter out from their current location in a circle dealing damage and causing slow and after a second they'll return to Muse and re-attach to the control bars regardless of previous location. Splintered marionettes cause damage on the return trip as well, but can only apply damage to champions once. The slow can be refreshed.

E - Act 3: Creating Crisis - Muse will thrust his control bars in two directions (Lulu's Glitterlance style) dealing damage and applying an effect depending on the marionette's. If marionettes are attached enemies will be knocked back a short distance and if both marionettes hit one target the knock-back is increased. If marionettes aren't attached the strings will apply Entangle to enemies hit and if both strings hit one target the effect will increase.

R - Act 4: Climax - Muse hovers in the air with blue energy as his Marionettes combine into a single colossal marionette, knocking up anyone near the Marionettes, dealing damage and pushing them closer to Muse's location while the colossal marionette jumps to Muse's aid. The colossal marionette grants Muse both the range and defenses of his attached/detached Q as well as powering up the range and damage of Muse's W and E. Q, however, cannot be used for the duration of this skill.


Notes - Muse's puppets should not be considered entities and are simply his weapons, they do not have health and cannot be targeted. When floating with his ult, he'd only be floating like Malzahar does so he can still freely move about with the larger marionette so it does not appear that his hitbox has changed. When using his E with the Colossal Marionette, the Marionette's large arms will take place of the Marionette's individual attacks so that there may still be two skill shots. Muse should be played at mid-range since his Marionettes are in front if him and he cannot defend well with assassins on top of himself. Muse could double as a mid-lane champion, but excels as a support with his ability to force enemies to have to position themselves to avoid damage as well as causing a fair amount of CC. Despite the large marionette, Muse is not intended to be a tank, the extra armor/resist trade off for range is simply offering an offensive/defensive strategy.

Muse is based on Geppetto and the reason the magic is blue is because the blue fairy from legend. I also understand Muse is a feminine name, and I really think that he'd work well as either gender, but due to who I have him based on, I kept him as a male.

Here's a poro as thanks if you read the whole thing.

summoner 31

I might add some lines/taunts later!

1 Comments

SirHeavyScrotum1/13/2016, 9:28:50 AM1 votes

You might want to consider clarifying how all of those abilities work... I understood none of them :/