The name/title has been changed to Mara - The Dreamweaver. The forum doesn't like me updating the title of the post, however =P
Tags: Support, Procmancer, Shield, APC, Dream, Female, Nightmare, MCCC, Ammo, Dual-Effect
Criteria for MCCC(P) challenges:
Mara's entire purpose is to help and teach people to become better, either by giving them inspiration and leading them to the solution to their problems via pleasant dreams, or by incurring wrathful nightmares to scare them off an inappropriate path.
Naughty or Nice:
No aura nor self-centered AoE. Additionally, her Q, Spectral Scales, significantly changes effect depending on whether allies or enemies are targeted.
That big old sack!:
Her passive generates dream orbs which allows for the use of extra effects on all of her non-ultimate abilities, with the additional effects growing stronger with the more charges consumed. Additionally, her passive also increases in damage based on the number of charges she has at any given time.
Each living creature within the waking world has hopes and dreams. As they sleep, however, they enter into a second world, normally obscured from sight; the dreamworld. Within this realm, one's desires and beliefs become a reality, shaped and molded by the minds and emotions of those within it.
Within the academies of Piltover, one particular academic was interested in proving this dreamworld existed, and so, an experiment was conducted; over one hundred participants were guided to be part of the same dream, and each nudged towards thinking about the same thing. The experiment was a success, with each individual able to enter the same dream, regardless of location or connection to one another, soon able to commune over great distances!
During the course of the experiment, however, an oddity occurred; a familiar face in each participant's dreams, of which all recognized in the dream world, but none knew who she was outside of it. This being was Mara, formed by the collective will of the participants, a personification of their dream, solidified within the dreamworld itself by sheer force of will.
For years, Mara would sculpt the dreamworld, nudging those within it to where they needed to be. Lovers, separated by vast distances, would be guided to the same location within the dreamworld, and poets and artists given inspiration. She became a muse for the scholars and the scientists, the summoners and the champions of the world, giving advice where needed, and providing nightmares to ward off travelers of the dreamworld from ill-fated choices.
It was then, that one summoner in particular had noticed Mara in her dreams, always guiding her to victory with portents of future matches within the Fields of Justice. Eager to meet her noble benefactor, she conversed with many others, her search soon leading her to Piltover, and the experiments from years prior.
Armed with the knowledge she needed, she was able to physically manifest part of Mara's body into the waking world, who now became a physical bridge between the two realities.
Thankful for being able to see the waking world, but saddened that she could no longer help others by manipulating the dreamworld on nearly the same scale as she once had, Mara accepted an invitation from the summoner to join the League of Legends. There, she could continue her role as a dream guide, and steer the lives of those of the waking world toward their dreams once more.
Due to technical issues with my tablet not being recognized for some odd reason, a temporary drawing will have to do for now. This was just pulled off a google search and edited to be a bit more appropriate. Hopefully I can get my tablet working again before the end of the contest O.o;
|Appearing as a woman of indeterminate age, Mara exists partially within both worlds at the same time. Her long, flowing robes are reminiscent of an oracle, muse, or perhaps an overly elaborate nightgown of some sort. The key things which mark her as distinctly not human, however, would be how she floats slightly off the ground, with various sections of her body fading in and out of reality, seemingly at random.|
Appears as a dead woman with her face damaged and torn, as if mauled and torn by a vicious animal, the robes she wears no longer a translucent blue, but now a dull, drab grey, torn and tattered. Her dream orbs no longer appear as deep, ocean blue orbs orbiting her, but rather as tortured souls in the shape of phantasmal skulls.
I will lead you to your dreams, summoner.
It's as if your muse spoke to you of this
I saw this moment in your dreams, summoner
We will weave the world as we see fit
Like the whispering winds
My eyes are closed
The dragons in your dreams are real
A nightmare upon them!
I'll send them to the dream world... permanently.
They'll be taken away by a moonlight shadow
Time to put them to sleep
What's that? You'd like to win this match? In your dreams.
Oh, sorry, I fell awake for a moment there.
I am a kumquat dreaming I'm a shoelace.
The dream shall never die, so long as the dreamer lives on.
Splits into a second copy of herself, one fully solid, the other fully ethereal, and does a ballroom dance with herself.
Mara is intended to fulfill two aspects of the game which I rather enjoy; "clutch play" and "on-hit proc APC". Her abilities are each set up to be at their most effectiveness when they're needed most, and when she's had time to poke an enemy repeatedly.
To this end, she's encouraged to focus pretty heavily on upping her auto-attack speed so that she can generate charges faster, both for poking enemies more often, and for dealing damage. Additional to this, she's excellent at supporting her allies in the moment they need her most, and is able to come to their aid even if she's otherwise incapacitated.
Balancing her offensive power with her defensive clutch plays can be a little tricky to master, but played well, she can either be the most potent of the on-hit APC, having been specifically designed to be on par with an ADC, or she can be a brutal set-up support artist, able to keep an ally alive and set up for kills that other supports can only dream of; the risk though, is that her windows of opportunity are far smaller, requiring far more accurate play with an abnormally high skill floor and ceiling.
Damage 53.6 (+2.8 / level)
Level 1: 56.4
Level 18: 104.0
Attack Speed: 0.625 (+3.25% / level)
Level 1: 0.645
Level 18: 0.991
Range: 600 (High for poking purposes in lane)
Base Movement Speed: 330 (Low due to having a +25% haste)
Health: 363 (+91.5 / level)
Level 1: 454.5
Level 18: 2010
Mana: 240 (+42 / level)
Level 1: 282
Level 18: 996
Armor: 14 (+3.5 / level)
Level 1: 17.5 (14.89%)
Level 18: 77 (43.50%)
Magic Resist: 30 (+0 / level) (23.08%)
Health Regen: 5.2 (+0.6 / level) - listed per 1 second
Health Regen: 26 (+3.0 / level) - listed per 5 seconds
Level 1: 29.0 hp/5
Level 18: 80.0 hp/5
Mana Regen: 5.0 (+0.6 / level) - listed per 1 second
Mana Regen: 25 (+3 / level) - listed per 5 seconds
Level 1: 28.0 mp/5
Level 18: 79.0 mp/5
Note: Yes, I'm aware this is a bit less base mana regen than normal. This is intentional.
Q: Spectral Scales
W: Astral Web
Dec 12th, 2012; updated all abilities and added stats for the abilities in question. Removed previous information which can be found in a reply to this post. Updated several other sections, and added resource section.
Added ability combos section.
23rd December, 2012; updated all sections with finalized stats and character design. Removed ability combos section due to updated ability list being considerably less combo-heavy.
2nd Edit on 23rd Dec; changed cooldown of Gemini Volley from 30/20/10 to 20/16/12, and added the cooldown information in the standard location so it's easier to see.