I think this is the (semi) final version. Enjoy!
http://na.leagueoflegends.com/board/...3#post32112353
Link to the separate post is above. Shall update this post with the updated information when I finish the design for ease of judgement.
Naughty or Nice had me expecting an ability that would do something different depending on if it targeted an ally or an enemy. Just having no AoE centered on self is kind of odd of a requirement.
Ah well, anyway, I think I'll actually hop in this time. I'm super busy now that it's nearly christmas, but I think I can squeeze in enough for this ^.^
EDIT: A few minor updates. Like... uhm... everything.
Name: Mara
Title: The Dreamweaver
Criteria for MCCC(P) challenges:
Quote:
Christmas Cheer:
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.
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Lore
Quote:
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.
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Appearance
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;
Quote:
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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.
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Optional Skin:
Quote:
NightMara
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.
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Quotes
Quote:
Upon selection:
I will lead you to your dreams, summoner.
Movement/Attacking:
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
Taunt:
What's that? You'd like to win this match? In your dreams.
Joke:
Oh, sorry, I fell awake for a moment there.
I am a kumquat dreaming I'm a shoelace.
Death:
The dream shall never die, so long as the dreamer lives on.
Dance:
Splits into a second copy of herself, one fully solid, the other fully ethereal, and does a ballroom dance with herself.
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Purpose
Quote:
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.
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Stats:
Quote:
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.
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Abilities
Quote:
Passive: Dreamweave

Quote:
Description: To know one's dreams, is to know their heart, and in turn, how best to aid them. Mara's physical attacks not only harm the physical form of an enemy, but also sap their dream energy, dealing 5 magic damage (+25% AP) in the process. The drained dream energy forms into an orb which orbits Mara, increasing Dreamweave's damage by 5 per orb, to a maximum of 5 orbs total. These orbs can be consumed to amplify her non-ultimate spells with dream energy, strengthening them.
Effect: Mara deals 5 additional magical damage on auto-attack (+0.25AP). Each autoattack against an enemy champion adds a Dreamsphere, up to 5 maximum. Dreamspheres increase the magic damage dealt by Dreamweave by +5 per sphere, and can be used to amplify Mara's other spells, consuming all Dreamspheres in the process.
Purpose: Allows Mara to poke harder in lane, as well as is the key backbone of her ability to be played as an APC on-hit champion. The orbs are used for extra poking power early game, and can be consumed for clutch plays later on, limiting how fast she can invoke her clutch abilities.
Notes: Levels are at 1/6/11/16
Appearance: Dreamspheres appear as translucent, ocean blue orbs which orbit Mara around her waist, parallel to the ground and are evenly spaced apart. Dreamspheres which are not available currently, are displayed as a faint, purple flickering flame which orbits where the dreamsphere would be, allowing players to quickly identify how many they have up at any one time.
Rank 1 (Level 1): Mara's autoattacks deal an additional 5 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 2 (Level 6): Mara's autoattacks deal an additional 15 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 3 (Level 11): Mara's autoattacks deal an additional 25 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 4 (Level 16): Mara's autoattacks deal an additional 35 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
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Q: Spectral Scales
 
Quote:
Description: Weighing a target's soul allows Mara to judge how best to aid them; either fulfilling an ally's dreams by bestowing a shield to protect them from harm, or crippling an enemy to scare them off their current path of destruction by siphoning off part of their current health. Casting a second time within the next two seconds will consume all dreamspheres, increasing the duration of the shield and rendering the target immune to disabling effects until the shield breaks, or dealing additional, flat magic damage to the target.
Effect (Enemy): If cast upon an enemy, Spectral Scales deals magic damage equal to 8/11/14/17/20% of their current health. If cast a second time, consumes all dreamspheres and deals 12+4/level damage per dreamsphere consumed (+0.8AP flat, regardless of spheres consumed). Must have at least 1 dreamsphere active to amplify.
Effect (Ally): If cast upon an ally, Spectral Scales shields the target for 120/215/310/405/500 (+1.25AP) damage for 1.5 seconds. If cast a second time, consumes all dreamspheres and increases the duration by 0.2 seconds per sphere consumed, and renders the target immune to CC effects as long as the shield holds. Must have at least 1 dreamsphere active to amplify.
Purpose: Used to soften up enemies for an ally to kill more easily, or for a potent killing blow when used on enemies. When used on allies, able to keep a target alive for a brief period when they need it most; note that the very short duration allows for a remarkably potent shield, but can't be used as a "cure all" such as Karma's 5 second shield.
Notes: If the shield fails before being cast a second time, it can't be amplified. Due to this, there is literally ZERO cooldown on recasting this ability. Additionally, this will NOT cleanse any CC effects already present on a target upon amplifying the allied target, but will simply prevent additional CC from being applied. This will not prevent damage from things like the ignite summoner spell, but the shield will absorb the damage until it runs out, and will prevent the healing reduction aspect.
Targeting: Click on target; single target only
Targets allowed: Allies, enemies, self. Enemy champions only; Allied minions and champions both targetable.
Range: 725
Travel Speed: Instantaneous
Cooldown: 8.0 seconds from initial cast
Cost: 60/65/70/75/80 mana
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Shield Duration: 1.5 seconds
Allied Amplification (Shield duration): +0.2 seconds per dreamsphere consumed
Allied Amplification (CC Immunity): Renders the target immune to new CC effects as long as the shield holds
Enemy Amplification (damage): 12+4/level per dreamsphere consumed (+0.8AP) magical damage
Rank 1: Deals 8% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 120 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 2: Deals 11% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 215 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 3: Deals 14% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 310 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 4: Deals 17% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 405 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 5: Deals 20% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 500 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Balance notes:
At 600 AP, this would deal 32% of a champion's current health as magic damage. This is a great early opening shot, but quickly declines in value to subpar standards. For example, with 3,000 health, this would do up to 960 damage before MR. At 1,000 health, this would only be 320 before MR.
Additionally, the shielding value is up to 1250 with 600AP at rank 5. This wears off after a mere 1.5 seconds, to a maximum of 2.5 seconds if Mara amplifies the effect. This is much shorter than most other similar shielding spells and is intended to be more of a powerful survival tool for short term burst only, rather than to last until it's depleted.
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W: Astral Web
 
Quote:
Description: Many dreamers get lost within the dreamworld, and webs of dream energy have been placed to restrict areas which are harmful or dangerous. Mara partially draws one of these astral webs into the waking world, capturing enemies who attempt to teleport through the web, rooting them in place for 2 seconds. Casting a second time consumes all dream orbs to fully draw the astral web into the waking world, solidifying it as a solid wall which must be physically broken, or wait for the energies that bind it to the waking world to fade in order to bypass it.
Effect: Creates a shimmering, spectral web at target location with targeting similar to Aniva's or Karthus's walls. Enemies which try to teleport through the wall are instead stopped at the wall and rooted in place for 2 seconds. Casting a second time while the web is up consumes all dreamspheres and solidifies the wall for the remainder of it's duration, losing it's former capabilities, instead preventing enemies from walking through it. In it's amplified form, it can be attacked with auto-attacks to break the wall down in 3 hits +1 per dreamsphere consumed.
Purpose: This is used primarily as a way to directly counter champions with high mobility, and prevent enemies from simply flashing out of combat. If an enemy runs through the web on foot, the web has no effect. Once amplified, it changes from an anti-flash ability, to a solid barrier which must be either attacked to be bypassed, or teleported through.
Targeting: Click on ground, line based AoE, causes a straight line aimed perpendicular to the caster at the mouse's location
Targets allowed: Ground
Range: 1,100
Area of Effect: Diameter of 400/500/600/700/800 units
Travel Speed: Instananeous
Cooldown: 26/24/22/20/18 seconds from initial cast
Cost: 110/120/130/140/150 mana
Duration: 5 seconds
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Amplification (Solidify Web): Can no longer prevent teleports. Instead blocks physical passage.
Amplification (Web Health): Web now requires 4/5/6/7/8 damage to break (autoattacks deal 1 damage per hit)
Rank 1: Creates a 400 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 2: Creates a 500 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 3: Creates a 600 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 4: Creates a 700 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 5: Creates a 800 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
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E: Temporal Fugue
 
Quote:
Description: The time within the dream world is considerably different from that of the waking world, increasing or slowing, seemingly at random. Mara manipulates this property to her whim, allowing her to hasten herself or an ally for a short time when they need it most. Casting Time Lapse again, converts all dream orbs into slowing charges to allow the target to slow enemies' movement speed by 6% per hit for 1.5 seconds with each attack draining one charge, stacking repeatedly. This ability may be cast repeatedly, as long as the haste is active, converting additional dream orbs into slowing charges.
Effect: Increases an allied champion's movement speed by 25%, and their attack speed by 20/30/40/50/60% for 6 seconds. Casting a second time while the haste is active consumes all dreamspheres to add an equal amount of Temporal Fugue charges to the target. Each time the target strikes with their autoattack, they consume a Temporal Fugue charge to slow the damaged enemy by 6% for 1.5 seconds, refreshing the slow duration each attack, stacking the slow effect. Temporal Fugue may be cast repeatedly to convert additional dreamspheres into Temporal Fugue charges (up to 5 maximum at any one time).
Purpose: Mara is meant to be particularly adept at clutch plays, and a 25% speed boost can be the difference between escape, or a kill. Additionally, the attack speed boost allows her target to get a kill that much easier, and specifically is especially useful for her own method of attack when played as an on-hit APC. The slowing component is not so much there for the use of a clutch play, as it is to allow her chasing potential and a dump for excess dreamspheres which will stack up quicker than she can expend them otherwise when both Gemini Volley and Temporal Fugue are active at the same time.
Targeting: Click on target
Targets allowed: Allies, champions only
Range: 725
Travel Speed: Instantaneous
Cooldown: 10 seconds from initial cast
Duration: 6 seconds
Cost: 55 mana at all ranks
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Amplification (Maximum Temporal Fugue Charges): 5
Amplification (Slow Value): 6% per stack (10 stack limit)
Rank 1: Increases target allied champion's movement speed by 25% and their attack speed by 20% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 2: Increases target allied champion's movement speed by 25% and their attack speed by 30% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 3: Increases target allied champion's movement speed by 25% and their attack speed by 40% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 4: Increases target allied champion's movement speed by 25% and their attack speed by 50% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 5: Increases target allied champion's movement speed by 25% and their attack speed by 60% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
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R: Gemini Volley
 
Quote:
Description: There are times when a dreamer is so stubborn of mind, that harsher measures must be taken to dissuade them from their ill-chosen path. Mara exists both within the dream and waking worlds simultaneously, and by using Gemini Volley, she's able to strike from both worlds together, reducing her physical damage per hit by 50%, but causing her attacks to strike an enemy twice. By doing so, she cleanses any CC from herself at the time of casting.
Effect: Cleanses all CC from Mara and causes her auto-attacks to deal 50% less physical damage, but strike twice per hit, applying all on-hit effects twice.
Purpose: This allows Mara to cleanse herself so that she can perform a clutch play in the moment it's needed most as a support, and allows her to gain additional dreamspheres in a team fight quickly. Additionally, it also turns her into a potentially very potent APC on-hit champion without becoming an AD wrecking ball in the process.
Targeting: Self cast
Targets allowed: Self only
Range: Self
Travel Speed: Instantaneous
Initial Cost: 0 mana
Cooldown: 20/16/12 seconds
Cumulative Cost: 10/8/6 mana per second, additive each extra second (10,20,30,40,50 etc)
Rank 1: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 10 mana per second. 20 second cooldown.
Rank 2: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 8 mana per second. 16 second cooldown.
Rank 3: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 6 mana per second. 12 second cooldown.
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Changelog
Quote:
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.
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