Name: Moraz - The Father of Snowdown
Intended Role: Jungler
Appearance:
Moraz has the same build of Santa as he is seen in Rise of the Guardians (image 1) with a large white beard and mohawk. His right hand is missing, replaced by a large candy cane and he carries a large sack on his back that is full of presents and workshop Yordles.
Images:
Background:
As the Time of Snowdown approaches, you will see people across Valorian begin to block up their chimneys and display an offering of cookies and milk outside their front door. On one special day of the year, the self appointed Father of Snowdown comes to town. He can be seen in the skies above, throwing presents full of joy at buildings and trees and workshop Yordles at anyone brave enough to walk the streets.
This year however, Moraz has decided that the world deserves his kindness everyday. Where better to get the attention he deserves than the Institute of War. Be warned all those that happen to be on his travel path, he knows when you are sleeping, he knows when you’re awake. Moraz is coming to town.
Abilities:
Passive - [Naughty or Nice]:
- Every time Moraz is struck by a basic attack from a Champion or Monster he gains a stack a stack of Naughty or Nice. Upon reaching 5 stacks Moraz drops a present in the area around him. If Moraz walks over a present he is healed for 5% of his maximum HP. If an enemy unit walks over a present they are slowed by 20% for 2 seconds. Presents remain on the floor for 5 seconds.
Q - [Candy Caning]:
- Active: Moraz empowers his cane and attacks in a circle around him, dealing magic damage to all enemies hit. Every unit hit lowers the cooldown of the skill by 1 second, up to a maximum of 4 seconds.
Cooldown - 8 secondsMana Cost - 20/24/28/32/36Damage - 60/90/120/150/180 (+40% AP)Range - 400
W - [Yule Lob]:
- Active: Moraz hurls a workshop Yordle in a line. If the Yordle collides with an enemy they deal magic damage and stun that enemy for 1.5 seconds. Every third Yordle deals bonus area of effect damage to nearby units.
Cooldown - 14/13/12/11/10 secondsMana cost - 55Damage - 60/80/100/120/140 (+50% AP)Area of effect damage - 50/60/70/80/90 (+50% AP)Range - 900
E - [Ho Ho Go]:
- Active: Moraz leaps onto the target unit's back, traveling with them for up to 3 seconds. Enemies that Moraz is riding cannot target him and have their movement speed impaired. Moraz can reactivate the skill again to let go before the duration ends. Moraz can be forcefully removed by displacements and suppression.
Cooldown - 18/16/14/12/10 secondsSlow percentage - 40/45/50/55/60%Mana cost - 60Range - 600
R - [Slay-bells]:
- Active: Moraz calls in his trusty sleigh using a click and drag targeting system. Enemies that are hit by the sleigh take magic damage and are knocked back in the direction the sleigh is traveling. If Moraz is in the path of the sleigh he jumps on-board and rides it to the end of the line. A present falls from the sleigh each time an enemy champion is struck.
Cooldown - 100/80/60Damage - 150/250/350 (+80% AP)Mana cost - 150Sleigh path - 800Cast range - 1200Sleigh knockback - 300
Discussion:
Skills:
Passive - His passive is his sustain in the jungle and in team fights. The opponents have a choice to leave his presents and let him sustain, or destroy them and be slowed for a short duration. Similar to Zac's blobs, the presents have a short period of immunity. This helps avoid situations of the presents being instantly destroyed by landing on a creep or champion.
Q: Candy Caning - Q is his damaging spell that is used to clear camps in the jungle and deal damage in team fights. The cooldown mechanism means that he'll be faster clearing camps such as Wraiths but slower against smaller camps such as the Wight. In team fights Moraz would look for close quarter battles to increase the amount enemies hit by his Q. Excessive use of this ability will quickly lower his mana due to the low cooldown, so players would have to know when to slow down on its usage.
W: Yule Lob - Yule Lob is Moraz's way of catching an opponent off-guard and setting them up for his E or ultimate. The additional damage every third Yordle gives him extra clearing power in the jungle and increased damage in team fights.
E: Ho Ho Go - Moraz's E is used as a gap closer and a method of sticking to a target. The skill allows him to keep up with high mobility champions by traveling with them as they dash or flash. This gives the opponents the option to drag Moraz into a bad position (similar to Maokai's root) if he does not cancel the skill. While on a champion, Moraz can use all of his basic skills, but cannot hit the champion he is riding with Yule Lob. The target does not have the ability to target him, but he is still affected by AoE skills. For example if Moraz jumps on Alistar, he cannot target Moraz with W, but can knock him off using Pulverize. This also benefits him in 1v1 situations, as he can jump onto the enemy to dodge incoming targeted attacks while still dealing out damage of his own with Q and auto attacks.
R: Slay-Bells - Slay Bells is a long range initiate that can also be used as an escape or a disengage depending on the direction of the cast. If Moraz casts the sleigh to travel through walls and is in the path, he is able to escape or engage over terrain. As Moraz travels with the sleigh, if he is using Ho Ho Go on an enemy, the enemy will be taken with him. This means that there is extra pressure on team mates to peel Moraz off of his target before his ult lands.
Champion Statistics:
Health: 450 (+90)Health Regen: 7.5 (+0.8)Mana: 220 (+40)Range: 125 (melee)Attack Damage: 54 (+3)Attack Speed: 0.625 (+2.5%)Armour : 20 (+3)Magic Resist: 30 (+1.25)Movement Speed: 345
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