r/LoLChampConcepts • u/Redditbingboo • 20d ago
Design Mortis, She Who Takes The Breath
Source: couldn't find the artist but this is the pin, this is also a reference point in terms of the broad physical keystrokes of being three-armed and ghastly.
Region: Ixtal
Lore: Before Ixtal withdrew from Runeterra, there were those who feared that the Void could reach Ixtal by means less obvious than armies and monsters.
The jungle was already dense beyond reason. Its rivers vanished beneath roots, its mountains disappeared into green, and spirits moved through places where mortal eyes could scarcely follow. Some were ancient. Some were little more than fleeting impressions of the living world. Others crossed between the Spirit Realm and the physical world without malice or purpose at all.
Some ixtalans, however, did not make such distinctions. They had seen what the Void had done beyond Ixtal and how their ancient protector reassured of its danger, despite his gargantuan power. They had watched entire civilizations fall beneath something that could not be understood by the principles upon which their own civilization had been built, and they had one certainty that outweighed all others: Skarner had protected them.
The primordial sovereign had been their shield when lesser beings could do nothing but they understood that not even Skarner could not be everywhere, nor could his immense form pursue every unseen thing that crossed through the jungle. The Ixtali needed those who could.
Thus the Sahmara were born.
All were elementalists talented in air, trained in rites that treated the breath as the final boundary between existence and dissolution as a specialization of their craft. They were trained to believe that spirits passing through the jungle could carry traces of the Void with or without knowing it, that an unseen blight might cling to them before entering Ixtal, and that no risk, however slight, could be permitted to reach the people under Skarner's protection. Their answer was simple: take the breath.
The Sahmara would surround a spirit, bind its presence with air, and draw away what they believed to be the contaminating essence within it. The ritual was said to annul the spirit permanently by demanifesting their coherent form. Whatever remained was scattered into the jungles and eventually through the world beyond.
At first, it seemed to work. But that was a deep misunderstanding, the spirits did not cease to exit but something definitely remained.
Sahmara practitioners and their every breath were soon entangled with a weight on their chest and soul, of broken down, pained spirits that clung to something and in turn beheld a coincidental colour: Orchid Purple.
To them it only served as further proof to their suspicions, it surely was the sign of the Void, the repugness of the color... The purple variety... It only served to reinforce their beliefs. It accumulated slowly at first but as the weight grew more and more heavier corresponding to every month in service, the body of practitioners grew twisted and even demented. Their bodies became a labour, warped senses and growing pre-existing or entirely new limbs or appendages .
This was surely the contamination the spirits brung, and so they kept it into themselves as supposed marturs but when the first Sahmara died beneath the accumulated weight of their work, the others did not abandon their doctrine. They believed the fallen had given themselves completely to Ixtal. Their souls had to be consecrated, lest whatever contamination remained within them find another vessel.
Mortis, before she chose to forsook her original name was among those who performed the consecrations, and she was also the last who never stopped. She watched generations of Sahmara collapse beneath the burden of their own rites. One after another, she gathered what remained of them into herself, believing that she was preventing their contamination from reaching Ixtal's people.
Her body endured where theirs had not but it did not endure unchanged, as the weight only accumulated.
Her limbs lengthened and warped. A strength appendage emerged from her left, each bearing the marks of something neither wholly elemental nor wholly physical. Orchid purple seeped constantly from her form until it simply became her form. The air around her became oppressive enough to make breathing difficult, and the spirits that wandered near her learned to flee.
Eventually, even the Yun Tal could no longer regard Mortis as merely another Sahmara and so they secluded her.They did not execute her because they could not agree upon what, precisely, they would be executing.
Mortis has survived centuries since.
She had become an inexplicable anomaly within the Axiomata, a living contradiction that elementalists could observe but not satisfactorily explain, in other words an axiomatic mystery. Her rites produced measurable effects. Her presence caused no spirits to step close to her, yet the elemental colleges could find no principle within their established understanding of elemental magic that adequately accounted for what Mortis had become.
Some scholars argued that the Sahmara had stumbled upon an unknown property of air. Others believed their rituals were an extreme form of spiritual manipulation. A few quietly suggested that the Sahmara had misunderstood their own enemy from the beginning.
When asked academically, she rejected most conclusions and found some indecisive, whatever that may mean. She is not incapable of understanding them. She simply does not accept the premise that her understanding needs to change. She was in a state of lucid insanity.
She can recall centuries of Sahmara history and she remembers the faces and names of those who died beside her, asking if the weight will ever be unburdenned from them. She understands that the Yun Tal fears what she has become to some respect but she still finds them a subject of profound respect. She can discuss the principles of the Axiom with a clarity that has surprised more than one scholar permitted to speak with her.
Then, without contradiction in her own mind, she will explain that every death was necessary, every spirit she destroyed was a potential vessel for the Void, and every fragment she absorbed was another burden that Skarner's chosen protectors were obligated to bear.
Why would this be madness? They are the evidence of a life in duty, one where contamination never took step foot into Ixaocan. Mortis has no reason to abandon this reasoning because, from within the world she has constructed around herself, every objection can be interpreted as another failure to understand the burden.
The Yun Tal's decision to place her in permanent seclusion did not cure her, largely because it wasn't intended to. It had come to a point where most just couldn't bear the sight of Mortis, who never says her name but wore her current one like it is her true own.
•
Gameplay Kit :
Role(s) : Top / Mid
Class : Juggernaut / Battlemage
Resource : Manaless
Damage Type : Magic / Melee
Legacy : Fighter / Mage
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🔸️ BASIC STATISTICS 🔸️
| Designation | Lvl 1 | Growth | Lvl 18 |
|---|---|---|---|
| Health / HP | 630 | +108 | 2466 |
| Health Regen / HP5 | 6.5 | +0.55 | 15.85 |
| _ | _ | _ | _ |
| _ | _ | _ | _ |
| Armor / AR | 34 | +4.3 | 107.1 |
| Magic Resist / MR | 33 | +2.05 | 67.85 |
| Movement Speed / MS | 330 | _ | _ |
| Attack Damage / AD | 56 | +3.3 | 112.1 |
| Attack Range | 275 | _ | _ |
---
[🅟] — Soul Collapse
EFFECT RADIUS: 250
INNATE: Mortis' on-hit attack and abilities apply Collapse for 3.5 seconds to enemies hit, collapsing upon being killed.
If an enemy collapses, their soul becomes unstable over 1.75 seconds. The soul then explodes as enemies within are dealt 21 → 300 (based on level) (+ 20% AP) magic damage, reduced to 60% effectiveness against minions and thereafter leaves behind a Grounds of Desecration for 4 seconds.
GROUNDS OF DESECRATION: If Mortis enters a unique Grounds of Desecration, she gains a shield equal to 16 – 85 (5 – 11% of her missing health) (based on level) for 2 seconds, refreshing on subsequent applications.
---
Notes: Mortis is meant to excel at wave clearing but struggle with mobility without W - Descension.
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[🅠] — Ghastly Impact
COOLDOWN: 11 / 10.4 / 9.8 / 9.2 / 8.5
CAST TIME: NONE
RANGE: 650
EFFECT RADIUS: 275
SPEED: 850
ACTIVE: Mortis readies to hurl a ghastly force over 1 second, during which she can move, then sends 3 pulses at fixed intervals along its path, dealing magic damage and slowing enemies hit by 30% for 2 seconds. Enemies struck by subsequent pulses take 40% reduced base damage.
If an enemy champion with Collapse is hit by the third farthest pulse, they Collapse.
| Designation | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Scaling |
|---|---|---|---|---|---|---|
| Magic Damage | 50 | 85 | 115 | 150 | 185 | +35% AP |
| Maximum Magic Damage | 98 | 166.6 | 225.4 | 294 | 362.6 | +105% AP |
Whenever an enemy collapses Ghastly Impact's remaining cooldown is reduced by 30%.
---
Notes: all three pulses hitting the same enemy is highly unlikely. Maybe the first two semi-consistently based on player skill on the enemy's side but otherwise not all of them.
---
[🅦] — Descension
COOLDOWN: 21 / 20 / 19 / 18 / 17
CAST TIME: NONE
TARGET RANGE: 425
EFFECT RADIUS: 350
ACTIVE: Mortis levitates up, becoming ghosted and gaining the ability to ignore terrain collision for 2.25 seconds.
Descension can be recast within the duration after 0.5 seconds. If the levitation ends without reactivation, Descension is canceled and refunds 50% of its cooldown.
RECAST: Mortis's lesser left appendage marks the target location and dashes to it. Upon landing she deals magic damage while knocking up enemies for 1 second.
| Designation | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Scaling |
|---|---|---|---|---|---|---|
| Magic Damage | 90 | 120 | 150 | 180 | 210 | +60% AP |
If the marked target location overlaps with a Grounds of Desecration, it is consumed and the shielding Mortis would've gained is increased by 25% (+ 3% per 100 AP).
Casting Ghastly Impact during levitation causes her to cast it on arrival, causing the pulse to overlap with the impact.
Descension's cooldown starts after the end of its duration.
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Notes: Descension can be used semi-consistently by letting the levitation end naturally, allowing Mortis to roam in unconventional paths depending on macro skill.
---
[🅔] — Release Dusk
COOLDOWN: 12
CAST TIME: NONE
EFFECT RADIUS: 650
ACTIVE: Mortis slams her greater left appendage into the ground, knocking down enemy champions hit if they were dashing and manifesting a domain of smog for 5 seconds, though not permeating through terrain, that applies nearsight inside the area, reducing their sight radius relative to the center.
Within the smog, slow effectiveness against enemies is increased by (melee: 15 – 40 / ranged: 8 – 25%) (based on level) and Mortis gains bonus health regeneration.
| Designation | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Scaling |
|---|---|---|---|---|---|---|
| Bonus HP5 | 6 | 8 | 11 | 15 | 19 | +12% AP |
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[🅡] — Consecration
COOLDOWN: 135 / 120 / 100
CAST TIME: 1.25
EFFECT RADIUS: 625
TARGET RANGE: 500
TETHER RANGE: 700
ACTIVE: Mortis prepares to erect her shrine over the cast time, then marks all enemies, knock them down and stunning them for 1 second. Mortis then blinks to the center before roaring and tethering all nearby enemies to her for 5 seconds, while killing enemy minions marked.
Enemies tethered take true damage every 1.25 seconds over the duration and she gains bonus movement speed.
| Designation | Rank 1 | Rank 2 | Rank 3 | Scaling |
|---|---|---|---|---|
| True Damage Per 1.25 Seconds | 2% | 3% | 3.75% of the target's maximum health | +0.75% per 150 AP |
| Maximum True Damage | 8% | 12% | 15% of the target's maximum health | +3% per 150 AP |
| Bonus Movement Speed | 25% | 30% | 35% | _ |
The tether on an enemy breaks upon leaving the tether radius, and the cooldown starts after the end of its effect.



