Whenever Mutiny kills an enemy minion or neutral monster, he enslaves their bones; summoning a skeleton for 4 seconds. Enemy champions are enslaved for 7 seconds, and have increased enhanced attack speed and base health. Skeletons will prioritize Mutiny's most recent attack target.
Health: (25 x level) + 100 (minion) / 200 (champion)
Magic Resistance: 50
Skeleton Crew is a passive ability that activates whenever Mutiny scores the killing blow on an enemy unit, summoning a copy of that unit for a length of time or until it is killed. The "skeleton" is an uncontrollable pet that prioritizes Mutiny's most recent attack target.
Skeletal Minions and Skeletal Champions have a different appearance, but their appearance is independent of the champion.
The damage inflicted by skeletons is still attributed to Mutiny, and scoring a killing blow with a skeleton will trigger the summoning of a new skeleton.
Skeletons ignore unit collision and will not path block enemies.
Skeletons utilize the "timer bar", similar to wards and Zyra's plants.
Ghost In The Swell
COOLDOWN: 12 / 10 / 8 / 6 / 4 seconds
Active: Mutiny signals his ship. After a briefly delay, a ghostly ship appears at the point of cast and fires a barrage of 4 cannonballs in a wide shot dealing physical damage in a small area about each enemy hit. Each cannonball will only hit one enemy, and each enemy can only be hit by one cannonball.
There is a very brief cast time on activation, and so will interrupt movement.
If Ghost In The Swell is cast while standing within Turn The Tides it will have a different exit-animation. Rather than dissipate like a cloud of steam, it will be dragged in a spiral; down into the abyss. This will apply to both allied and enemy ships and whirlpools.
Cull To Arms
RANGE: 1000 (diameter)
COOLDOWN: 18 seconds
Active: Mutiny extinguishes all nearby skeletons, replenishing a base amount of health plus additional health and mana per skeleton consumed.
Additionally, enemies who were in the vicinity of an extinguished skeleton are afflicted with rot. Rot slows attack speed by 25% and deals magic damage per second for 3 seconds that strengthens based on missing health.
Cull To Arms cannot be activated unless there is at least 1 active skeleton.
The health restored by Cull To Arms is affected Grievous Wound, and will benefit from Spirit Visage.
COOLDOWN: 12 seconds
Active: Mutiny unleashes a gut-wrenching scream, slowing enemies within the large cone for 3 seconds. Enemies facing Mutiny take magic damage and are silenced for 1.5 seconds. Skeletons hit by Hollow Scream gain 35% bonus movement speed and their life span is refreshed.
If cast within Turn The Tides' whirlpool, a wave erupts at the targeted edge creating an area of impassible terrain for 1.5 seconds.
Active: Mutiny draws in all nearby enemies and summons a mighty whirlpool for 7 seconds that deals magic damage per second to enemies caught within the swell. The whirlpool will steadily pull stationary/immobile enemies toward its center, while slowing enemies attempting to escape by 20%.
Spell shields will block the activation effect, but not the persistent effects.
The whirlpool remains at the location it was summoned for the full duration, and will not fizzle if Mutiny dies, is disrupted or leaves the vicinity.
The maximum haste/slow is applied when aligned directly with the center.
The pull will also turn all enemies to face Mutiny.
The wreck of the Blue Flame has long been an icon of Bilgewater's harbor. The namesake of the island itself, the derelict vessel is all that remains of the once-great Pirate King. Well, almost all. Prized from the ship rotten hull, the Captain's Lock remains unopened within the city's coffers awaiting such a day that it's key is discovered.
It was the Saltwater Scourge, self-appointed ruler of Bilgewater, who happened across such a key. But within the chest was nothing but a treasure map and another box, humble and wooden. Too busy to labor himself, Gangplank savvied a crew and set the two artefacts to sea. After many arduous months of sailing, the crew finally arrived at the map's destination.
The sole inhabitant of the island was a skeleton, leaning against a blackened rock with a ring of animal bones around him and a gun still clutched in one hand. On the rock behind was scrawled a single word: MUTINY. This, then, was the Pirate King; a decrepit skeleton abandoned by his own crew to a horrible fate. Why, then, was there a map leading to his location? And what was in the box? The answer to both lay in the bleached bones of the skeleton. Inside the ribcage sat a small, silver key, evidently having been consumed by the man at some point prior to his death. Now, it waited for eager hands to deliver it unto the box.
When the key was turned, the lid sprang open, and a beating heart was revealed, dark with age, but still pumping with life. Dark mists rose from the corners of the box and filled the sky, causing it boil with thunder and lightning. The heart itself rose from the box and floated to the skeleton, embedding itself in its former master's chest cavity. Slowly, surely, the Pirate King returned to life, the black magic he used to seal his soul away returning his decayed flesh to his form. By the end of the transformation, the man stood before the crew who had sought nothing but knowledge, terrible in his vengeance and powerful in his mysticism. He spoke only one word, then...a horrible rattle from another world: “Mutiny...”
Or so the stories go. The sailors that returned from that fateful trip were quite clearly mad and contradicted one another on nearly every point. Whatever happened, there is still one fact that cannot be disputed. From points unknown, whether some far-off island or the depths of the Hell itself, a man has come. A man who can raise the dead and set them to his will. A man who can summon the ghost of the Blue Flame itself. A man who has declared himself the once and eternal Pirate King.
"A captain who goes down with his ship will rise with it."
― Mutiny, the Pirate King
"I serve." (Slow laughter)
"I am there."
"Do you fear death?"
"Fear the depths."
"I can not rest."
"Do you feel a chill?"
"I serve." (Slow laughter)
"Your time is short."
"Dead men tell no tales..."
"I offer you escape."
"How will you kill me?"
"To the Locker with you!"
"You will not see the Green."
Upon summoning a skeleton with Skeleton Crew
"No rest for you yet."
"I'm not done with you."
"Postpone your judgement."
When an skeleton is killed
"Ha. I guess I'll have to make more."
Upon using Ghost In The Swell
"Rise my pet."
Mutiny lifts his gun and holds it aloft, examines it, then raises his sabre in preference.
"I've got one shot left in this... I won't need it to finish you."
"Ha! (Mock Fear): Puh-puh-parrrley? (Normal Voice): Or I could just end this now!"
"Were you expecting an illiterate fool?"
"At school, I'll have you know I got high-Cs." (Laughs)
"I don't need to see them to kill them."
"I'll just hold out my blade and they'll run themselves through!" (Laughs)
Cull To Arms
Now heals for a base amount of health, 40 / 90 / 140 / 190 / 240 (+100% AP) increased from nothing.
Health and mana per skeleton reduced to 20 / 30 / 40 / 50 / 60 from 40 / 80 / 120 / 160 / 200 (+50% AP)
The healing per skeleton is no longer capped, due to the number changes being less open to abuse.
Enslaved souls are now skeletons.
Skeletons feature fixed stats, and no longer scale with the slain enemy.
Tooltip updated to clarify that the souls do not roam, they only attack Mutiny's attack target.
Skeletons will use the attack logic of Elise's Spiderlings: prioritizing her attack target, but are capable of roaming when Elise is out of combat.
Can no longer enslave boss monsters.
Turn The Tides diameter reduced to 1000 from 1100.
The Blue Flame
Renamed Ghost In The Swell.
Now fires 4 cannonballs instead of 5.
Dark Vortex renamed Turn The Tides.
Cull To Arms now uses a fixed cap.
Champion Souls now have 45% reduced attack damage and 50% reduced health.
No longer grants bonus attack damage to souls.
Now refreshes the life span of affected souls.
Renamed Dark Vortex
Now applies an inward force rather than only slowing/hasting.
Renamed to Skeleton Crew.
Souls deal 50% reduced damage to towers and take 50% increased damage.
Ghost Ship renamed to The Blue Flame.
Cull To Arms now replenishes reduced health per additional soul when multiple souls are consumed.
No longer deals 50% bonus damage to minions.
Now creates impassible terrain when used in conjunction with Ground Swell.
Ground Swell (Active): Pulls in surrounding enemies then summons a whirlpool that damages and disrupts movement.
No Rest (Innate): Enslaves the souls of enemies killed.
Ghost Ship (Active): Fires 5 thin skill shots in a wide barrage that deal damage in a small area on hitting an enemy.
Cull To Arms (Active): Kills all souls: replenishes Mutiny's health and mana while rotting nearby enemies.
Hollow Scream (Active): A cone that slows. If enemies are facing Mutiny, they are silenced and damaged. Souls gain bonus movement speed and attack damage. Deals 50% increased damage to minions.
The following are not drawings of Mutiny, merely some awesome pieces of artwork that could inspire Mutiny's appearance!
So I thought I'd draw my own. ^_^
This piece looks badass, particularly the weapon. The general appearance of rotting, with coral/wildlife growing on his blade (which you'd expect from an undead pirate). Courtesy of Tin Reaper
Cyborg-parts aside, perhaps the more hench body-type with a peg-leg would make him more distinct from Gangplank. Throw in Tin Reaper's awesome sword, of course. Courtesy of TristJones
I liked this piece for the Captain Barbossa feel ("You better start believing in ghost stories"), and also that it looks like a League splash-art. I would like to stress that Mutiny does not use a gun (although he would have one on his belt). Courtesy of Free Code Source
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.