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Maraad, the Hammer of the Light

Nearthel October 3, 2016 User blog:Nearthel

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1 Growth 18 1 Growth 18
Health 590 (+95) Attack damage 55 (+4.9)
Health regen. 7 (+0.5) Attack speed 0.625 (+3%)
Mana 320 (+42) Armor 25.8 (+4)
Mana regen. 6.5 (+0.44) Magic resist. 32.1 (+1.25)
Attack range 175 (Melee) Mov. speed 335


Maraad, the Hammer of the Light is a custom champion.

This is the first champion of a series of champions based on World of Warcraft classes, this one being based on the Retribution Paladin.

Abilities

Holy Power
Ability

Innate: Some of Maraad's abilities deal Holy damage. This damage is calculated as either physical or magical damage, based on which would deal the most damage, and ignores shields that apply only to either physical or magic damage.

Maraad gains (+25% bonus AD) bonus ability power and (+15% AP) bonus Attack Damage. These bonuses do not stack with themselves.


Crusader Strike
RANGE: 225
COST: 20 Mana
COOLDOWN: 5
Ability

Active: Maraad strikes an enemy target, dealing Physical damage, Slow icon slowing for 1 second and gaining 1 Holy Power (Holy Power doesn't decay).

  • Physical Damage: 100 / 105 / 110 / 115 / 120% AD
  • Slow: 30 / 32.5 / 35 / 37.5 / 40%

At 3 Holy Power, Crusader Strike becomes Templar's Veredict.

Ability

Active – Templar's Veredict: Maraad consumes his Holy Power to strike an enemy target, dealing Holy Damage and Slow icon slowing by 50% for 1 second.

  • Holy Damage: 70 / 80 / 90 / 100 / 110 (+ 150 / 175 / 200 / 225 / 250% bonus AD)


Consecration
RANGE: 300 / 225
COST: 60 Mana
COOLDOWN: 10
Ability

Active: Maraad consecrates the land beneath him for 4 seconds, causing Holy damage every half second to enemies within the area.

  • Holy Damage per half second: 8 / 11 / 14 / 17 / 20 (+ 5% bonus AD)
  • Total Holy Damage: 64 / 88 / 112 / 136 / 160 (+ 40% bonus AD)

While standing on consecrated ground, Maraad's basic attacks and Crusader Strike also strike the 2 closest enemies to the original target for 50% of the damage dealt.


Holy Light
RANGE: 600
COST: 25% OF BASE Mana
COOLDOWN: 20 / 18.75 / 17.5 / 16.25 / 15
Ability

Active: Maraad calls the Light to heal an allied target.

  • Healing: 60 / 80 / 100 / 120 / 140 (+75% AP)

If either Maraad or his target is standing on consecrated ground, the target also gets purged of all movement impairing effects and his movement speed cannot be reduced below his base movement speed for 3 seconds.

When self cast, the base amount of healing is increased by 1.5% for every 1% of his missing health.

  • Maximum Healing: 150 / 200 / 250 / 300 / 350 (+75% AP)


Redemption
RANGE: 800
COST: 100 Mana
COOLDOWN: 120 / 105 / 90
Ability

Active: Maraad resurrects the target dead allied champion for a short duration.

  • Duration: 6 / 8 / 10 (+1 for every 100 AP) seconds

For the duration, 25% of the damage the resurrected ally deals is converted to Holy damage. When attacking his killer, all damage dealt is converted instead.


Changelog

October 8, 2016:

  • Crusader Strike (Q):
    • Damage increased to 100 / 105 / 110 / 115 / 120% AD from 100% AD
    • Cost reduced to 20 from 30.
  • Holy Light (E):
    • Now only the base amount of healing is increased based on missing health when self cast.
    • Cost increased to 25% of base mana from 20% of base mana.
    • Cooldown increased to 20 / 18.75 / 17.5 / 16.25 / 15 from 14 / 13 / 12 / 11 / 10.

October 5, 2016:

  • Holy Power (Passive): Abilty Power gain reduced to 25% bonus AD from 50% bonus AD, but now he also gets 15% AP as Attack Damage.
  • Crusader Strike (Q): It now slows its target by 30 / 32.5 / 35 / 37.5 / 40%.
  • Holy Light (E):
    • Cost reduced to 20% of base mana from 20% of maximum mana (that was intended to be the original cost, I just messed up)
    • If either Maraad or his target is standing on consecrated ground, the target also gets purged of all movement impairing effects and his movement speed cannot be reduced below his base movement speed for 3 seconds.
  • Divine Shield (R) replaced with Redemption

October 3, 2016:

  • Added

Aclarations

  • What's this Holy damage thing?
    • In WoW, the magic damage is divided in 6 different schools: Arcane, Fire, Frost, Nature, Shadow and Holy. The first 5 have their own resistances, but there's no resistance to Holy damage. Along the story of WoW, the retribution paladin always dealt a mixture of physical and holy damage, and I wanted to keep this essence, but I thought making Holy damage ignore resistances (that's to say, make it true damage) was to strong, so I created this effect.

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