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Champion Background Skins & Trivia
1 Growth 18 1 Growth 18
Health 365 (+75) Attack damage (+0)
Health regen. 4.5 (+0.55) Attack speed 0.625 (+3.55%)
mana 250 (+55) Armor 14 (+3)
  Magic resist. 30
Attack range 575 Mov. speed 325

MOTHR, the Overseer is a concept for a vision-based support. MOTHR (short for Mass Overwatch and Traffic Holistic Relay) is an AI given humanoid form, able to create sentry towers and summon drones to observe and oppress her enemies. Through her abilities MOTHR is able to set up the battlefield to her advantage, controlling entire areas while also hunting down enemies from across huge distances. Though not tough enough to survive a direct confrontation, MOTHR can lay down significant amounts of peel and poke, while providing great chasing potential thanks to her vision-granting abilities and long spell range.

Abilities[]

Inescapable Stare

Expose Weakness mastery 2014

Enemy champions affected by MOTHR's abilities are revealed and take 5% (+ 0.5% per 100 AP) additional damage from champions, including MOTHR herself, for 3 seconds. MOTHR's basic attacks extend the duration to 1 second if the effect is less than a second away from expiring.

Additional info

This is the main utility MOTHR brings in the middle of fights, and is an incentive for her to trade and poke with autoattacks at the start of the game, while is also why I gave her a better-than-average autoattack range (575). Combined with her other abilities, this should reward MOTHR for setting up her skills in combat, while also granting extra long-distance vision.


Spotlight

Willbachbakal Spotlight icon

Active: MOTHR concentrates her gaze onto a 100-radius area after a 0.5-second delay, revealing the area and dealing magic damage to all enemies within every 0.5 seconds based on their current health over 2 seconds. MOTHR can move the spotlight around by recasting the ability at no additional cost.

Additional info

This is MOTHR's poke ability, as well as her main form of utility when chasing a target down or checking a bush. I wanted the ability to deal current health damage so that she gets good in-lane harass and initiation with this ability, but not kill potential, since the long range and duration on this ability means she could otherwise easily snag kills from extreme distances. Instead, I want her to set up kills: if a target's running away, she should be using this to whittle down their health and reveal them so her allies can secure the kill.

  • Magic Damage: 5.5 / 6 / 6.5 / 7 / 7.5% (+ 0.5% per 100 AP) of target's current health
  • Total Magic Damage: 22 / 24 / 26 / 28 / 30% (+ 2% per 100 AP) of target's current health


Sentry Tower

Willbachbakal Sentry Tower icon

Active: MOTHR constructs a sentry tower at the target location, which activates after 1 second. The tower reveals the surrounding area and is visible to all. If an enemy champion is within half the tower's sight range it will sound the alarm, releasing a pulse after a 0.5-second delay that deals magic damage to enemy champions in its sight range and silences them for 0.5 seconds. The tower will continue to pulse every 1.5 seconds until all enemy champions are outside its sight range or it is destroyed.

Sentry towers are destroyed in three ranged champion basic attacks or one melee champion basic attack. Towers can be attacked when building. Up to three towers can be laid down at a time, and towers last until destroyed. Laying down a fourth tower will destroy the oldest tower, and laying down a tower whose sight range overlaps with that of other towers will destroy the older towers.

Additional info

This is MOTHR's way of asserting area control, and functions as both a stealth ward without the stealth and a potential anti-ganking measure in lane, while providing greater map coverage and objective control in the mid to late game. It also has an in-combat disruption function, and can be used aggressively to keep casters out of certain areas. The towers are, however, desctructible, and cannot overlap, and so can easily be taken down through coordinated action.

  • Sight Range: 500 / 625 / 750 / 875 / 1000
  • Magic Damage: 50 / 85 / 120 / 155 / 190 (+ 25% AP)


Incapacitate

Willbachbakal Incapacitate icon

Active: MOTHR fires a 1300-speed, electrically charged pellet in a straight line that detonates upon hitting an enemy, dealing magic damage in a 175-unit radius and stunning all affected enemies for 1 second. MOTHR can target allied champions and fully constructed sentry turrets to fire a homing pellet that passes over units until it reaches its target.

Additional info

This is MOTHR's peel and hard CC, allowing her to either initiate fights or protect teammates. Through intelligent Sentry Tower deployment MOTHR can also use this ability to bypass minions and stun enemies directly. Otherwise, she can look for opportunities to land this as a skillshot, and with her other vision-granting abilities has the potential to accurately aim this in otherwise tricky situations.

  • Magic Damage: 80 / 115 / 150 / 185 / 220 (+ 40% AP)


Electric Eye

Willbachbakal Electric Eye icon

Active: MOTHR sends out one of her eyes in a straight line. The eye provides sight in a 1000-radius area around it. Recasting the ability while an eye is up will cause it to change course and crash in an area within 1000 units of its original location before being redirected, dealing magic damage and slowing enemies in a 200-radius area. The crash zone remains visible for 5 seconds. The eye explodes at the end of its course if not redirected.

MOTHR plucks out one of her many eyes after a delay, storing up to 3 charges. Sending out an eye consumes a charge which regenerates on its own independent cooldown. Charge generation time is reduced by cooldown reduction, and eyes move at 1000 speed.

Additional info

Being vision-based, MOTHR needed a long-range reveal ability. I wanted this ability to be very good if used defensively (to scout the jungle, for example), but also to provide initiation potential: in a way similar to the Twin Shadows active, this item can be used to seek out and hunt down enemy champions to set them up for an attack. The charge system helps with this: using only one charge can allow the player to catch up to a single target, and using more charges can extend the slow's duration and reveal them for longer. Using every charge at once can catch the entire enemy team if they're spread out. If using this defensively, a single eye can clear a path in the jungle.

Part of the reason I wanted the range of this ability to scale with AP is that, as a caster support primarily based on vision, MOTHR should have her vision potential increase when building AP, especially as her basic abilities provide no scaling utility on their own (it wouldn't be a good idea to give an AP ratio to her stun or silence, and giving an AP scaling to her sentry towers' sight range could cause some weird placement and range issues). Despite her low damage (which is higher than it seems, when taking her passive into account), I want MOTHR to scale well with AP, and provide tons of utility even with a pure AP route.

  • Charge Reload Time: 100 / 90 / 80
  • Magic Damage: 75 / 100 / 125 (+ 20% AP)
  • Slow: 30 / 40 / 50% (+ 2.5% per 100 AP)


What do you think of her? Do you like her theme? Does her kit look fun? Do her abilities work well with each other? Give me your opinion! I'll also flesh out her background (she's a rogue AI that got shut down in the old days of Piltover and reactivated by Viktor) so stay tuned.

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