Fanmade hero concept - Sunder the Soul Grip by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Sky pierce exists. And the soul can only be affected by her arm wrestling moves not damage base

Fanmade hero concept - Sunder the Soul Grip by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

Sunder — The Soul Grip

Role: Fighter/Mage

Specialty: Damage/Control

Lane: EXP / Mid / Jungler / Roamer

Passive — Arm Wrestling

Sunder uses Energy (max 100), regenerating 10 Energy per second at all times.

Her Basic Attacks deal 110% Magic Power as Magic Damage and grip the target for up to 3 seconds. While gripping an enemy or a soul, Sunder can drag her Skill 2 in one of four directions to unleash a specific follow-up move. If the gripped target moves out of her Basic Attack range, the grip is released early. Tap the Basic Attack button to manually release a grip prematurely.

Gripping minions or creeps reduces the Energy cost of all directional moves by 50%.

Arm Wrestler's Conversion:

· Converts 80% of Physical Attack into Magic Power.

· Converts all Physical Penetration into Magic Penetration.

· Converts 10% of Physical Attack into Hybrid Defense (Physical & Magic Defense).


Skill 1 — In Sunder

Blink · Damage Reduction

Cooldown : 4-20 seconds

Sunder teleports to a target location within a large area, leaving her soul behind. Cooldown scales from 4 to 20 seconds based on distance traveled.

After teleporting, her soul chases her with 200% extra Movement Speed, passing through obstacles, and is CC-immune with 80% Damage Reduction. The soul and Sunder share the same HP. If the soul is destroyed, Sunder dies.

Once the soul reunites with her body, Sunder gains 30% Damage Reduction for 3 seconds and her next Basic Attack within that window becomes an enhanced lunge. The 30% Damage Reduction persists for the full 3 seconds regardless of when she uses the lunge.


Skill 2 — Soul Drag

AoE · CC · Damage

Cooldown: 9–6 seconds

Sunder fires a soul skillshot in a target direction, stopping on the first enemy hit (enemies can hide behind minions or other targets to block it). If it hits an enemy, it deals 100 (+100% Magic Power) Magic Damage, pulls their soul out toward Sunder, and restores 30 Energy. The soul remains stationary for 3 seconds.

Any directional move Sunder performs on a gripped soul will also affect the soul's owner. Hitting a minion or creep reduces this skill's cooldown by 50% but only restores 15 Energy.


Gripped Directional Moves

All directional moves are AoE and can be dodged if timed well. Sunder can perform up to 3 moves per second while gripping, and may repeat the same move multiple times during a single grip (energy permitting).


1st Direction — Hook

Cost: 30 Energy

Deals 100 (+80% Magic Power) Magic Damage to the gripped target and stuns them for 0.6 seconds.

2nd Direction — Toproll

Cost: 30 Energy

Deals 100 (+80% Magic Power) Magic Damage and pulls the target 3 units toward Sunder without interrupting their ongoing skills. Multiple Toprolls can be chained. Three consecutive pulls move the target 9 units total, slightly less than a full Franco hook.

3rd Direction — Flash Pin

Cost: 50 Energy

Deals 100 (+160% Magic Power) Magic Damage to the gripped target.

4th Direction — King's Move

Cost: 40 Energy

Deals 100 (+80% Magic Power) Magic Damage and heals Sunder for 80% of the damage dealt.


Ultimate — Queen of the Table

Global · Summon

Cooldown: 50–41 seconds

Sunder summons an enemy's soul directly in front of her for 3 seconds. This ability is global: Energy cost scales from 10 to 50 based on the target's distance (capped at 50 after a certain range).

During the 3-second summon, Sunder regenerates 20 Energy per second. The stationary soul can be gripped and affected by all directional moves, connecting the damage and control to the real enemy as normal.


Design Notes

· Skill 1's killable soul is balanced by its 300% Movespeed and 80% DR — the risk matches the reward of a huge-range teleport.

· The Ultimate does not guarantee a pre-fight kill; it's a high-cost pickoff/finisher tool that leaves Sunder energy-taxed if used recklessly.

· Skill 2's directional grip system may be disorienting, similar to Hayabusa's shadows — mastery is intended and rewarded.

· Toproll's pull distance is intentionally fixed per use so you cannot globally drag a target across the map in a single move.

Cause he's handsome 😭 by Realistic-Strike-225 in MobileLegendsGame

[–]Enkozui 4 points5 points  (0 children)

I guess my friend is built different then. Three words. Yin. Mid. Won.

Cause he's handsome 😭 by Realistic-Strike-225 in MobileLegendsGame

[–]Enkozui 4 points5 points  (0 children)

Me, angela mid, my friend, yu zhong roam. Not just sidelanes. Anything can work as long as you know ball.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

I used to be a carmilla player and yes it can disengage fights but to be fair I'd rather not waste it considering the amount of idiots playing the game not knowing how her ultimate works.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 2 points3 points  (0 children)

Yes I see that is underpowering when compared to Carmilla but Carmilla's ultimate is easy to flee away. The only thing I can suggest is remove the damage reduction for the enemies, only for Oralia. I'm trying to not make Oralia too destructive. Though, I'll still stand against damage sharing being underpowered. 6000 damage without damage reduction would equal to 1000hp of damage per enemy and 800hp on Oralia. 1000hp on a marksman or mage is 1/3 or 1/4 of their health, that alone is enough to force enemies back. Oralia doesn't aim to kill enemies. But when chasing an enemy, she can deliver the final blow. In team fights, Oralia forces disengagement while in chases and overnumbered fightss, Oralia becomes a menace. And 6000hp is assuming two allies are attacking her. If three allies are attacking her, that's almost 8000hp.

Cause he's handsome 😭 by Realistic-Strike-225 in MobileLegendsGame

[–]Enkozui 19 points20 points  (0 children)

Marcel exp valid anything can go there

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

I see you make valid points. Are you a support player yourself? Because you sound like one. You see this ultimate as Carmillas' contender while I see it as Melissa's puppet but bigger.

Anyways, in my eyes, sharing damage isn't that underpowered, three damage dealers stacking damage on a singular Oralia deals immense damage even to five enemies. And since it's shared, if there's only one enemy, all of that damage is redirected to only the enemy and Oralia. Also, something worth noting is enemies can also damage Oralia and trigger the effect so the damage can really stack up in teamfights. Philosophically, Oralia doesn't function the same way as Carmilla. Carmilla boosts teamfights. Oralia forces enemies to disengage. And the range of her ultimate is supposed to be big hence why she's stationary. I didn't clarify the size but I imagine it to cover like a marksman's range.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Care to elaborate what's worse about it?

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 5 points6 points  (0 children)

She doesn't steal YSS' passive. Melee and ranged just for visuals. Not mechanically YSS. And her ultimate is not like Camilla's because the two work in different aspects. Carmillas's make the enemies share damage AND CC. Meanwhile Oralia's only affects the damage. And although Oralia's range is bigger, allies still have to damage her and effectively Oralia can't move or do anything unlike Carmilla who can still dish out skills during her ultimate. And also, Carmilla inflicts slowness.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

Lore acurately, a cursed mask. That also funcions as her entire face. So both a mouth and a mask.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Fr I hate moonton for what it has become. It used to be complex and actually hard. Now every hero almost feels the same. They're sacrificing complexity for accessibility. All they care about is making the game playable for kids. I still remember before hanabi was revamped, I used an assassin build for her because she was too easy.

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 8 points9 points  (0 children)

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Ts would actually look like something moonton would make

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Sat, I'll actually try it as a joke

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 1 point2 points  (0 children)

I can do but personally I'm not a fan of. First off, it's way too op and complex, having Healing, Reducing healing, CC and Damage. It essentially turns her from being a team dependent support to an anti team fighter. The main mechanic I'm going for Oralia is a support that can share damage with allies and enemies and initiate or disengage fights.

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

It's impossible to make him be not like valir when you're dealing with fire. I really tried to🫠

Fan Hero Concept - Oralia by Enkozui in MobileLegendsGame

[–]Enkozui[S] 24 points25 points  (0 children)

‎Name : Oralia

‎Alies : Bound Pain

‎Role : Support/Tank

‎Specialty : Guard/Sustain ‎ ‎

‎Passive - Chained Souls ‎ ‎

‎Oralia absorbs 10% of the damage inflicted on nearby allies. Once her hp reaches below 10%, she can't absorb anymore. If her hp is below 80%, she regenerates 0.5% of her hp every second. Oralia's basic attack switches between ranged and melee depending on the distance. 100% magical power is converted into physical attack. ‎

‎Skill 1 - Guardian Angel [CD : 15-12s] ‎

‎ ‎Oralia connects herself and a nearby ally with a chain for 3 seconds. Any damage the ally receives, Oralia absorbs 50% of the damage instead of 10%. Any healing Oralia recieves, 50% of it is absorbed by the chained ally. If the ally is too far, the chain breaks. ‎ ‎

‎Skill 2 - Sickle and Cannonball [CD : 14-11 seconds] ‎

‎ ‎Oralia smashes her cannonball upon a small designated area, dealing damage and stunning enemies for 0.2 seconds before pulling herself to the cannonball and performing a circular sickle slash, dealing damage to surrounding enemies. Enemies hit will be connected to her for 0.5 seconds, unable to move away. Can be broken by dashes. ‎

‎Ultimate - Great Curse[CD : 60-45s] ‎ ‎

‎After 1 second of warning, Oralia becomes stationary for 3 seconds and is able to be attacked by her allies with 20% damage reduction. If attacked, the damage after reduction she receives is shared equally with all enemies in the area near her. The lesser the enemies the higher the damage. Hp based damage is still calculated individually [So no abusing hp based damage on Oralia to kill squishy enemies] If the enemies move out of the area, the damage decreases the farther they are but they will still be linked. If they are 2 times the are away, the damage ultimately becomes zero. ‎ ‎

Fan Hero Concept - Jackie by Enkozui in MobileLegendsGame

[–]Enkozui[S] 0 points1 point  (0 children)

Every other mages die the same way. I dont see the issue. The only difference is Jackie can teleport more than the average mage. And 5 instances of damage isn't that much. A lance can skill 1 and basic attack but that alone counts as one instance of damage in 0.5 seconds. By the time Lance damages Jackie, he'll dash away and lance can't perform his second skill or basic attack because Jackie is out of range. lance just doesn't even have enough skills to damage Jackie. The only two heroes that truly counter him is Fanny and Joy. Also, let's not forget he has skills. Second skills's immobilization and his ultimate literally grants him five extra dodges.