
Morthis, the Architect of Death — A necromancer support concept who turns ally deaths into a skeleton army and transforms into a healer when he dies

Hey everyone! Long-time lurker, first time posting a full champion concept here. I've always loved the Shadow Isles aesthetic and wanted to design a support that makes death itself a resource. Meet Morthis, the Architect of Death — a necromancer support who turns fallen allies into a skeleton army and transforms into an invisible healer when he dies. This is a fully detailed concept with complete scaling, two separate kits, and five different skeleton types. Full kit below, would love your feedback on balance and feel!
☠️ MORTHIS, THE ARCHITECT OF DEATH
"Death is not the end... it is the beginning of my army."
📋 GENERAL CONCEPT
| Field | Detail |
|---|---|
| Name | Morthis, the Architect of Death |
| Class | Support / Utility / Transformation |
| Region | Shadow Isles |
| Resource | Mortuary Essence (ME) — special bar 0–100 |
| Attack Range | 550 (Ranged) |
| Position | Support (Bot Lane) |
| Difficulty | ⭐⭐⭐⭐⭐ Extremely High |
| Fantasy | A necromancer who turns ally deaths into power, transforming himself into a healing specter when he falls in battle |
📊 BASE STATISTICS
| Stat | Base | Growth per Level |
|---|---|---|
| Health | 480 | +78 |
| Mana | 340 | +55 |
| HP/5s | 6.5 | +0.6 |
| MP/5s | 8.0 | +0.8 |
| Armor | 28 | +3.5 |
| Magic Resistance | 32 | +1.3 |
| Movement Speed | 330 | — |
| Attack Damage | 52 | +2.8 |
| Attack Speed | 0.55 | +1.5% |
🔮 SPECIAL RESOURCE: MORTUARY ESSENCE (ME)
A secondary bar from 0 to 100, exclusive to Morthis. It does not decay over time and is consumed when activating R or spectral abilities. Upon reaching 100 ME, the spectral transformation automatically triggers if Morthis dies.
| Source | Gain |
|---|---|
| Allied champion dies nearby (1200 u.) | +15 ME |
| Active skeleton on the field per second (max. ×3) | +5 ME/s |
| Healing or shielding allies with abilities | +8 ME |
| Hitting an enemy champion with Q | +5 ME |
☠️ PASSIVE — UNDEAD LEGION
Part 1: Skeleton Resurrection
When an allied champion dies within 1200 units, their soul remains bound to the death point for 4 seconds. During this time, Morthis can click on that point to summon a skeleton.
> ⚠️ This does not use any ability key. It is a click-to-activate action, similar to placing a ward. Cost: 20 ME per summon. Maximum 3 active skeletons simultaneously.
| Fallen Ally | Skeleton Summoned |
|---|---|
| Fighter / Bruiser | ⚔️ Warrior |
| Assassin / Burst ADC | 🗡️ Assassin |
| Marksman / Ranged Mage | 🏹 Archer |
| Control Mage / Burst Mage | 🔥 Mage |
| Tank | 🛡️ Tank |
⏱️ Death Counter — Skeleton & Spectral Form Duration
The duration of each summoned skeleton equals exactly the respawn timer the fallen ally would have had at that point in the game. Skeletons last much longer in late game when respawn timers are high, and shorter in early game. The same rule applies to Morthis's Spectral Form.
| Game Stage | Typical Respawn Timer | Skeleton / Spectral Form Duration |
|---|---|---|
| 0 – 5 min | 10 – 15 seconds | 10 – 15 seconds |
| 6 – 15 min | 16 – 28 seconds | 16 – 28 seconds |
| 16 – 25 min | 29 – 42 seconds | 29 – 42 seconds |
| 26 – 35 min | 43 – 55 seconds | 43 – 55 seconds |
| 36+ min (extreme late) | 56 – 70+ seconds | 56 – 70+ seconds |
> ⚠️ Skeleton death penalty: If a skeleton dies before its duration expires, all other active skeletons lose 3 seconds of their remaining duration. Protecting your army matters.
Part 2: Spectral Transformation
Upon dying with 100 ME, Morthis does not die normally. He transforms into the Architect's Spirit — a spectral form with a completely different kit, invisible to enemies until he uses an ability.
Respawn condition: After accumulating 100 Healing/Shield points in spectral form, Morthis can choose the exact moment to respawn (5-second window or auto-respawns). He reappears with 30% max health and 3 seconds of invulnerability.
> ⚠️ Key Restriction: While in Spectral Form, skeleton summoning is completely suspended. Already active skeletons continue functioning. Summoning restores the moment Morthis respawns.
Respawn Cooldown by Level
| Morthis Level | Cooldown |
|---|---|
| 1 – 3 | 300s (5 min) |
| 4 – 6 | 240s (4 min) |
| 7 – 9 | 180s (3 min) |
| 10 – 12 | 150s (2.5 min) |
| 13 – 15 | 120s (2 min) |
| 16 – 18 | 120s (2 min, minimum) |
🦴 SKELETON TYPES — FULL SCALING
⚔️ Warrior Skeleton
Summoned when a Fighter or Bruiser dies — Darius, Garen, Fiora, Camille...
| Stat | Formula |
|---|---|
| Health | (80% Ally Bonus Health) + (20% Morthis AP) + 150 base |
| Armor | (10% Ally Bonus Armor) + (5% Morthis AP) + 30 base |
| Physical Damage | (15% Ally Bonus AD) + (8% Morthis AP) + 40 base |
| Movement Speed | 350 + 0.5 per Morthis level |
PASSIVE — Rotting Edge: Every 3 auto-attacks, the next applies Grievous Wounds, reducing healing by 30% for 3 seconds.
Q — Funeral Slash (CD: 8s) — Dashes forward and strikes: 40 + 12% skeleton max Health physical damage. Doubles if target is below 30% health.
W — Dead Man's Stance (CD: 12s) — Defensive stance for 2.5s: reduces damage taken 35% and generates a shield of 15% max Health.
E — Bone Charge (CD: 10s) — Charges toward target, applies 40% slow for 1.5s and deals 30 + 8% skeleton max Health physical damage.
🗡️ Assassin Skeleton
Summoned when an Assassin or Burst ADC dies — Zed, Talon, Kha'Zix, Draven...
| Stat | Formula |
|---|---|
| Health | (40% Ally Bonus Health) + (10% Morthis AP) + 90 base |
| Armor Penetration | (12% Ally Armor Pen) + 15 base |
| Physical Damage | (25% Ally Bonus AD) + (15% Morthis AP) + 55 base |
| Movement Speed | 410 + 1 per Morthis level |
| Critical Strike Chance | (10% Ally Crit Chance) + 5% base |
PASSIVE — Glacial Shadow: Invisible for the first 3 seconds. First attack from invisibility applies 20% slow for 1 second.
Q — Umbral Rend (CD: 15s, resets on kill) — Teleports behind nearest target and deals 60 + 20% skeleton AD physical damage.
W — Cadaver Poison (CD: 9s) — Next auto applies poison: 5% target current Health/second for 3s (max 120 per tick).
E — Death Dance (CD: 11s) — Dashes 400 units in any direction. Dodges next spell or projectile for 0.5s.
🏹 Archer Skeleton
Summoned when a Marksman or Ranged Mage dies — Jinx, Caitlyn, Jhin, Xerath...
| Stat | Formula |
|---|---|
| Health | (50% Ally Bonus Health) + (15% Morthis AP) + 110 base |
| Damage | (20% of higher between Ally AD or AP) + (10% Morthis AP) + 45 base |
| Attack Range | 650 + 10 per Morthis level |
| Attack Speed | (10% Ally AS) + 0.7 base |
PASSIVE — Eternal Quiver: Every 4th shot applies a mark. At 3 marks on the same target, applies 25% slow for 2 seconds.
Q — Arrow Rain (CD: 10s) — Burst of 5 projectiles in a cone: 20 + 5% Morthis AP magic each.
W — Chain Arrow (CD: 13s) — Bounces between 3 enemies, 30% slow for 1.5s each. Damage: 35 + 8% Morthis AP per bounce, reduced 20% per hop.
E — Quick Retreat (CD: 12s) — Leaps 300 units backward, gains 25% movement speed for 1.5s.
🔥 Mage Skeleton
Summoned when a Control or Burst Mage dies — Syndra, Lux, Viktor, Orianna...
| Stat | Formula |
|---|---|
| Health | (45% Ally Bonus Health) + (25% Morthis AP) + 100 base |
| Ability Power | (30% Ally AP) + (20% Morthis AP) + 60 base |
| Magic Penetration | (15% Ally Magic Pen) + 10 base |
| Magic Resistance | (8% Ally Bonus MR) + 25 base |
PASSIVE — Spectral Resonance: Each ability leaves a resonance mark. At 2 marks, they detonate silencing the target for 0.75 seconds.
Q — Bone Bolt (CD: 6s) — Umbral energy projectile: 50 + 30% skeleton AP magic damage and 20% slow for 1s.
W — Spectral Nova (CD: 14s) — Magic explosion in 300u. area: 70 + 40% skeleton AP magic damage.
E — Soul Shield (CD: 15s) — Channels 1 second, generates shield of 80 + 35% skeleton AP for 3 seconds.
🛡️ Tank Skeleton
Summoned when a Tank dies — Malphite, Leona, Nautilus, Alistar...
| Stat | Formula |
|---|---|
| Health | (80% Ally Bonus Health) + (20% Morthis AP) + 200 base |
| Armor | (10% Ally Bonus Armor) + (5% Morthis AP) + 50 base |
| Magic Resistance | (10% Ally Bonus MR) + (5% Morthis AP) + 40 base |
| Movement Speed | 320 + 0.3 per Morthis level |
PASSIVE — Cadaverous Fortitude: While above 50% health, nearby enemies within 200 units receive a constant 10% passive slow.
Q — Seismic Slam (CD: 12s) — Linear shockwave (600u.): 40 + 15% skeleton max Health physical damage and 0.75s stun on first enemy hit.
W — Bone Wall (CD: 20s) — Becomes a solid obstacle for 2 seconds, blocking enemy movement along a 300-unit line.
E — Umbral Taunt (CD: 16s) — Forces enemies within 250 units to attack it for 1.5s, reducing damage taken by 25% during that time.
⚔️ MAIN KIT — MORTHIS ALIVE
Q — BONE LANCE
| Field | Detail |
|---|---|
| Type | Linear projectile — 900 units |
| Damage | 60/95/130/165/200 + 50% AP magic |
| Effect | 30% slow for 1.5s on hit |
| Level 9+ Bonus | Nearest active skeleton dashes 200u. toward hit target automatically |
| ME | +5 upon hitting an enemy champion |
| Cooldown | 9 / 8.5 / 8 / 7.5 / 7s |
| Cost | 55 / 60 / 65 / 70 / 75 Mana |
W — MORTUARY CLOAK
| Field | Detail |
|---|---|
| Type | Shield on target ally — 700 range |
| Shield | 70/110/150/190/230 + 40% AP for 3s |
| Secondary Effect | Nearest active skeleton gains +25% movement speed for 3s |
| Level 13+ Bonus | Applies poison to next enemy that attacks the shielded ally: 20% slow for 1s |
| ME | +8 on cast |
| Cooldown | 13 / 12 / 11 / 10 / 9s |
| Cost | 70 / 75 / 80 / 85 / 90 Mana |
E — SEPULCHRE CHAINS
| Field | Detail |
|---|---|
| Type | Chain projectile — 850 units |
| Damage | 50/80/110/140/170 + 35% AP magic |
| Effect 1 | Roots first enemy hit for 1 / 1.1 / 1.2 / 1.3 / 1.4s |
| Effect 2 | Active skeleton within 400u. gains +30% damage for 3s and dashes toward target |
| Synergy | If 2+ skeletons are nearby, all receive the damage bonus simultaneously |
| ME | +6 upon hitting a champion |
| Cooldown | 14 / 13 / 12 / 11 / 10s |
| Cost | 65 / 70 / 75 / 80 / 85 Mana |
R — ARMY OF THE BEYOND
| Field | Detail |
|---|---|
| Type | Area empowerment — 1200 units |
| Channel | 0.5 seconds |
| Duration | 8 / 10 / 12 seconds |
| Cost | Minimum 40 ME — consumes ALL available ME |
| Cooldown | 160 / 130 / 100s |
| Mana Cost | 100 Mana |
Effect 1 — Empowering Curse: All allied champions and active skeletons deal bonus magic damage per hit. Cannot crit, no on-hit effects, scales with Morthis magic pen.
| R Level | Bonus Magic Damage per Hit |
|---|---|
| R1 | 20 + 15% Morthis AP |
| R2 | 35 + 20% Morthis AP |
| R3 | 50 + 25% Morthis AP |
Effect 2 — Harvested Soul Shield: 50% of bonus magic damage dealt converts into a shield for that same target, capping at 20% of their max Health. Shield persists 2 seconds after R expires.
ME Scaling: Every 10 extra ME above the 40 minimum grants +3% Morthis AP to the bonus damage.
> Example: R2 with 80 ME and 400 AP → 163 bonus magic damage per hit → 81.5 shield per hit, up to 20% max Health.
💀 SPECTRAL KIT — MORTHIS DEAD
Architect's Spirit Form — activates only upon dying with 100 ME
SPECTRAL PASSIVE — SOUL BOND
- Invisible to enemies until an ability is used
- Every healed or shielded ally gains +5% movement speed for 2s
- Active skeletons receive +20% max Health while this form is active
- Skeleton summoning is completely suspended in this form
Q — TOUCH OF THE BEYOND
| Field | Detail |
|---|---|
| Type | Single target ally |
| Heal | 40/55/70/85/100 + 8% target max Health + 20% Morthis AP |
| Bonus Shield | 20/30/40/50/60 + 5% Morthis AP for 2s |
| Respawn Bar | +30 points |
| Cooldown | 5s |
| Cost | 15 ME |
W — CHAINS OF LIFE
| Field | Detail |
|---|---|
| Type | Bond between 2 allies — 700 range |
| Duration | 4 seconds |
| Effect | 30% of damage received by lower-health ally transferred to higher-health ally |
| Heal | 15/20/25/30/35 + 4% Morthis AP per second to both |
| Respawn Bar | +10 points per active second |
| Cooldown | 16s |
| Cost | 25 ME |
E — ARMOR OF SOULS
| Field | Detail |
|---|---|
| Type | Area shield — 400 units around Morthis |
| Shield | 50/70/90/110/130 + 15% Morthis AP + 5% Morthis max Health per nearby ally |
| Bonus Effect | If destroyed before expiring, detonates dealing 50% of remaining shield as magic damage to nearby enemies |
| Respawn Bar | +20 points per shielded ally |
| Cooldown | 18s |
| Cost | 30 ME |
R — PROCESSION OF THE FALLEN
| Field | Detail |
|---|---|
| Type | Spectral invocation at multiple map locations |
| Function | Ghostly specters of allies who died in the last 60s appear at their death points for 4/5/6s |
| Effect on Allies | Heal: 30/45/60 + 10% AP Shield: 40/60/80 + 8% AP |
| Effect on Enemies | 35% slow for 1.5s + 25/40/55 + 15% AP magic damage |
| Effect on Skeletons | Skeletons passing through a specter regenerate 4s of duration |
| Special Condition | If respawn bar is at 80%+, specters reduce enemy Armor and MR by 15% for 3s |
| Respawn Bar | +15 points per ally healed |
| Cooldown | 120 / 90 / 60s |
| Cost | 35 ME |
📈 GENERAL SCALING TABLE
| Element | Primary Scaling | Secondary Scaling |
|---|---|---|
| Q (alive) | 50% AP | — |
| W (alive) | 40% AP | — |
| E (alive) | 35% AP | — |
| R — bonus damage | 15/20/25% AP | ME consumed (+3% AP / 10 ME) |
| R — shield | 50% of bonus damage | Target max Health (cap 20%) |
| Skeletons — Health | % Ally Bonus Health | % Morthis AP |
| Skeletons — Damage | % Ally AD or AP | % Morthis AP |
| Skeletons — Defenses | % Ally Defenses | % Morthis AP |
| Q spectral | 20% AP + 8% ally max Health | — |
| W spectral | 4% AP per second | — |
| E spectral | 15% AP + 5% Morthis max Health | — |
| R spectral | 15% AP (damage) / 10% AP (heal) | — |
| Skeleton / Spectral Form duration | Ally respawn timer at time of death | Early = short, Late = long |
| Respawn cooldown | Morthis level | — |
🎯 SYNERGIES & COUNTERS
✅ Strong Synergies
- Tank allies — generate the most durable and resistant skeletons
- Teamfight compositions — R empowers the entire team simultaneously
- Low-sustain carries — benefit massively from the shields generated by R
- AP items (Rabadon's, Shadowflame, Luden's) — scale the kit, skeletons, and R bonus damage
❌ Direct Counters
- Grievous Wounds — destroys full spectral form efficiency
- Heavy AoE CC (Amumu, Orianna) — wipes out multiple skeletons at once
- Single-target burst — prevents ME accumulation for the spectral transformation
- Displacement champions (Trundle, Singed) — separate skeletons from the team easily
🏆 DESIGN PHILOSOPHY
> Morthis is the only support in the game where dying well holds more strategic value than surviving individually. His kit revolves around transforming the team's tragedy into tactical advantage. An ally's death is not a defeat — it is a resource.
The player who understands when to summon each skeleton, when to save ME for the transformation, when to activate R to maximize shields, and when to use Procession of the Fallen to turn a losing teamfight around, will discover that Morthis is not a support that reacts to damage:
> he is one who converts it into armor.
Original champion concept — all numerical values are conceptual balance approximations, not final development values.