A captain who goes down with his ship will rise with it.
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.
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)
Mutiny will summon a skeleton from the corpse of every minion or monster he slays (excluding epic monsters), and from the corpses of enemy champions he's damaged within the last 3 seconds. All active skeletons will perish if Mutiny has not scored a kill or champion assist in the last 8 seconds.
Skeletons are untargetable and deal physical damage equal to 6% of Mutiny's attack damage.
What need do the dead have with their bones?
Mutiny's skeletons will not resemble their living counterpart, but Mutiny will feature multiple skeletons to add visual diversity to his swarm (e.g. separate skeletons for small and large enemies).
If Mutiny kills Karthus, Kog'Maw, Sion or Zyra, Mutiny will not gain a skeleton until the end of their passives.
Similarly, if Mutiny kills a unit affected by Omen of Death, he will not gain a skeleton until Yorick's ultimate ends.
Skeletons benefit from Mutiny's armor penetration on their attacks and their damage is attributes to Mutiny.
Skeletons will not pop spell shields nor trigger spell effects (such as spell vamp or Rylai's Crystal Scepter).
Skeletons will not retain any of the target's passive abilities (such as Blitzcrank and Madred's Bloodrazor), and will not apply any of Mutiny's.
Skeletons ignore unit collision and will not path block enemies.
Mutiny's skeletons are untargetable to better distinguish Skeleton Crew from Spider Swarm; granting him an limitless army at the expense of expendable body-blockers. That said, it would be interesting if they could still take/intercept damage. Some ideas:
Mutiny takes 10% reduced damage (before damage mitigation) while accompanied by a skeleton, which is shared among all nearby skeletons.
Skeletons will intercept 10% of incoming projectile damage, reducing the damage the projectile will deal when it strikes at target.
Ghost In The Swell
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
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.
Magic Damage: 10 / 13 / 16 / 19 / 21 (+12% AP) (+1.3 / 1.6 / 1.9 / 2.2 / 2.5 % of target's missing health) per second
Diameter of Rot Area: 350
Cooldown: 18 seconds
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.
Skeletons / Enemies
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 applies an inward force of between 110 and 350 units, greater toward the center, which will move stationary enemies toward its center as well as functioning as a flat movement speed reduction to enemies attempting to escape by 20%.
Magic Damage: 90 / 120 / 150 (+40% AP) per second
Cooldown: 140 / 120 / 100 seconds
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 initial activation will also turn all enemies to face Mutiny.
The flat movement speed slow will apply before other slows (which is after all movement speed hastes) and is still affected by the caps on movement speed reduction.
Mutiny was inspired by Disney's Curse of the Black Pearl.
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