top of page
necro.png

NECROMANCER

A mid-lane mage adept at raising hordes of undead minions to attack foes and draining their life force to heal himself and his allies.

Abilities

raise.png

Raise Dead

Passive

Getting the killing blow on an enemy minion or monster raises an undead servant that fights by your side. Large monsters and cannon minions produce multiple undead. Raised Dead last until killed but take constant true damage which starts as a tiny amount but increases over time. The health and attack damage of Raised Dead scales with Ability Power.

 

Notes: Through effective last hitting, Necromancer is able to build up a really frightening group of minions so they can deal lots of additional physical damage in fights and when taking objectives.

necrotic blast.png

Necrotic Blast

Q

Fire an orb of necrotic energy in a straight line in the target direction. It explodes on the first enemy it hits or at the end of its short range, dealing moderate magic damage to all enemies in a medium sized cone. Short cooldown. 

 

Notes: This is Necromancer's most reliable damage tool, allowing them to deal consistent sustained damage alongside their minions. The fact it deals damage in a cone allows for great multi-target damage in fights against enemy champions but it also means this can be used to effectively last hit whole waves of minions at once, instantly raising a large group of Raised Dead.

curse.png

Curse

W

Throw out a wicked incantation a moderate distance in a straight line in the target direction. The enemies hit will receive moderate magical damage over time effect scaling with your Ability Power and be slowed for a moderate duration. Your Raised Dead will gain increased movement and attack speed while hitting this target. Moderate cooldown. 

 

Notes: This damage over times effect provides another source of sustained multi-target DPS and improves your ability to damage targets with your Raised Dead and other abilities. 

siphon.png

Siphon Life

E

Channel for up to 3 seconds, draining a moderate amount of their health over the duration and healing yourself and all raised dead for an equal amount. Can be cast on an ally if you have Raised Dead active. If used on an ally, heal them for a moderate amount over the duration, dealing damage equal to this healing split between your Raised Dead, can be cast on self. Moderate cooldown.

 

Notes: The healing from this ability is useful for counteracting the additional damage taken from being a short range mage. Having longer durations on your Raised Dead is also helpful in that it allows you more time to build up a larger group. The fact that you can also heal allies with this provides a nice bit of utility, making the Necromancer bring more than just damage to the table.

unwill.png

Unwilling Resurrection

R

Champions and Epic Monsters now leave Corpses. Activating this ability blasts the target Enemy Champion, Epic Monster or Corpse with necrotic energy, dealing moderate magic damage, scaling with your Ability Power and their missing health if they are alive. Killing an enemy with this ability or using it on a Corpse will raise them as an Undead Champion with 50% of their previous stats. The Champion has no set duration but like the Raised Dead they take constant true damage which starts very minion but increases over time. They can only basic attack but they have all the stats and passive effects they did in life. If the target was killed by Unwilling Resurrection then the Undead Champion is granted an increase to their maximum health scaling with the damage dealt to them by Unwilling Resurrection The Undead Champion gains a passive ability which causes their next attack to deal bonus magic damage scaling with their Ability Power, this has a short cooldown which is reduced by their Cooldown Reduction. Activating Unwilling Resurrection while you have an Undead Champion active will command them to move to your cursor location or attack the target you are pointing at. 

 

Notes: This ability is a throwback to the ultimate ability of the second iteration of Mordekaiser as although his new design is better overall, the ability to resurrect enemy  Champions and Dragons as your servants was  a really engaging character fantasy. This version is preferable however as it  is a strong and satisfying execute ability rather than a lengthy damage over time effect. This ultimate caps off your undead army with a second champion to command, allowing you to take on fights and objectives that would otherwise seem impossible. The health buff granted if a champion is executed increases the skill cap by rewarding good ability usage. The magic-empowered basic attack ability alongside the fact that the duration scales with the target's health means that AD, AP and Tank enemies are all viable targets.

bottom of page