Hero
Marai Saltwall
Warden of the Undertow
Tank- Melee
AoE
DoT
Heal
Buff
Debuff
Origin Sea-wall warden of Taruvai
Marai kept the granite sea walls of Taruvai, and for years they kept Nakrai's ships out. In the famine year she held the harbour shut on the Ministry's order after promising the shoals a grain boat; none came, and Dorgai calls her later defiance a famine too late. When heaven ordered the harbour chained, she raised her barnacled anchor, broke the locks and took the fleet out through the storm along Nakrai's reef channels, picking up the last village Koravai had walled off from the Leviathan. She fights like a sea wall: anchoring runners, lifting the rest on a rising tide, harder the harder she is struck. Her seat is Harbours; the Harbourmaster holds it and chains every port.
Harbours belong to ships and tides, not to gods who keep iron locks upon the sea.
Level 1 to 36
Attributes
Health (HP)- 760 4680
- 4680 at level 36 +3,920 from level 1
Mana- 300 1350
- 1350 at level 36 +1,050 from level 1
Attack (ATK)- 52 206
- 206 at level 36 +154 from level 1
Armor- 30 86
- 86 at level 36 +56 from level 1
Magic Resist- 30 65
- 65 at level 36 +35 from level 1
Attack Speed- 0.72 1.1
- 1.1 at level 36 +0.38 from level 1
Move Speed- 3 m/s 3 m/s
- Fixed Fixed
Attack Range- 1.2 m 1.2 m
- Fixed Fixed
6 skills
Skills
Skill I
Barnacle Anchor
- Cooldown
- 11s
- Cost
- 55 mana
- Cooldown
- 9s
- Cost
- 85 mana
Level 1
Throw an anchor at the most dangerous enemy within 7m: 60 (+40% ATK) physical damage, drag it 3m toward Marai and slow it 40% for 2s.
Next: level 2 at hero level 7
Throw an anchor at the most dangerous enemy within 7m: 90 (+40% ATK) physical damage, drag it 3m toward Marai and slow it 40% for 2s.
Level 6
Throw an anchor at the most dangerous enemy within 7m: 210 (+40% ATK) physical damage, drag it 3m toward Marai and slow it 40% for 2s.
She learned to haul runaway galleys back from the reefs during the treacherous winter tides of Taruvai. Gripping the shank of her chest-high anchor, Marai hurls the barnacled iron through the air with a heave of her shoulders. The fluke snags the enemy champion's waist, and she hauls the chain taut, dragging the stumbling foe toward her and slowing their escape.
Skill II
Crestride
- Cooldown
- 13s
- Cost
- 65 mana
- Cooldown
- 10.5s
- Cost
- 100 mana
Level 1
Ride a wave onto the densest group within 8m: 60 magic damage in 2.4m and 30% slow for 1.5s.
Next: level 2 at hero level 8
Ride a wave onto the densest group within 8m: 90 magic damage in 2.4m and 30% slow for 1.5s.
Level 6
Ride a wave onto the densest group within 8m: 210 magic damage in 2.4m and 30% slow for 1.5s.
Coastal pilots taught her to read the swells that break over the sunken seawalls. Marai shoulders her heavy barnacled anchor and vaults forward atop a surging wave of frothing ocean water. She crashes down in the middle of the enemy formation like a breaching wave, flooding the soil and leaving surrounding foes stumbling in the sucking undercurrent.
Skill III
Breaker Surge
- Cooldown
- 14s
- Cost
- 80 mana
- Cooldown
- 11.5s
- Cost
- 125 mana
Level 1
A breaker bursts around Marai: 70 magic damage within 3.2m and enemies are knocked up for 0.9s.
Next: level 2 at hero level 9
A breaker bursts around Marai: 105 magic damage within 3.2m and enemies are knocked up for 0.98s.
Level 6
A breaker bursts around Marai: 245 magic damage within 3.2m and enemies are knocked up for 1.3s.
She discovered this wall of water when she shattered heaven's iron chains across the harbour mouth. Planting her salt-stained boots wide, Marai swings the barnacled anchor in a brutal horizontal arc. A violent geyser of churning sea-green water erupts around her feet, smashing into nearby foes and hurling them helplessly airborne on the crest of a frothing breaker.
Skill IV
Rising Tide
Level 1
Passive: below 50% HP gain +20 armor, +15 magic resist and regenerate 1% max HP per second.
Next: level 2 at hero level 10
Passive: below 50% HP gain +26 armor, +20 magic resist and regenerate 1.3% max HP per second.
Level 6
Passive: below 50% HP gain +50 armor, +40 magic resist and regenerate 2.5% max HP per second.
The sea wall taught her that the heaviest gale only packs the granite blocks tighter together. When deep wounds pierce her slate-grey scale plates, the small shells upon her bronze pauldrons begin to weep chilled ocean brine. Her weather-lined skin hardens like stone, shedding incoming physical and magical punishment while the salt water rapidly seals her gashes.
Skill V
Brinepool
- Cooldown
- 13s
- Cost
- 70 mana
- Cooldown
- 10.5s
- Cost
- 110 mana
Level 1
Flood the densest group's ground for 3s: 23 magic damage per second within 2.6m and 35% slow.
Next: level 2 at hero level 11
Flood the densest group's ground for 3s: 34.5 magic damage per second within 2.6m and 35% slow.
Level 6
Flood the densest group's ground for 3s: 80.5 magic damage per second within 2.6m and 35% slow.
She used this coastal flooding to drown the siege pits of heaven's bailiffs along the shoals. Marai drives the crown of her heavy iron anchor into the turf, releasing the pressure of the deep sea. A pool of churning dark brine and tangled kelp bubbles up beneath the enemy ranks, burning their skin and slowing their retreat through clinging mud.
Skill VI
Leviathan's Wake
- Cooldown
- 65s
- Cost
- 200 mana
- Cooldown
- 50s
- Cost
- 400 mana
Level 1
Ultimate: a tidal wave erupts around Marai: enemies within 4.6m take 180 magic damage and are knocked up for 1.2s.
Next: level 2 at hero level 12
Ultimate: a tidal wave erupts around Marai: enemies within 4.8m take 324 magic damage and are knocked up for 1.3s.
Level 6
Ultimate: a tidal wave erupts around Marai: enemies within 5.6m take 1080 magic damage and are knocked up for 1.7s.
She witnessed this crushing swell when she led her refugee fleet past the sleeping leviathan's reef. Raising her barnacled anchor high overhead with both hands, Marai summons the fury of the outer shoals. A towering tidal wave of roaring sea-green water explodes around her, smashing the enemy line with terrifying force and flinging everyone caught in the surge into the air.
Four views
Character sheet
Appearance
Marai is a tall, heavy-boned woman in her mid forties with weathered brown skin, a broad weather-lined face, sea-grey eyes, a firm mouth and thick grey-streaked black hair braided in a single rope down her back and tied with blue cord. She wears the sea-wall warden's armour of Taruvai: a long coat of overlapping slate-grey scale plates riveted onto sealskin, broad bronze pauldrons crusted with small shells, a sea-blue sash knotted at the hip with a pearl clasp, and heavy salt-stained boots. Her weapon is her barnacled anchor: a two-fluked iron ship's anchor as tall as her chest, black with age and crusted with white barnacles and green weed at the crown, hung on a thick chain that she grips at the shank or swings out at length. She carries it over her right shoulder. Palette: slate grey, sea blue, barnacle white. Silhouette hook: a broad woman shouldering a huge barnacled anchor.