[Champion Concept] Mollock, The Darkness Within

Rubitonabuilding·3/12/2014, 6:20:33 PM·2 votes·957 views

Ok so my original idea for Mollock was to have him as a sort of darkin mage, to complement the melee style of Aatrox. However, he evolved into a more sinister character as I developed him. He still has a darkin form, but I've unified his kit into something akin to a super-creepy AP Nocturne.

Mollock's play style is as a low-risk mage, turning his enemies against themselves and one another instead of dealing all the damage himself. Mollock's abilities are meant to play mind games with his targets and confuse them.

Appearance:

Mollock has two forms. Starting the game, he takes the form of a darkin, something similar to Aatrox but with a staff instead of a sword. His true form (something ghostly and terrifying, like nocturne) is revealed when he dies. He has a ranged basic attack like most mages.

Abilities:

Passive: True Form

Upon dying, Mollock's true form is revealed, briefly terrifying nearby enemies.

Q: Hallucinate

Mollock projects a fleeting image of himself (darkin form) at the edge of the target's field of vision. Only Mollock and the target see this copy. If the target moves away from the copy, it blinks to them and explodes, dealing magic damage in a small radius. If they move toward it, it disappears and Hallucinate's cooldown is reset.

W: Crippling Doubt

Mollock afflicts his target with insecurity and fear, dealing magic damage per second and slowing them until their next ability use. Crippling Doubt drains Mollock's mana for the duration.

(Protip: if you wait till your enemy has blown all their abilities and put them on cooldown, Crippling Doubt deals more damage, as the target cannot cleanse it by using an ability right away.)

E: Treason

Mollock convinces his rivals that the target of Treason is their enemy. Nearby enemies are taunted into attacking their own teammate for a moment.

R: Possess

(The focal point of this champion concept, Possess is a dirty, dirty trick.)

Mollock marks an enemy champion. If Mollock dies while the mark persists, Mollock takes over control of that champion for a while, gaining use of their Q,W, and E abilites and any activatable items in their inventory, while keeping his own passive and ultimate.

Possessed champions appear completely normal to their own teammates, but take Mollock's summoner's name for the duration, and Mollock can attack the possessed champion's teammates, minions, and turrets. The possessed champion's allies may damage and kill the possessed, but only Mollock gets a kill if the possessed champion dies while under his control. Mollock's turrets and minions will attack a possessed champion, but Mollock's allies cannot damage the possessed champion for the duration.

(Protip: at level 3 ult (shortest cooldown), and with full 40% cooldown reduction, Mollock is ready to Possess another champion if his host lives long enough.)

(Protip 2: if you Possess a champion, you can simply walk them into your turret to kill them, or at later levels you can deal more damage by turning them against their teammates.)

Quotes:

"What's the matter, you look like you've seen a ghost!"

"The only thing to fear is fear itself... hehehe"

Other notes:

TL/DR: If Mollock Possesses you, you're pretty much dead.

Mollock's kit is meant to disarm his enemies through confusion and misdirection, taking the risk off of himself.

I don't have any lore for Mollock. Feel free to make some up. :D

Please let me know what you think in the comments, I always love feedback on my champion concepts.

3 Comments

ENLIT3NED3/12/2014, 7:21:54 PM1 votes

the only thing i dont really like about mollock is his passive isnt as much as i think it should be for a darkin mage

ThatGuyNamedAce3/12/2014, 7:40:26 PM1 votes

As a champ creator, I'll start off by saying that the new mechanics you introduce here are... interesting to say the least. I, myself, have been thinking of a champion with a similar ult for awhile now. I'd be interested in seeing numbers to his abilities, but let me just tackle the things I see in this champ.

I like his passive, offers a ton of team fight turning potential. Depends on the duration of the fear, really.

His Q has a bit of an issue. It's cooldown would have to be long, or the duration of the ability short. Reason being that it's all too easy to accidentally turn your back on something like this. Case in point, I turn around to get a last hit at the exact moment this is cast- where is the counter play in this mechanic? An alternative would be to put a radius around the clone and, if your enemy leaves the radius, the clone does its damage.

Unless I'm mistaken, your champ's W would be terrible against someone building a lot of MR. I could Easily just take the damage until your mana is extremely low, then do an ability. He screws himself pretty bad. I think a way to fix this would be to, again, bring in a distance factor. If Mollock gets a certain distance away, the spell is broken by default, but you can still use an ability to break it as well.

E would be a troll. I can see it now, the squishy on the team is surrounded by their bruiser and ADC. insta-rape. Even so, I like this ability, depending on the time. Now that i think about it, Treason would have to last long enough for nearby champions to move forth and attack the target, but not so long as to allow each enemy to attack relentlessly. I feel like this should scale off the enemy team's stats, like lower attack speed = more time taunted.

As said, his R is something I've wanted to add to a champ for awhile, and again, this is a numbers game. It depends on how long you maintain control over your enemy.

He's not unfeasible, I like him, actually. But he needs work. Nice concept. :D I'd suggest you take a look at my most recent: Sicci and Runner, The Bonded Ones.

Seeya on the Rift,
-Ace