Ace, Piltovers Prisoner

MumIAmInGame·10/2/2017, 8:30:16 PM·3 votes·485 views

> INTENTION

Ace is a high-risk-high-reward ability-based Marksman/Fighter, played in the ADC and Top Lane Position. Ace can push like crazy and do a lot of damage, but using his high damage skills in the early game without thinking twice could cause him a lot of trouble with ganks. In turn in the late game he becomes a kind-of "engage-ADC" and acing the enemy team If he does not want to push, he has to go melee, where he does a lot of damage but gets poked out. When playing Ace, you really have to have good poositioning and map awareness. He would require a lot of skill to play and you will have to close your eyes often to imagine, how the champion plays out.

Ace is a fled prisoner from Piltover, who attacks with balls and chains. He has a ball and a chain attached to each arm, he can control the balls and attack with them. It´s hard to explain how he attacks. Imagine a ball on a chain. You can only fling the ball, if the chain is taut, therefore the ball has to be far away from you. Ace alternates between attacking with the right arm and the left arm. Imagine a ball on a chain. You can only fling the ball, if the chain is taut, therefore the ball has to be far away from you. If the chain is not taut, you can move your arms freely, but you can not fling the ball. That´s how the champion works! He can control his balls (no pun intended) a little bit like orianna and interact with them. A basic attack will place them where he attacked and will do AoE damage and can be dodged, but doing less damage per target as a tradeoff. Around his balls (again, no pun intended, and from now on every time I will say balls I won´t be intending a pun) there will be an indicator, one like LeBlanc´s and Karma´s chains. If you are within the range of one ball, the chain won´t be taut, so you can not attack ranged with that ball, instead you will have a melee basic attack, wich is not AoE and can not be dodged, but instead scales with AD better than 100%. It gives the player a huge decision all the time. Look:

Pros and cons of Ace´s ranged basic attacks: +Amazing pushing power +Range -Less Damage -Easy to gank when pushed in -Hard to CS in the early game -in ranged he HAS to push

Pros and Cons of Ace´s melee basic attacks: +High damage +Easy CS +Has the ability to not push +Hard to gank -Can´t push in melee form -Does not have range advantage

What this creates is an interesting mechanic: If you want to push you have range, but you have less damage, you have to CS well and watch out for ganks. If you don´t want to push you don´t have range and you will get poked out, you have more damage and therefor you will have a nice time to CS and you will not have to watch out for ganks.

I´ve read your tips on champion creation, Riot, and one important tip was, that you have to give players difficult dicisions to make, and my champ is full of them.

> LORE

Ace is a Prisoner from Piltover. He got arrested by Caitlyn Caitlyn for car theft inHeimerdinger Heimerdinger´s Piltover Customs. He got brought in front of court and he lost the lawsuit and got in prison 8 years, because offences are getting punished by the government in Piltover heavily.

So he ended up lonely in his prison cell, with balls and chains attached to his limbs. His personality really depictates his time in prison. He wanted to flee out of the prison, so he trained with the balls and chains and grew strong and muscular. In fact he grew so strong, that he one day just broke the prison bars and flew. Piltover´s Police is to this day close on his heels.

> LOOKS

I can´t make concept art, so I will describe how he looks (the rest is up for Riot to decide):

  1. muscular
  2. ball and chain on each arm
  3. convict clothes (horizontally striped black and white prisoner shirt and pants
  4. sad (because he was in prison for long time)

> KIT

STATS Health: 450 - 2070 Health Regen.: 4 - 18.4 NO SECONDARY RESOURCE, NO COSTS ON ABILITIES Range: 550/125 Attack Speed: 0.6 + (0 - 66.666%) (devil´s number not intended. I just want to have be at 1 AS at lvl 18) Attack Damage: 50 - 100 Armor: 20 - 90 MR: 25 - 50 Movement Speed: 350

*NOTE: I made his defenses low in the early game and his escape ability on a long cooldown, because I want Ace to be careful when pushing, so he can get punished hard when getting ganked. In return, because I want him to be this to be this "jumping-in-ADC", I gave him high resistances for the late game. With the movespeed I have the ball-controlling part, so I want him to have high MS, but then there is the immobility-counterplay. I chose 350, because his W is already on a 24 second cooldown and because it´s just under some of the melee characters who have 355.

ABILITIES

Passive: Ball and Chain

My balls are heavy: Ace´s attack speed cannot be improved except through growth by level-up. Ace's attack speed growth is classified as Base Attack Speed. He gains (2,5% per 10% AS) AD as bonus AD.

Taut chains: Ace attacks with his right and left arm one after another. When Ace is in the Radius of one ball the chain attached to that ball is untaut, changing the basic attack of the arm attached to the untaut chain to melee. If only one arm is melee and Ace does not select a target in melee range, he can attack only with the other, ranged arm, halving his attack speed with the ranged one. On the other hand a taut chain equals a ranged attack.

A ranged attack does 75% - 110% AD (based on level) physical damage, can be dodged and strikes in an Area of Effect depending on the balls radius. A melee attack does 110% - 130% AD (based on level) physical damage and can not be dodged. Both attacks can critically strike. One Ball has a radius of 75 units.

*NOTE: The Passive explaining the ball mechanics. Kinda like Jhin´s passive, the balls would be too hard to manage with high AS. The dodgeability of the autos combined with the slow attack speed gives the opponents counterplay.

Q: Drag/Smash Cooldown: 10 sec

Drag (Active): Cast Radius: 550; Cast Time: 0,5 sec. ; Speed: 1800; physical Damage: 40/50/60/70/90 (+ 100% AD) Ace drags his balls to the target location, dealing physical damage to all enemies they pass through and upon collision with each other they do damage again, knocking up all enemies in an area within 250 units for 0,5 seconds. After Drag hits, Ace can cast Smash within the next 2,5 seconds, if he is in the melee range of one of the balls.

Smash (Active): Damage 80/95/100/105/110 (+ 110/120/130/140/150% AD); Range 125 Your next basic melee attack does bonus damage and slows the target for 70% for 0,5 seconds. Killing a minion with Smash grants you 4/5/6/7/8 bonus gold. Resets autoattack timer and enables on-hit effects, can crit.

*NOTE: The Drag is moderate poke and allows him to place his balls wherever he wants - not just on enemies he attacks. His Q will have a shorter CD than W in the early game, In the late game the W will have the shorter one. That encourages the players in the laning phase to use the W more as an escape rather than a engage. As Ace will have a shorter W cooldown later on, it encourages jumping around in teamfights and using it more agressively, which is a unusual playstyle for ADCs in teamfights.

W: Chain Kick Cast Radius: 550; Cooldown: 24/15/6 (on levels 6, 11, 16); physical Damage: 60/65/70/75/80 (+ 60/75/90/105/120% bonus AD)

Active: Ace jumps into the air for 0.2 seconds before pulling himself to the targeted ball and smashing his feet into the ground, dealing physical damage to the enemies around him.

*NOTE: That´s his mobility spell. Pretty straight-forward, but in combination with the other spells it is way deeper than you may think it is.

E: Chainshock Speed: 2200; Cooldown: 16/14/12/10/8; physical Damage: 40/45/50/55/60 (+ 80% AD)

Active: Ace swings his Chains, sending out a "wave" through his chains. The first enemy to touch the wave will travel with the wave down to the ball attached to the chain touched. When the wave reaches the ball, the travel ends. When both waves of each chain end, the cast time ends. Ace can let one enemy per chain travel. All enemies get the physical damage.

*NOTE: It would work a little bit like a Aurelion Sol Ult, so enemies will get knocked back to a certain point, which is here the ball. The chains wil be thin, so the ability will be hard to hit. Additionally the enemy has to be betwen you and the ball, so if the enemy can dodge a AA-E-combo easily by just walking away from you. This creates counterplay. This ability would look a bit along the lines of the "Double Chain" attack by Scorpion from Mortal Kombat X.

R: Morning Star Cooldown: 180/150/130 seconds

Active: Ace´s weapons get Morning Star for 15 seconds Rage:

  1. The Cooldown of his Chain Leap is reduced to 8/5/2 seconds
  2. The Ball radius increases to 125
  3. His attack speed is multiplied by 1.2/1.4/1.6 (ignoring the attack speed limit on his passive)

*NOTE: I want Ace to be a high damage lane bully, who turns into a carry late game with high AoE damage, despite avoiding crit, because he has high AD scalings. That´s why his damage-aplifying ability is on his Ult. Basically his balls get spikes (haha XDD), so the balls and chains become morning stars without the handles.

> _ COMBOS, MECHANICS, BUILD, COUNTERPLAY AND EXPLANATION OF THE CHAMPION DESIGN_

He is a high skillcap, high damage, ability-based ADC/Toplaner, who builds raw AD, because he has a lot of nice scaling abilities, who scales well into the late game despite not building crit. Some item examples:

item 3071 item 3078 item 3812 item 3072 item 3036 item 3033

Maybe some Lethality?:

item 3147 item 3142 item 3814

Optionals:

item 3671 item 3026 item 3053 item 3156 item 3139

Q is a real swiss army knife, you can do lots of things with it:

  1. Placing the balls in a position you can´t put them in with autoattacks for E or W
  2. Short knockup (requires skill)
  3. Drag on Champion (missing out on smash, but safe and easy poke, )
  4. Drag on wave (missing out on the knockup and smash, but safe)
  5. Drag and Smash on wave (you get the gold but you have to step forward, so you can get poked)
  6. Drag and Smash does not work on Champion if not close range, here´s why: For Smash to work you have to be near your ball, so you can´t Drag-Smash easily in lane without jumping in. And when you jump in, you are vulnerable to ganks for 24 seconds! High risk, high reward!

W is his mobility spell, here is the explanation: I wanted him to have this easy-push mechanic, but he has to have really good map awareness, because his only mobility spell has a 24 second cooldown and can be only used if the ball is behind you, therefor requiring to have your Q up or having enemies behind you (which is unlikely in lane). I gave it a high cooldown in the early game to make his use of Smash against champions risky. I made it scale like crazy and gave it a short cooldown in the late game, especially with ult, because I want him to be a "dive-ADC"

E is a hard to hit, high reward skill, because:

  1. you have to attack the enemy and he has to walk toward you, because if he stands on the ball the chain won´t hit him
  2. you have to aim behind the enemy with Q (AND HE CAN STILL DODGE)
  3. you have to attack an enemy behind the enemy you want to hit with E
  4. ... in turn you get another CC spell, you can deny a gank and safely hit your W when engaging

R is his damage-amplifier. I wanted him to have a damage-amplifier available to him only in the late game.

**Feel free to leave you thoughts and opinions about Ace!!! Enyoy! **

RITO PLS READ THIS I WANT HIM TO BE IN THE GAME! EMPLOY ME!

3 Comments

pjheric10/3/2017, 2:57:33 AM1 votes

Nice concept. Some comments though:

  1. Some clarity is desperately needed on the tooltips. It is pretty hard to understand in first glance, and that is a blinking signal right there.
  2. His background seems a bit too bland. He does fulfill the "prisoner" archetype but no more than that. How about someone from Zaun? Maybe a chemtech-augmented buffed prisoner will be good (your choice though; just make sure not to copy other characters in the process. My idea sounds like Mundo but with Urgot's lore. What I'm trying to say here is to be creative and think from other perspectives).
  3. Base stat wise- why don't you make him more vulnerable by decreasing his MS even further? 350 is absolutely high tier, and that doesn't fit his "go HAM or screw up" fantasy.
  4. If you really want to work for Riot, a champion concept won't be enough (it does work sometimes, thats what I heard). Try out different things, like making a whole game by yourself, etc. A humble comment. Roast me if you want, but these are my opinions. But otherwise, a very good concept! I like his attack range system and giving out heavy blows. [sg-ahri-2]