Marissa, the Unbendable

ExpStealer·12/12/2017, 2:17:53 PM·3 votes·1,076 views

Review on Cyril - the Hextech Entertainer

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Name: Marissa Alias(es): the Unbendable Race & Gender: Female Human Faction: Demacia

BASE STATS: Health: 625 + 90 per level = 2155 Health Regen: 1 per second + 0.9 per level = 16.3 per second Mana: 300 + 42 per level = 1014 Mana Regen: 2.5 per second + 1 per level = 19.5 per second Armor: 50 + 3 per level = 101 Magic Resistance: 10 + 4 per level = 78 Attack Damage: 60 + 2 per level = 94 Attack Speed: 0.70 + 3% per level = 1.05 Movement Speed: 340 Secondary Bar: Mana Range: 125 Weapon: Longsword Weapon: Large Shield Role(s): Tank, Support

PASSIVE: Mighty Volition Marissa has exceptionally strong resolve, rendering her immune to Fears, Charms and Taunts (Tryndamere's W is considered a taunt for her).

For 1/2/4 seconds after using an ability (and permanently during Final Stand) she blocks projectiles and basic attacks, coming from the direction she's facing. Can also block skillshots, such as Riven's Wind Slash, as well as dashes not targetted at her. This portion of the passive is inactive if Marissa is airbourne, stunned, suppressed or asleep.

Q: Lend a Hand Marissa pushes the targeted ally away, taking the next attack or ability for them (for instance Jax is jumping onto your ADC - you push them away, taking their original position, and Jax lands on you instead of them). During Final Stand Marissa pushes the ally behind her instead of away.

Cooldown: 10/9/8/7/6/5 seconds. Cost: 65/80/95/110/125 Mana Cast Range: 250 units Knock/Flip Back Range: 250 units

W: Ground Clap First cast: Marissa leaps to the targetted location, taunting all enemies around her upon landing for 1/1.1/1.2/1.3/1.5 seconds. Deals 100/150/200/250/300 + (35% AD) + (50% AP) magic damage to all enemies affected. Can pass impassable terrain.

Second cast: Marissa intercepts an enemy. Intercepting an enemy causes Marissa to charge at them shield first. Upon impact with the first champion in her way she stuns them for 0.5 - 2 seconds based on the distance travelled and nullifies their healing if stunned for more than 1 second.

First Cast Min/Max Range: 250/600 units First Cast Taunt Range: 200 units Second Cast Min/Max Range: 200/800 units Cast window after first cast: 5 seconds Cooldown: 15 seconds Cost: 75/80/85/90/95 Mana

E: Aura of Courage Passive: Marissa emits an aura, which marks allies in range. Marked allies gain 5/6/8/9/10 + (0.5% of Marissa's Max Health)% increased Maximum Health.

Active: Marissa inspires her allies to fight. All allies marked by the aura have their damage increased by 0.75/1.25/2.5/3.75/5% x (number of champions marked by the aura) and gain 5/10/15/20/25 Tenacity for 5 seconds.

Cooldown: 20 seconds Cost: 35/50/80/115/135 Mana Aura range: 300/400/500/600/800 units

R: Final Stand Marissa targets an allied champion, which she rallies to fight - this champion is instantly cleansed from all CC and debuffs currently affecting them. For the next 3/6/10 seconds, extended by 1/1.5/2 seconds for champion and objective takedowns, both Marissa and her ally receive 10/20/30% + (3/6/10% for each allied champion dead) reduced damage. The targeted ally also receives 50/75/100% increased bonuses from Aura of Courage.

Cost: 150/200/250 Mana Cooldown: 270/210/150 seconds

Kit change log:

P: [NO CHANGES YET]

Q: [REMOVED] Can no longer target enemies. [NEW EFFECT] During Final Stand (R) allies are flipped behind Marissa instead of pushed away. [CLARITY] Added flip/knock back range.

W: [REPLACED] Old Mortal Strike replaced by two-cast Ground Clap - AoE Taunt + Intercept.

E: [REMOVED] No longer gives Tenacity based on missing Health and Movement Speed. [NEW EFFECT] Passively marks allies and increases their Maximum Health. [NEW EFFECT] On activation grants increased damage and Tenacity for 5 seconds to marked allies.

R: [NEW EFFECT] Now grants additional up to 30% damage reduction based on the number of allied champions dead (maximum total damage reduction - 60% at rank 3). [NERFED] Cooldown increased by 30 seconds at all ranks.

LORE: Marissa was the captain of a military outpost on the border between Demacia and Noxus. It lied in a strategic location; a place, rich of minerals, which workers mined and shipped day and night under the guard of a regiment of Demacian soldiers, loyal to Marissa.

Given its location and resources Noxus was desperate to take it over for itself and kept sending troops to it - as a result the regiment's numbers slowly dwindled. At one rare point when peace was a thing, Marissa requested reinforcements, hoping they would come in time. But the Noxian forces surprisingly stroke much earlier than they were expected to, and the outpost was quickly overrun.

In the long fight which broke out most Noxian and nearly all Demacian soldiers were killed; the remaining Demacians were ordered by Marissa to guard the flag with their lifes - it waved atop the highest tower in the outpost. To that platform led only one narrow staircase, which ended in a door. The door was sealed behind the last Demacian, who made it through it in an attempt to win as much time as possible. It won them a minute and then the hinges gave way to the force the Noxian soldiers were exerting on the door, letting them break in.

They poured in the room led by their captain, who charged almost headfirst into Marissa and a couple soldiers, which made the first line the enemy had to get through. The two sides engaged into their final clash and under Marissa's command for every Demacian slain three Noxians fell dead. But even that was not enough as more and more Noxians poured through the door.

At last, severy injured, bruised, weak and covered in both Noxian and their own blood, only Marissa and one of her soldiers stood alive. Sensing that neither was likely to get out of there alive, and in a short moment when not fighting, they quickly nodded at each other, as a signal to make their last charge at the enemy forces and die as heroes. Doing so the Noxian captain was the first one to taste their fury - armed with two short swords he managed to block both of their simultaneous blows, but got kicked back in the process, falling on his back. He quickly got up willing to keep fighting, but his men suddenly began yelling retreat and ran back from where they had come, forcing him to run back himself, deeply confused, and chased by the two remaining Demacians.

Finding themselves outside the tower, the two Demacians were presented with a joyful picture of dawn - the remaining Noxians were trapped into the outpost by the reinforcements Marissa had requested. Realizing the situation she taunted the Noxian captain, who was standing a few meters ahead of her:

"Hey, Captain, like what you see?"

To that he replied by grunting and falling into a frenzy, charging at her with all if his strength, landing blow after blow after blow on Marissa's shield in a quick succession, until he struck her hand and she dropped it. Then he swung with both of his swords at her and they locked weapons with each other. Feeling she's too tired and was giving way under his strength, she let herself fall on her back, planting her boots in his stomach and rolling him over in the process. While confused and trying to get back on his feet, the Noxian suffered a final, beheading blow from Marissa's sword.

Kneeling on the ground with her sword in her right hand and breathing heavily she suddenly realized she couldn't hear the sounds of combat anymore. Then two iron boots stopped in front of her and she raised her head to see a bruised hand offering her help to get up and then her last soldier's dirty, scarred, smiling face looking at her.

"We made it, Captain. The reinforcements you asked for came and we repulsed the Noxian attack!"

While saying this he helped her get up to her feet. Being very weak and with the effects of adrenaline faded, Marissa stumbled and her comrade dropped his helmet he had been holding in his left hand and caught her. She placed her right hand around his neck and he put his left hand around her waist to help her stand. Looking at the rest of the Demacian soldiers her face broke into a grin:

"Soldiers! Today will be remembered as the day Demacians proofed their unmatched superiority to any other army on Runeterra! Today we proofed we can stand our ground even against overwhelming forces and that even against all odds we shall march together, unyielding..." - at that point she raised her bloodsoaked sword and added - "...for the King and FOR DEMACIA!"

The crowd responded with "for Demacia" and cheered. Marissa looked into her comrade's brown eyes and, playfully poking his nose with her finger, stated:

"And you, mister, shall be my second of command from now on."

The soldier broke into an even wider grin:

"It is an honor for me to serve you, Captain."

Then she laid her head on his shoulder and the two watched the still cheering crowd of fellow soldiers. A few weeks after that victory Marissa was offered promotion to the Dauntless Vanguard - an offer she would've accepted, but on one condition - taking her comrade with her as her most loyal soldier; this condition was refused by officials.

"Under different circumstances I would accept a promotion without a second thought, but the soldiers from my previous regiment were loyal to me and even though only one of them stands alive today, I cannot just ditch them for the first career opportunity I get. As much as the men under one's command are expected to follow orders and to be loyal, I think that we, officers, have an obligation to return this loyalty to those, who were indeed loyal and proofed it. On those grounds I, Captain Marissa, now also commonly known as the Unbendable, refuse your offer of promotion and shall remain the commanding officer of this outpost." - but only she and her comrade knew the real reason for her rejection.

4 Comments

FlameHalbrdOkido12/12/2017, 6:17:57 PM3 votes

OMG the passive an its Interaction w/ Q...both on their own are cool. But together they are AMAZING. I really appreciate that inter-kit cohesiveness it really shows u put a lot of thought into this. Q - i see that you have a cast range...but what about the knock back range? does Cast range = knock back range, or is the target only knocked back as far as the cast range reaches. W - i really like the mobility that u are giving her in the kit, like a more protective Rakan, should be fun. But her W seems a lot like her Q in its initial cast. Did u mean to do that? If not How do u feel about changing it a bit E - the Aura is good, but do you worry as Riot has that the Aura will seem invisible? Is there anyway that you could make it more visible? Such as having it flash anytime an enemy CC spell enters it range. Also theres a lack of skill display with it and its reminiscent of how messed up Sona is. If you really want to keep it a passive instead of an active because you want to keep the skill floor low, there are ways that you could do it. How do you feel about giving it a CD that is reduced my the amount of distance traveled, and abilities blocked with the passive, or having it be activated whenever W or Q is used? Or having it be strengthened when she uses another ability. I just feel like players should have to put a bit more work into it.

taking O.B.G.'s advice into account I would suggest that you tweak E and W to fit better with the theme of the ultimate. Such as enemies hit by W taking increased dmg from allies.

I'd also suggest u defining and solidiying what that theme is, and using it through out the kit

also Lore was off the charts

Bootleg Gay12/12/2017, 3:21:30 PM1 votes

I like these concepts, but I feel they're a bit too complex for League. Her Q seems like you have to be a Good at timing, and her W has to be angled just right.

I'd love to see these tweaked to be a bit friendlier to play as and against. (Clarity mostly)

Otherwise, the only thing I see that I could give feedback on is the raw stat issue. I see it in a lot of champion concepts; they don't have some crazy mechanic that makes them pick it ban worthy, so they get loaded with damage, cc, or other buffs to make up for it.

Try focusing on things like the ultimate mechanic. It's a solid concept, and I love the idea of the temporary ally in battle. It's got clear counter play (Kill the ally to make it worth less.) And it gives clear moments of impact and clear down time. Focusing on a theme instead of just individual skills can make it much more whole as a champion.

Keep on designing! Nice work.