champion concept mercer the furture soldier

python 159·12/12/2015, 11:37:17 AM·2 votes·1,118 views

Mercer’s strength comes from his passive, which grants him a shield in place of a portion of his health, and his massive DPS at close range. This shield regenerates at a very high rate relative to other champions, making it perfect for shrugging off harassment and coming back from trades, but is rather weak. Mercer must take a more high risk play style than most marksmen due his short range but the crushing damage from his flechette launcher and plasma thrower can make it very rewarding, just be wary of over extending as he has no disengage. Early game mercer relies on his support to set up trading windows on his opponent, unloading his abilities on his target before having his support disengage and cover him as he runs back behind his minions. Past level 6 however mercer can begin starting his own fights as his X-99 "manticore" catapults him into close range where his flechette launcher and havoc strike deal the most damage, crushes his enemy’s armour to enhance his damage and granting an additional shield to absorb any retaliation.

Appearance: Bulky metal battle armour with small mechanical pistons visible under its armour plates. Helmet has a single solid visor with two filters coming out either side of where his mouth would be. On his back there is a three nozzle jet pack, two over his shoulder blades and one on the small of his back, and small thrusters are also present on his calves, jet back and thrusters are used during his E, R and recall animation. Weapon system is composed of one plasma cannon with a barrel similar to the plasma sniper rifle from xcom enemy unknown with tubes from the back to the top of his jet pack used for his basic attacks; a large plasma thrower similar to the chemical thrower from bioshock that attaches to his left arm when in use and is kept on his back when not in use; a quad barrelled shotgun attached to his right arm that reaches from his knuckles to his elbow for his Q and finally his left arm carries a heavy duty pneumatic gauntlet similar to the power fist from fallout 3 used for his E.

Role: fighter/marksman

Stats Health: 580-2090 Health regen: 5.5-15.4 Mana: 310-1245 Mana regen: 9.2-20.1 Ranged: 475 Attack damage: 52-114 Attack speed: 0.654 (+0%-43.9%) Armour: 24.3-80.5 Magic resist: 30 Movement speed: 330

Passive: R-27 “Aegis” shield core Mercer gains a shield that replaces of 25% of his max health. The shield begins to regenerate at 2.5% of its max capacity every second when he doesn’t receive damage from champions, large or epic monsters for 2 seconds, this rate quadruples after being out of combat for 10 seconds.

Damaging enemy champions with abilities returns 10% of the damage dealt by the ability instantly and then another 20% over 3 seconds as shields, this generation is half as effective when damaging non-champions and the gradual generation rate cannot exceed 15% of the shield’s maximum capacity per second. Any shields generated past the maximum are converted into an oversheild at half the rate. This overshield remains in place for up to 3 seconds before it begins to decay at 50% per second.

If Mercer’s shield is completely destroyed then all gradual generation will stop and it will not naturally regenerate until he goes 5 seconds without taking damage from any source or hits an enemy champion with one of his abilities.

Q: S-15 “Hedgehog” flechette launcher Range:550 Cost: 25/30/35/40/45 mana + 1 shell Damage per flechette:20/40/60/80/100 (+55% AD) Max damage: 40/80/120/160/200(+110% AD) Cooldown:2 Recharge time: 8 Passive: mercer generates a shell every few seconds or when he kills a unit (5 second cooldown). Mercer can have up to 4 shells stored at once. Fires 5 spikes in a cone in front of mercer, dealing physical damage to the first two targets they hit secondary target’s take 50% damage. The ability can be charged over 1 second to reduce the spread of the flechettes from 70 degrees to 35 degrees; the flechettes will automatically fire when fully charged. Targets can be hit by multiple flechettes but can only take damage from 2 flechettes per cast. Flechettes can critically strike for 50% bonus damage plus mercer’s bonus critical strike damage.

W: L-42 “hellfire” plasma thrower Cost: 50 mana Attack speed:1.00(+0.5xlvl) Maximum damage increase:10%/20%/30%/40%/50% Cooldown: 10 seconds For 5 seconds mercer uses his plasma thrower for his basic attacks. During this time his attack speed is set and can’t be reduced or increased by any means, his basic attacks deal damage to all enemies in a line and deal increased damage based on how close the target is to him.

E: K-34 “havoc” CQC attachment Cost:60/70/80/90/100 mana Range:400 Damage:50/70/90/110/130 (+60% AD) (+60% AP) Max slow:20%/25%/30%/35%/40% Min slow:10%/12.5%/15%/17.5%/20% Cooldown:15/14/13/12/11 Mercer uses his jet pack to propel himself along the ground at high speed to a target and deliver a massive blow to the first unit he collides with that damages and slows their movement which, recovers over 2 seconds. The slow intensity decreases based on how far he travelled during the charge, down to 50% at max range. The Cooldown is reduced by 25% when striking a champion and deals 20% more damage to champions.

R: X-99 “manticore” flight system Cost:100 mana Min range:550 Max range:1100 Min damage:75/150/225 (+40% bonus AD) (+20% AP) Max damage:150/300/450 (+80% bonus AD) (+40% AP) Armour reduction: 10%/15%/20% Cooldown:110 seconds Active: Charges for up 3 seconds, doubling the ability’s targeting range over the first 1.5 seconds and being slowed by 20% while charging. When reactivated Mercer locks on to the enemy champion closest to the cursor and launches upward for 0.5 seconds before flying into them at high speed to strike with the havoc attachment, dealing damage in a 150 radius area that decreases down to 50% damage at the edge and reduce the armour of the primary target for 4 seconds after impact.

Lore This document pertains to project Invictus, a top secret joint development between the yordle academy and the Piltover armed forces to create the newest line of defence in the continued war against Zaun. While the league of legends prevents any kind of full scale war small skirmishes and raiding parties are not uncommon so we are required to maintain a standing army to deal with these attacks. After the incident involving the kidnapping of multiple yordle professors from the academy by Zaunite agents it has been made clear that Piltover’s military is severely lacking to power, we are having to rely too much on individuals such as Jayce and Caitlyn to protect this city from threats like Viktor, Jinx and even the city state of Noxus, with their failure to capture Ionia they may turn their gaze toward us with help from Zaun. With this in mind we require a much more reliable way of protecting ourselves, and project Invictus is just this. If successful our military strength will increase twenty fold, making us a force to be reckoned with.

Test pilot Name: Mercer Ramirez Rank: gunnery sergeant Additional notes: Mercer was original drafted into military service as an alternative to imprisonment, after being apprehended by the enforcer Vi. While the details of the incident report are not public the rumour is that Mercer was caught attempting to steal Vi’s custom hextech gauntlets; either to sell them off or, through his technical expertise, replicate the gauntlets’ design for his own use. He has been known to be highly disrespectful to his superiors, especially those he deems as having a “cushy position of barking orders 5 miles from the frontline”, though he is fiercely loyal to his comrades. The reasoning behind choosing Mercer to be the test pilot for Invictus was that he is most expendable soldier we have, he has no family and besides his arresting officer, him and Vi have been seen together in a strangely friendly manner, he has no contact with anyone outside of his squad. This means that should the Invictus suffer a catastrophic malfunction and he is killed there will be very little backlash from his death.

Suit armour Materials: "Galvornum" alloy and "oricnite" ceramic plates Average plate thickness: 1.5 cm Alloy density: classified Maximum kinetic energy absorption: classified Additional notes: The armour plates are a composite design of the classified materials oricnite and galvornum. This allows the armour to withstand, and even deflect, all manner of conventional and explosive munitions with very little penetration. The modular design of armour plating allows individual panels to be removed and replaced for fast and easy repairs after battle.

Power core EF-42 “Solus” fusion hex core Operating power output: 10MW Max power output: classified Additional notes: The fusion nature of the solus core will require very strong radiation shielding around the core housing to prevent lethal radiation poisoning to the operator.

Mechanical augments H-15 kinetic servos and T-6 pneumatic actuators Max servo output: classified Max actuator output: classified Additional notes: The sheer weight of the suit required the implementation of high strength pneumatic actuators to be fitted to major joints, the knees and elbows, to compensate for this. Less powerful, but more precise, kinetic servos were fitted to all joints to increase the wielder’s raw strength by a factor of three.

Flight system X-90 “manticore” Max thrust capacity: classified Max air speed: classified Additional notes: the implementation of the manticore greatly increases the mobility of what would otherwise be a walking tank, allowing the user to more easily navigate the battlefield. The manticore also comes equipped with a kinetic dampener that prevents damage taken from high speed collisions, usually from being dropped at a high altitude. The kinetic dampener will allow the suit to be easily deployed from an aerial transport, without exposing the transports to all but the most advanced ground based anti-air weaponry.

Internal environment regulator J-6 “Atmos” Max operational period without external intake: classified Additional notes: The Atmos system is designed to regulate the internal environment of Invictus to maximise operator physical and mental capabilities, maintaining a proper internal temperature and even its own atmosphere to maximise oxygen intake. In the event that external conditions are suboptimal the regulator will alter its output the keep the internal environment the same, and in extreme cases the entire suit completely seal itself to protect the operator from anything from toxic and corrosive fumes to lethal radiation and energy surges.

Shield core R-27 “Aegis” Max electromagnetic field strength: classified Max kinetic energy absorption: classified Additional notes: Due to the nature of the shield core, absorbing more energy that the capacitors can supply will cause the hybrid gravitational/electromagnetic field to be temporarily disabled as the system reboots

Weapons system Primary weapon: F-20 “firestorm” plasma caster Secondary weapons: S-15 “Hedgehog” flechette launcher/L-42 “hellfire” plasma thrower Additional notes: Due to the nature and sheer power of the weapons system it is physical impossible to use independently of Invictus without incurring severe bodily harm. The recoil of the hedgehog is enough to dislocate and even remove a person’s arm and the exhaust from use of the firestorm and hellfire can cause severe third degree burns, at maximum operating temperatures the exhaust can even cause fourth degree burns. Only the thermal insulation of the armour plating and the recoil dampening of the servos in the Invictus suit are able to properly protect the user from harm.

CQC attachment K-34 “havoc” Maximum energy transferable: classified Additional notes: the havoc attachment allows the user to engage enemies when the primary and secondary weapons are unavailable due to being disarmed or the terrain making them too unwieldy. After some late night tinkering it was also discovered that the flight system could be used to further enhance the destructive power of the havoc by accelerating the user to high velocities for a much higher impact force and the havoc could be used to super charge the aegis shield for further defensive power. Lab tests and calculations show that if the suit is able to reach terminal velocity the havoc could cause small scale terrain deformation and even create localised tremors detectable from 0.25 miles away.

Quotes (voice sounds slightly robotic and muffled due to his helmet) Upon selection (voice starts human then changes to his standard voice as his helmet closes half way through)“I follow my orders, all of them” Attacking “Target sighted” “Firing” “This ammo, goes blammo” “One dead bogey, coming up” “Eat this!”

Movement “More orders?” “I’m on it” “Hooah!” “Moving” “Left, right, left, right, left, right”

Activating L-42 “hellfire” “BURN!!!” “TIME FOR A BBQ!”

Taunt “Welcome to the kill box, population: you” “Do you have any idea how FUBAR this is for you?” “Pain is just my ammo entering your body” Taunting Vi”How are you really still using those things?”/ ”looks like you brought your fists to a gunfight”/"hard to believe I even wanted those things once upon a time" Taunting Jayce ”Every day is a good day to die pretty boy” Taunting Ekko “A teenager with time travel, how could this possibly end badly” Taunting Victor “I’m still flesh under all this metal, unlike you” Taunting Ziggs “unless you’ve got a bunker buster up your sleeve, I’m not impressed” Taunting Blitzcrank “I’ll send you home in the box you came in”/”I’ll do more than bubble you paint”

Joke Mercer will primes his shoulder cannons and cock his wrist weapon like a shotgun, with the classic sound effect, and says “you know your screwed when the enemy has more guns than you have guys”/”Hope I don't get a little suit on your blood”

Dance Mercer folds his weapon away, says “not bad, but can you do this?”, exits his armour and then proceeds to break dance alongside it in prefect synchronicity.

Recall animation Mercer collapses his weapons; folds them away, cannons fold onto his back and his launcher shortens; and punches in some commands into his left gauntlet. After he finishes typing them the thrusters in his flight system fire up and cause him to hover a short distance above the ground. When he gets his balance, he takes off straight up and goes off screen. Back at base he comes down with a slight directional shift based on which direction he came from and he lands with the iron man landing pose, with his left hand to the ground, and brings his weapons out as he stands.

5 Comments

python 15912/12/2015, 2:53:44 PM2 votes

update log reduced attack range and changed W attack speed to scale with level

TeCoolMage12/12/2015, 12:03:31 PM1 votes

The passive immediately makes me want to play jungle tank... Just continue regenerating your shields against anything that isn't dragon, herald or baron, then build health for a ton of shields that practically function as 100% spell vamp with a health scaling cap.

And 540 isn't a small range at all. Kindred has 500, Vayne has 525, etc.

If you want a more 'rambo' champ, lower the range, make the shield decay slowly upon taking damage to force him to avoid harass and kill quickly. Make his damage increase when outnumbered, but make him bad at a lot of other things (escaping, kiting, etc)

W is extremely questionable, it makes his late game scaling terrible and encourages him to go to a solo lane where he gets more EXP. ADCs should be encouraged to farm for items with reduced EXP, so setting his AS to a specific amount isn't a good idea.

ChrisVeggie12/13/2015, 12:57:01 PM1 votes

You should say that his passive also gets deactivatet when attacked by big jungle creeps. (You got a like)(I,m working one an adc concept too,so its nice to see other good works)