[Champion Concept] ADC

QsZgojdN3i·8/27/2015, 1:32:34 PM·1 votes·1,334 views
  1. adc is the role with the fewest playable characters currently.
  2. there is 0 le asian representation in that specific role.

The cool DhaMa community creation (http://boards.na.leagueoflegends.com/fr/c/skin-champion-concepts/8hhT41YP-champion-concept-dhama-the-force-of-balance) was making me think of a adc orientated character concept + i couldn't sleep.


http://i.imgur.com/CaJurKv.jpg http://i.imgur.com/2YmtQkH.jpg

The character duel wields pistols, and his kit will be based on doing just 2 things specifically, but he'll do them extremely effectively; either of those things will switch "on" when the characters uses either pistol.

Given Ekko's message of "it's what u do with the time and all i need is seconds" stuff, the characters message will be "u don't need to be a master of many things, as long as u can do a few things godlike".

His left pistol: utility, has slightly longer range (600 range) His right pistol: damage (550 range)

Passive: Demon: When he's using his right pistol his basic attacks apply "shrapnel" for X seconds and stacks up to Y times. Divinity: When he's using his left pistol, he can target himself and allies and when he does so applies stacks of "divinity" up to X times.

Q - Raise - Switches pistol (he raises the pistol he wasn't using up), and his auto-attack speed increases by a/b/c/d/e% whenever he switches for 5 seconds (starts on right pistol by default). W - Cancel - Shoots out a ball of "photons" (like Ekko's) that reveals an area and creates a silence field so champions - your allies included - are unable to use their skills within the area for n seconds. E - Reorient - Dashes to a particular direction. His next basic attack applies 1/2/n stacks of shrapnel or divinity on the target. R - Burst (can be leveled lv1) - The stacks on any target within any range "burst" on whatever target they're placed. Cooldown increases based on number of stacks up to n "burst". Hence the skill has a possibly short cooldown, but possibly also a reasonably long cooldown. R also resets on kill via shrapnel.

For every piece of "shrapnel" - the shrapnels explode dealing a/b/c + (d AD)(e % max health dmg each) and slows the targets movement speed by f/g/h % (where it depends on the number of shrapnels). Damage is also dealt around the area surrounding the target (range increases based on number of shrapnels) for f/g/h + (i AD). For every piece of "divinity" - the target is shielded for a/b/c seconds by d/e/f + (g AD) and increases their movement speed by h/i/j % (where it depends on the number of divinity).

Champion Character Lore: From the future hurr durr. A member of a magitech engineering society, where he built his guns. Generally most members of the society stick to engineering and research in peace and solitude, but a select also do field "tests" and practicals. Overtime the ones who do the latter have become institutionalized and their function has been abused by "corrupt elders and officials" to make money - that is they send them out to do high-risk missions for monies. He is from a family with a rigid military background that has been one of the "testers" for generations. Him being sent to the Fields of Justice is exactly for that reason, to make the institution money, but for him he views the whole feature an ideal place to test the limits of the beloved weapons he designed himself.

Playing Munsu: His kit scales with both attack speed and AD hence he can run a diverse set of builds, and serves as an adc that can disrupt the battlefield.

His being able to switch between his left and right, allows him to make clutch plays in team fights and skirmishes, and rewards a players ability to position and predict. His left can allow him to give his team mates some extra unexpected survivability, which can result in opponents overinvestment on attacks on them backfiring. While his right allows him to punish those who remain in his range too long without killing him or backing away and do decent aoe dmg, especially later in the game.

He isn't freely able to choose between either though given cooldowns on his R, hence placing priority on either can backfire in shorter skirmishes.

His Cancel skill is suited to limiting down side risks, and it can prevent enemy champions from using their skills to finish of team mates. Using it offensively can often backfire as his own team mates skills will be silenced too.

Going Against Munsu: Given that most of his damage is on his ultimate, he seriously lacks trading capability early on and hence can be punished accordingly in the laning phase.

After 3-4 levels he starts being able to fight back but still lacks ranged poke therefore can be pushed back by champions that can trade via longer range.

If he uses his left to shield a target, and you can still invest a lot into attacking him and his enemy team, chances are that it'll turn out given all that potential burst from his offensive R is on cooldown.

His dueling potential is poor until later in the game where he can stack shrapnel quickly and burst for tons of damage.

Taunts: "I could use both of my weapons at once, but then I'd become a God."

"It's to soon to bring out my bigger guns, let's see how well you fare against my left and right."

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