[Concept Champion] Mifello, The Celestial beast

wyrmwurm·6/10/2017, 9:15:21 PM·3 votes·550 views

Type/Role: Melee Juggernaut

Lore: What some would consider violence, others might call playing. Mifello lived amongst the stars and enjoyed playing with the life found amongst them, though the time he got to play with them was normally very little he treasured every moment of it. Occasionally other beings of the stars were found, miraculously they were able to not only survive but could also fight back! Of them the ones he especially enjoyed the presence of were chitinous beasts who fought with fervor that could rarely be matched.

Runeterra is a world that held attention of the ancient and powerful dragon, Aurelion Sol, he saw no reason why it wouldn't interest him to also explore that world and enjoy playing with the locals if nothing else.

Unfortunately I have no art for this and I'm not good at making any so hopefully this description should be enough. Physical description: Has the base body of a well built gorilla with the face and features of a buck as well as other parts (antlers, tail, back hooves) though with an over celestial feel to it. Has some necklaces of teeth or claws and decorations of his past in armbands and such with inspiration of Native American aesthetics.

Health: 520 (+80 per level) Health regen 5.5 (+0.7 per level) Attack damage: 50 (+5 per level) Attack speed .625 (+2% per level) Armor: 22 (+3 per level) Magic resist: 30 (1.25) Movement: 325

Abilities Passive- Painful play: basic attacks inflict Grievous Wounds for 3 seconds.

Q- Scourge: Next basic attack damages for 65/110/155/200/245 (+50% AD, +40% AP) magic damage, if shielded ignores shield and applies 50/95/140/185/230 (+40% AD, +30% AP), true damage.

W- Excited Pound: AoE attack centered around Mifello. Deals 55/90/135/170/210 (+65%AD) physical damage. Enemies in the center of impact are stunned for 1 second and damaged, those outside the center but still within the radius are only damaged. Can be cast 3 times in succession each time costing additional mana.

E- Unbound: provides a 10%/20%/30%/40% (+5%AP) movement speed, if CCed removes the CC and gets 15%/25%/35%/45% (+10%AP) movement speed instead.

R- Joyful fervor: Temporarily decreases the amount damage taken by (20%/35%/50%) for 6 seconds. Passive: for every 10 health missing adds 1 to AD and 1 AP.

Rivals/Friends (they're the same here): Aurelion Sol, Bard

1 Comments

SociopathFriend6/13/2017, 5:52:56 PM1 votes

Heyo fellow CCOS contestant. A review for your concept:

First off, you probably want more lore if you want a higher score. What you have is pretty bare-bones and is more like a summary. Nobody needs a novel but it does help to flesh out your concept and help figure out how "thematic" your kit is.

Who, What, Where, When, Why- try to start with these and elaborate.

Mifello is a star-traveling brawler? How was he born- where did he come from? Did he simply burst forth from the smoldering remains of a dead star? Did an errant mage play with forces beyond his ability to control a millennia ago?

Give examples of his play, describe his interaction with a single world and the locals to help flesh out your concept.

That said, let's look at your kit.

Passive- Painful play: basic attacks inflict Grievous Wounds for 3 seconds.

That's gotta go. It's too little and too much at the same time. You'll either do nothing to an enemy not focused on healing or you'll utterly cripple a champion that does. You need a new innate ability.

Q- Scourge: Next basic attack damages for 65/110/155/200/245 (+50% AD, +40% AP) magic damage, if shielded ignores shield and applies 50/95/140/185/230 (+40% AD, +30% AP), true damage.

Hold up- I think there's something very wrong with an ability possibly dealing MORE damage through a shield than it would otherwise. AFAIK shields still factor in resistances so you might well do more damage to a shielded target. Instead I would replace that mechanic with a by-rank system where every rank of an ability allows a greater percentage of the damage through the shield but still have it as magical damage. Something like 20/40/60/80/100% That means at max rank you still get to ignore shields- something no other unit in the game can do.

W- Excited Pound: AoE attack centered around Mifello. Deals 55/90/135/170/210 (+65%AD) physical damage. Enemies in the center of impact are stunned for 1 second and damaged, those outside the center but still within the radius are only damaged. Can be cast 3 times in succession each time costing additional mana.

This is one of those abilities where the fine details are what tells how it truly will work. How rapidly can this be cast? What's the area it will hit? As it stands I can feasibly get onto an enemy and knock them up 3 times in a row to deal almost 630 + 200% of my total AD in damage with no way for my enemy to fight back since you can't reduce knock-ups. That's something you need to note- TOTAL AD is your total AD score. BONUS Ad is only the AD you buy. Some abilities scale off of Total AD, some scale off of Base AD. This is an ability that should probably use Base AD. Say I have 400 Total AD and get the triple knock-up. That's 630 + almost 800 physical damage from one non-ultimate ability if I can land every part. ESPECIALLY with your ultimate giving free AD. This needs fleshed out more as an ability but otherwise, depending on the area, cooldown between casts, and mana cost, it could be pretty fair. Although having the possibility for 3 knock-ups from one ability might not be found suitable by the judges.

E- Unbound: provides a 10%/20%/30%/40% (+5%AP) movement speed, if CCed removes the CC and gets 15%/25%/35%/45% (+10%AP) movement speed instead.

That's a lot of free movement speed for doing nothing, might want to tone down the passive numbers. Cleansing CC is alright but you shouldn't get a burst of movement speed for doing it- that's the wrong way to go I think. Try something else, a brief increase in AA range, empowered auto-attacks for a short duration, get that brawler theme going strong.

R- Joyful fervor: Temporarily decreases the amount damage taken by (20%/35%/50%) for 6 seconds. Passive: for every 10 health missing adds 1 to AD and 1 AP.

So, if you have 3000 health and are missing 2000 of it, you get 200 free AD and AP? Without doing anything and always on? That's powerful enough to be an ultimate by itself, without the damage reduction. I'd take your passive and just add it to the active, get the DR and the free stats for 6 seconds when you activate the ability. But, put scaling into those free stats, please. Consider changing it to a percentage as well. Ex- "For every 15/10/5% HP missing, gain 10 AD and 10 AP." or "For every 10% health missing, gain 5/10/15 AD and AP."

Overall- Overall you have some neat things here, particularly the ult and the shield negation, but you need a brand-new innate ability that goes with your kit and some of your numbers need some work and more details are needed to gauge how powerful some of your abilities are.