New Champion Reveal : Major Kong

Pyropossum·1/15/2017, 2:30:31 AM·2 votes·836 views

Major Kong is a disavowed military man. At (?) years old, nobody knows his name. He lived alone as a hermit, living off the land. Experimentation during the war left him crippled and unable to age, but his eyes can see to the end of the universe.

Movespeed : 285

Basic attack range : varies as a function of distance - Major Kong takes time to aim. Enemies within 550 range are shot at instantly, but outside that range Kong takes time to aim before firing (total distance to target = milliseconds spent aiming). Range is capped at 1200. While aiming, Major Kong cannot move or it cancels his shot.

Attack speed : 1.00 + 2/lvl - Major Kong uses a rifle with 5 loaded bullets. He reloads 1 bullet every 1.5 seconds after not firing. If he fires all 5 bullets, he reloads all 5 bullets over the course of 2 seconds. He cannot reload while firing, and activating his skills interrupts his attacks.

remaining stats : adjusted for balance

Passive : Hawkeyes Major Kong can track his enemies. His vision is not impeded by bushes. This does not reveal invisible units. Also, enemies hit by Major Kong's attack are revealed to him only for 3 seconds.

Q : Hollow Point Bullets [Toggle, disables 50% of mana regen] Major Kong's shots cause a bleed effect for 1/2/3/4/5 seconds that deals 0.25/0.5/0.75/1/1.25 % of the enemy's missing health as damage.

W : Hobble Along Major Kong uses his rifle as a cane. [15 second cooldown, costs 50 mana] +25/50/75/100/125 movespeed while out of combat. Lasts 10 seconds.

E : [Toggle, 2.5% mana drain per second] Major Kong's shots explode on impact dealing an additional 5 (+0/3/6/9/12% bonus AD) true damage

R : Play dead [50/70/90 mana cost, 30 second cooldown] Major Kong falls on the ground and becomes non-targettable. He cannot be damaged by AoE abilities either, but disables can still be applied. When he chooses to, he can get up and move again and he dashes 100/150/200 distance as he gets up. If an enemy is withing range of his normal dash, he can kick them for 1 + (60/70/80% AD) damage as he gets up and he dashes twice as far (from where he was laying) in the opposite direction.

15 second cooldown.

edit 0.1 *****

MS 200 -> 285 and removed the limitation to increases

Capped range (new feature!) at 1200

Added 'does not move while aiming' to auto-attacks

Changed attack speed from 2.00 to 1.00 (thanks for mentioning the missing decimal) attacks per second.

Changed reload timer on auto-attacks from 2.0s to 1.5s

Reduced vision timer from 0.5s per level to a flat 3s

Q : changed cost from lossing 100% mana regen to 50% reduced bleed from 0.5/0.75/1/1.25/1.5 % to 0.25/0.5/0.75/1/1.25 % [0.25% missing hp per second)

W : Changed to R Changed values from 30/40/50/60/70 mana cost, dash 100/125/150/175/200 distance, 1 + (60/70/80/90/100% AD) damage, to 50/70/90 mana cost, dash 100/150/200 distance, 1 + (60/70/80% AD) damage

E : Increased cost from 2.5% of mana per second to 6/7/8/9/10 mana per second + 1% mana per second

Q and E are now mutually exclusive

R : removed [R : Major Kong slows his heart rate down to aim more effectively. Passive : +6/8/10 % crit chance and +2/4/6 true damage on-hit. Active : increase passive bonuses by 2/2.5/3 times for 10 seconds.]

new skill added to [W] W : Major Kong uses his rifle as a cane. +25/50/75/100/125 movespeed while out of combat. Lasts 10 seconds. 15 second cooldown. 50 mana cost.

4 Comments

CobaltTheMadMage1/15/2017, 6:42:12 AM2 votes

Ground control to Major Kong.

Ground control to Major Kong.

Buy your Doran's Blade and put your Trinket on.

Ground control to Major Kong.

Commencing countdown, minions spawned.

Take position, hope the Jungler won't gank you...

Ok I had better stop.

Nice version: this champ is bad and you should feel bad.

...

Mean version:

Aurelion's nuts where do I begin. Fixed movement speed? At 200 MS? Do you have any concept how slow that is? The slowest MS in the game without use of slow spells is dismounted Kled when he's not running directly toward an enemy, clocking in at a record low of 2_85_. Wanna know what the second slowest speed category is? 325. And that's before buying boots, which everyone except Cassiopeia will do. And this guy doesn't even get to benefit from boots, which makes the discrepancy between his speed and literally everyone else in the League's even worse.

Now, I'm going to give you the benefit of the doubt and assume this literal kneecapping of your champ is in the name of "balance" rather than foolishness, and surely there is some sort of incredible benefit that this toe-curlingly slow movement speed is intended to counteract. Let's see:

...er, I can't make heads or tails of this. From what I gather his autos function normally within 500 units- the second- shortest ADC range threshold shared with the likes of Kindred, Lucian, Kog'Maw, and Sivir, but the longer he waits between autos the further he can shoot. And I don't see any mention of a cap of any sort. I will for the sake of sanity assume this is an oversight on your part and not any implication that this champ has global autoattacks.

And for the record your 200 attack speed comment thing is meaningless; attack speeds aren't measured in point values so much as decimal measurements of attacks per second- the fastest unmodified being Vayne's at 1.105 AS, and the cap on maximum attack speed after item bonuses and ability buffs being 2.5 attacks a second. Again, I will assume this is an oversight due to a misunderstanding of how attack speed calculations work or else you would be implying this guy makes 200 autoattacks a second, and the proper response to that involves meat hooks and a semi truck. I do see you have an ammo limit though, which has reload times that last as long as Ashe's ultimate's stun; something not even Jhin suffers if memory serves correctly.

But enough about his passive, let's- wait, that wasn't his passive? His actual passive is revealing targets he damages so he can track them through brush? for 9 seconds at level 18? ...wow, vision AND range. I take it you don't like the concept of counterplay that isn't "kill this guy before he kills you".

Ok, NOW we're getting to actual abilities:

Q: Toggled percent missing health damage for the low, low cost of your mana regen rate.

W: A free Zhonya's Hourglass active. That lasts indefinitely. And ends with a dash that can be used as an escape or an attack. No, scratch that- an escape AND an attack because apparently using it on an enemy causes him to ricochet back the other way as if he had instead opted to dash in THAT direction, because who needs intelligent choices?

E: Free true damage. Well, 40 seconds' worth of true damage at full damage, and no mention of being mutually exclusive with his Q buff.

R: Passive free crit chance bonus and on-hit true damage. Multiplies these bonuses for 10 seconds when activated.

...no.

No no no no no nonono no no.

no.

NO.

That is NOT how champ design works.

This is not a Champion, this is a living Ult that couldn't decide when it was supposed to have been cast so it spreads itself across two-second intervals that last the entire match. This abomination is as balanced as a one-armed, one-legged drunkard hauling groceries across a tightrope in a hurricane. On one hand his movement speed is so bad that Blitzcrank could outrun him without having to pop his W and he's liable to get burst down to oblivion in between clips, but on the other hand between his perpetual free percent missing health damage AND bonus True Damage and crits, health bars will be shredded between volleys, especially once this guy finishes his Infinity Edge. Add in his passive and you basically force every champ he sets his sights on to stop playing League of Legends and instead play "find and kill the Call of Duty reject before he kills me", where the only clue anyone has to follow is the percent-missing-health-true-damage intervals getting progressively faster. And then once you do find him he does a Zhonya's. Which lasts as long as he wants and gives him free damage and escape once he decides that's over.

Were you not Summoner Level 30 I would think you had only played League of Legends once or twice because a family member bugged you into it and were suffering from cognitive dissonance from playing a video game that was nothing like Call of Duty and thus thought of this guy in hopes that the game may again make sense to you. This is honestly saddening and I hope this is not anywhere near the best you can come up with. He just seems so unfun and toxic for everyone involved and literally nothing about him- at all- looks like it belongs in the world of Runeterra, let alone the game League of Legends.

I want to be able to help you with this champ. I want to find something- anything- that my imagination can latch on to in hopes of giving Major Kong a second chance at life with a new kit or some better lore, but I can't. The best suggestion I can make is that his passive of revealing targets he's damaged isn't too bad and his "play dead" ability should be an ult and then work from there. I'm sorry I have nothing nice or constructive to say about this concept otherwise.

Pyropossum1/15/2017, 6:14:29 AM1 votes

So, I'm posting here because I'm hoping to get input as to what the remaining stats should be, how the abilities are either balanced or unbalanced, etc.

If you've got input, let me know and I'll update with edits.