[Champion Concept] Malo: The Last Trailer
Between the Shurima Desert and the Plague Jungles, there is a small community known as the Trailers. The Trailers are usually a neutral faction and choose to stay to their own accord. Most of the community is made of avid explorers, cartographers, etc. Not so long ago, a boy named Malo was born under a shooting star, which in the culture is a sign of great luck. While growing up, the young lad found many unknown places even to the Trailers. His good luck and seemingly endless energy showed good signs. When the war between Noxus and Demacia reached its peak, the villages of the Trailers were attacked by the Noxus. The Trailers tried to defend against the waves of Noxians using their knowledge of the area, setting traps, sabotaging the Noxian camps etc., but the Trailers did not hold out and most were slaughtered. Malo was one of the few of the Trailers to survive, and has such taken a hating to war, and especially Noxus.
Malo has, since then, grown up in Piltover acting as the towns main map maker and explorer, while also taking a part in war against Noxus whenever he could. When Malo heard of the peace between Noxus and Demacia and the making of the League of Legends, he picked up his whip, his weapon of choice, and ventured out to show the world what a man with nothing to lose can really do.
Appearance: Very tan skin with dark eyes and brown hair under a tattered tanned leather fedora, wearing an explorers outfit and a large whip in his right hand. Somewhat muscular build standing around 6.5 feet tall.
Stats: Hp: 435(+80) Hpr/5: 6(+0.6) AD: 50(+3.5) AS: 0.634(+2.9%) Armor: 20(+3) Mr: 30(+0) MS: 340 Range: 200(ranged)
Abilities: Passive: Malo does not use mana, instead his secondary resource bar is taken up by his "Stretch." When Malo auto attacks, he increases the range of his basic attacks up to a maximum of 500/540/580 (intervals at levels 6 and 12 ). Each attack increases his range by 60/68/76. His abilities use up his Stretch, or increased range, and his on hit affects to not produce stretch. When he activates his Q or W the attack has the range of what it would be before the range reduction.
Q ability: Waku Poison: Cost 75/100/1125/150/175 Stretch. Cooldown: 8/7.5/7/6.5/6 seconds The next auto attack that Malo uses will have increased damage and will apply Waku Poison to the target, increasing all damage to that target by a percentage for 2 seconds On-hit Damage: 15/30/45/60/75(+20% ad) Damage increase: 2/3.5/5/6.5/8%
W ability: Crippling Strike: Cost 100/125/150/175/200 Stretch. Cooldown 10/9/8/7/6 Seconds The next auto attack that Malo uses will deal additional damage based on the targets missing health and slows their movement speed by a percentage and their attack speed by half of that for 1.75 seconds. increased damage: 1.2/1.4/1.6/1.8/2% per 2% of the targets missing health. MS slow: 20/30/40/50/60% AS slow: 10/15/20/25/30%
E ability: Pow Sack: Cost 50/75/100/125/150 Stretch. Cooldown 13/12/11/10/9 seconds Malo throws a sack of volatile elements to a targeted area for 5 seconds, when an enemy unit steps into the center of the area all other units inside it currently will be knocked up for 1 second and take magic damage Magic Damage: 60/100/140/180/220(+40% ap)
Ultimate ability: Cost None. Cooldown 120/105/90 seconds Passive effect: Malo's attack speed is increased by 15/25/35% Active effect: For the next 8 seconds, Malo gains attack speed double that of the passive effect and his basic attacks deal additional physical damage equal to a percentage of the targets maximum health physical damage on-hit: 1/1.75/2.5% of targets maximum health While the active effect is in use, the passive bonus is lost.
Play-style: Malo is supposed to be played as either a mid lane assassin, or an ad carry bot lane. When playing Malo, you should always build a wide array of attack speed and damage items to increase the effectiveness of his ults active and his q's damage increase and to get your stretch up faster. You should usually build him with on hit affects with items such as Blade of the Ruined King, Statikk Shiv, and Zephyr. During early to mid game, your main objective is to harass your opponent out of lane with combos such as using your q+w combo followed by e to make them not want to follow you, and when they do commit to trying to get you, you can activate your ult to get more damage than you would expect out of the squishy assassin. Late game Malo is a carry shut down with his damage increase and small amount of disruption, try to position yourself during teamfights to get your goods on the ad or ap carry.
Playing Against Malo: Malo doesn't have much damage out side of his ult and harass combo, pay attention to his cooldowns and attack when he isn't expecting it. Malo is usually built fairly squishy, with very few options for escape, try to coordinate with your jungler or ganker to get a good attack. Try to stay together, as most of Malo's damage is single target, and therefore he is very useless when against more than one person.
Building Malo: Example build 1:AD carry Berserker's greaves Blade of the Ruined King Zephyr Statikk Shiv Trinity Force Mercurial Scimitar
Example build 2: AD assassin Berserker's greaves Blade of the Ruined king Blood Thirster Trinity force Youmuu's Ghostblade Either Black Cleaver or Maw of Malmortis
I hope you guys like my idea for this champion, of course this is a very flexible champion and can be played however, but these are some of my ideas for how to build and work him, thanks.