Lt. Madar (the tactician) champion concept

Moonfall Saber·1/11/2018, 5:51:31 PM·1 votes·276 views

So the game is seriously missing an AD support so I thought oh this guy. Lt. Madar is and old hard ass character who specializes in tower protection or destruction.

(Lt. Madar is a ranged champion)

Passive : nearby allied champions gain 15/30/45% bonus adaptive power. This doubles for himself. Lt. Madar cannot crit

Q: ruaty shrapnel shot: Lt. Madar fires a round from his pistol in a line (with no wind up animation, similar to gankplank q) this deals physical damage. After 3 seconds the enemy will deal 20/25/30/35/40% less damage and be poisoned for 6 seconds dealing a small amount of damage over time.

W: Hextech A.P.U. ( Anti projectile Unit) : Lt Madar places a minigun unit that will shoot down enemy projectiles. The A.P.U has a round system that scales with rank 2/3/4/5/6. After using all of its rounds or by being hit by a melee attack the unit will be destroyed. The A.P.U can also shoot down tower attacks and visible enemy wards. Works on a charge system with a 2 charge max.

E: grappling hook: Lt. Madar tosses a grappling hook over a wall. Allies can use the hook to leap over the wall. Additionally allies gain movement speed for 4 seconds when jumping over a wall.

R: heightened senses: Lt. Madar reveals a 2000 unit radius around him for 10 seconds detecting all traps, wards, and champions. Traps and wards are disabled for 10 seconds. Nearby allied champions gain 50/70/90 movement speed.

Overall Lt. Madar is not overpowered or strong at all. However Lt. Madar would bring that risky team backdoor to the table. He is a high risk high reward champion who would be extremely helpful and fun.

1 Comments

You Disgust Me1/11/2018, 7:38:15 PM1 votes

Overall Lt. Madar is not overpowered or strong at all.

I have to majorly disagree with you here. Allow me to elaborate.

Passive His passive is way too strong as it gives too many free stats to himself and allies. Imagine if someone gave all his allies 45% extra damage for just standing there. Abyssal Mask doesn't even come close to giving this much extra damage. How is this fair for the enemy team? How is this even interactive?

Q Gangplank's Q actually does have a small wind-up animation, as it has a very small noticeable cast-time. But, since you stated that this is like Gangplank Q, I'm going to assume that it's a point and click spell. If that's the case then no. This skill NEEDS to be a skillshot. I have no qualms with the DoT, but the Damage Reduction bonus is outrageous. This skill is basically a delayed spammable super Exhaust at max level that lasts for 6 seconds. How is this fair?

W This W is overpowered as hell and can be abused in so many ways. Let me give you a few examples:

  • The turrets can shoot down the enemy's auto attacks/spells thus hindering their ability to CS. It's similar to how Champions such as Soraka and Taric could heal minions in lane before. This was considered to be heavily toxic, and for the most part was taken out of the game.
  • The turrets can negate tower aggro as a factor in tower dives and sieges for extended periods of time. Do you know how much accumulated damage a minion wave can do if they don't get shot down by the turret?
  • The turrets can completely shutdown any enemy ranged character from being able to trade with their laner. To be honest, this is perhaps more toxic and anti-fun than a Shield bot or Windwall.

The ability to completely negate an enemy's ranged attacks and spells in combination with the Q damage reduction makes trading with you literally impossible.

E This is basically a multi-use Thresh lantern without the shield. But grants movement speed and is limited by location. I'm not too concerned by this.

R This R Vision effect is kinda useless as an ultimate unless it is spammable. Other than the movement speed boost (which is huge), this skill isn't that great.


To be honest, this doesn't really feel like a "AD Support" to me. It feels like he'd be better as a duelist in 1v1 ranged match ups.

But I have to give you some credit for trying. Making an AD support is a real dilemma. The problem with creating one is that you have to find a balance between the utility of a support and the damage of a ranged AD. If the champion has too much utility and free stats from scaling, then no one would play it as a support. They would play it as an ADC instead.

I recommend you read this post explaining what for the most part a Support should do as its role. It may help you in refining the Champion's design.: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/ZroxREmK-the-support-role-explained

Also, I recommend you take a look at this post as well called Zileas' List of Game Design Anti-Patterns. It's a little dated, but it's highly applicable to Champion design: http://forums.na.leagueoflegends.com/board/showthread.php?t=293417