[Champion Concept] Marx, One of the Seven Elite
http://i.imgur.com/y2sv3.jpg
Hello, fellow Summoners! This is my champion concept, Marx. His title is 'One of the Seven Elite' because I plan to make an organization called 'The Seven Elite' that have a total of 5 playable champions, but 7 total characters. Yes, that means two of those champions will not be alone! I hope you enjoy~.** =^ -^=**
I always greatly appreciate reviews; the harsher the better! Tear it apart if you need to, everything is pretty rough right now in terms of numbers and if there is something I'm not willing to change, I'll let you know.
As always, thanks for stopping by and taking the time to look at my concept! If you like my concept, would you kindly +1? ♥
#CONCEPT» Description
Marx is a top-tier seasoned fighter and is only needed when the situation calls for him. Not being much of a talker has led Marx down a dark road giving him only two lamps that light his way: The other Elites and the battlefield.
Marx is a master rifleman who excels in both close-quarter combat and ranged combat freely utilizing both like second nature, but within great strength is weakness. His inability to waste forces Marx to be precise; only using what he has to when it is needed much like himself on the battlefield. His conservative nature often leaves him in unfavorable situations. But, as always, he comes out on top.
Basic Statistics
Attack Range: 175 (Melee) Intended Role (Primary): Top/Fighter Intended Role (Secondary): Mid/Fighter Weapon: Twin Sword-Rifles ≈ Attack: ■■■■■■■□□□ ≈ Defense: ■■■■■□□□□□ ≈ Ability: ■■■■□□□□□□ ≈ Difficulty: ■■■■■■□□□□
#ABILITIES» http://imgur.com/dvRnS1U (My rough idea for weapon design and ability info) Innate - Burstfire
Marx's 7th autoattack gains 425 range and fires 2 bullets each dealing 60/70/80/90% damage and applying on-hit effects. If Burstfire hits an enemy champion, the next Burstfire is readied one autoattack earlier.
[Description] This functions similarly to Lucian's passive. Two separate autoattacks fly towards an enemy both considered melee and dealing modified damage for a combined 120/140/160/180%. Because Burstfire functions as two separate autoattacks, both shots won't be negated by effects like Pantheon's Block.
When Marx lands Burstfire on an enemy champion, the next Burstfire will apply after only 5 autoattacks. As long as Burstfire lands on enemy champions, the autoattack requirement will go down until every autoattack against an enemy champion is Burstfire. This includes Burstfires from Combat Maneuver.
Q - Lucky Bullet
Marx fires his lucky bullet in a straight line dealing 65/95/125/155/185 (+60% Bonus AD) physical damage to all enemies it passes through reflecting back towards Marx if it hits an enemy champion. If Marx catches his lucky bullet, all his cooldowns are reduced by 3/4/5/6/7 seconds.
•Range: 1100 •CD: 14/12.5/11/9.5/8 seconds
[Description] Lucky Bullet is a linear skillshot that has a bigger impact radius to collide with enemy champions. When fired, it deals damage to all enemies it passes through, but stops when it hits an enemy champion. Like Draven's Spinning Axes, the bullet will bounce off an enemy champion and attempt to land some where near or around Marx. If Marx manages to catch the bullet before it hits the ground, all his cooldowns are reduced by up to 7 seconds.
W - Veteran Fighter
Passive Marx regenerates 0.4/0.8/1.2/1.6/2% of his maximum health over 4 seconds whenever he receives damage.
Active Marx slashes the area in front of him dealing 90/150/210/270/330 (+70% Bonus AD) physical damage split among all enemies in a wide cone dealing a minimum of 40/60/80/100/120 (+30% Bonus AD) physical damage per enemy. Marx gains a shield equal to the damage dealt that decays over two seconds.
•Range: 425 •Cone AoE: 170° •Active CD: 14/13/12/11/10 seconds
[Description] The passive portion of Veteran Fighter allows Marx to regenerate a bit of health and stay moderately healthy while laning. Because it only activates when receiving damage, it can't be used to sit out and heal or roam and heal.
The active portion deals a huge amount of damage to single targets but quickly diminishes when other enemies are struck. When trying to deal damage, you want to make sure you will only hit one enemy, but if you are looking for a big shield bonus, hitting more than 4 targets allows you to gain a shield much larger than the damage amount.
E - Combat Maneuver
Marx executes a combat roll in target direction untargetably. Marx's next autoattack applies Burstfire.
Combat Maneuver cooldowns faster the faster Marx moves (5% per 10 bonus movespeed) and is unaffected by CDR.
•Range: 450 •CD: 30/27.5/25/22.5/20 seconds
[Description] This ability is what allows Marx to stack Burstfire quickly. Combined with Lucky Bullet, Burstfire will almost always be available in the mid to late game. Early game, it is essential to keep track of when Burstfire will be available to safely harass your enemy in lane. The distance allows you to catch targets and to dodge incoming damage keeping you safe temporarily. A powerful ability that allows both offense and defense.
R - Quake and Tremor
Marx fires Quake in a straight line that deals 100/160/240 (+60% Total AD)(+60% AP) physical damage to the first enemy champion it hits. Within 4 seconds, Marx can fire Tremor which will also deal 100/160/240 (+60% Total AD)(+60% AP) physical damage to the first enemy champion it hits. Quake applies on-hit effects while Tremor will deal 50% increased damage against an enemy already hit with Quake.
•Range: Global •CD: 84 seconds
[Description] Quake and Tremor are two thick projectiles that travel in a straight line. Quake is fired off first while Tremor follows directly behind. If an enemy is hit with Quake, Tremor will deal increased damage against that enemy. With a global range and a moderate speed, Quake and Tremor prove to be strong throughout all phases of the game. Catching Lucky Bullets will allow Marx's ultimate to reach powerful levels of relevance.
Log: •R - Tweaked. Quake and Tremor are now two separately activated shots. Tremor no longer applies on-hit effects. •E - Cooldown is no longer halved when used towards an enemy champion. Instead, cooldowns faster with bonus movespeed. •W - Deals less max damage with a slightly reduced scaling. Deals more minimum damage with a slightly increased scaling. •R - Tremor deals increased damaged to an enemy hit with Quake. •E - No longer cooldowns faster with movespeed. Instead, cooldown is halved when used towards an enemy champion. •Increased cooldowns for Q, W, and E. •Added descriptions for each ability. •Created image of weapon and abilities. •Posted.