[Champion Concept] Marx, One of the Seven Elite

Secluded Death··9 votes·2,151 views

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.

22 Comments

Onimarus1 votes

Where is the "this champion is trash" option in the poll?

Secluded Death1 votes

Drew up the weapon design and abilities. I'm bad at drawing so if anyone would like to draw somethin' up, feel free to; I'd love it!

MrXonte1 votes

Passive: Since he is melee why not just make him shoot one attack only? he doesnt look like a champ that uses onhit effects much, so that would make it much easier. Also every 7th attack is a bit too much i think since he doesnt look like to be that attack speed focused. W: the passive is way too strong i think. thats a garen passive with no cooldown and a nightmare for poke champs. E: sooo with about 400 movespeed with upgraded boots you have 60% cdr, but you also have 52.5% at lvl 1 already. R: how is it supposed to work? do they both fire at the same point? can you move in between shots? Needs much more description

Secluded Death1 votes

P - 2 attacks are much stronger, have double the crit chance (potentially), and apply on-hit effects twice. Much more effective than a single shot. Also, because he is still melee, these shots will apply melee on-hit effects like tiamat and hydra. Also, even though it's every 7, whenever he lands it on an enemy champion, it lowers by 1 including from E. So there will be a point where every autoattack is a Burstfire one!

W - Garen regens 0.2/0.4/1% every half-second which is 0.4/0.8/2% per second which is essentially 4 times as effective as Marx's late-game. Maybe I'll put a 4 second cooldown, but I'll have to see. It can be balanced by tweaking the other abilities.

E - I did the math for rank 5 and forgot to do the math for rank 1. I can see the strength so maybe I'll increase the % per 10 movespeed and have it set for bonus movespeed instead. Yay, more number crunching! Also thinking about adding an autoattack reset.

R - The shots firing in one animation was my intention, but I think having them 1.5 seconds apart might be a tad long. I'll see if I can change it into a double-activation.

Thank you for the review! I definitely have some things to change, tweak, and explain. I'll work on an ability-description section. Hopefully I can finish it soon~

MrXonte1 votes

P - wait so as you wrote it here does that mean if he lands it 7 times his basic attack gets replaced by the burstfire attack? and if this still counts as melee he is broken as F*ck combined with sated devourer.

W - oh my bad i thought it was 2% per second for 4 seconds. Not as bad then, but i would definitly include a cooldown on it since its still very strong if you play tanky against a poke champion

E - Definitly with bonus movement speed i suggest. This would also give him great synergy with any champ that gives speedbuffs. Autoattack reset should definitly be in there. One thing that bothers me is the thing about being halved. what is halved? the cooldown i assume? you forgot to write it down^^ but even so the towards champion part gotta be a bit weird. do you have to roll into the enemy?

R - i would definitly recommend a double activation!

No problem :) would you mind taking a look at one of my concepts too?

Secluded Death1 votes

P - After 6 autoattacks, his 7th auto is replaced with Burstfire. Burstfire is a very strong attack at any given time! I'm not familiar with the new items and their effects, but after a quick google, sated devourer sounds very disgusting with Burstfire. I may have to tweak Burstfire's values.

W - Everyone has their strengths and weaknesses. Regen will always beat poke regardless, so counterpick Marx with a fighter since Marx does best passive-aggressively.

E - Thank you for the input and clarifications! Changes will be made.

R - Okay :)

I'll take a look when I can. Most of my notes will be relative prior to Season 6 though.

LSmaster161 votes

I like the kit but maybe change the w to avoid massive burst from point blank wqw+cdr along with the damage being really unreliable in lane due to hitting one minion halting the damage. Possibly lower base damage and just 40% or so reduction for multiple targets. Either that or make q have lower reduction for other skills.

Secluded Death1 votes

Thank you for liking the kit!

I made some tweaks. Most cooldowns were increased. I don't think there is too much damage because Marx doesnt have any blinks or CC and has only 1 dash.

LSmaster161 votes

The problem isn't as much of the w damage being too high as it being really dependant on hitting one target for damage making it hard to balance the damage numbers and the combination of max CDR and the q allowing you to cast it twice back to back. What would help fix this would be to increase the damage when you happen to clip a minion or something like that and decrease the damage it would do when you only hit one target (though hitting less targets would still do more damage then hitting more if that wasn't clear)

Secluded Death1 votes

I made edits for this by lowering the max damage and increasing the minimum damage! So now hitting only one person won't hurt as bad, but getting a bigger shield from hitting multiple people will have a much more noticeable effect.

Shahamut1 votes

Im not going to comment on the kit, per say, but I do want to comment that his kit and his lore don't really seam to coincide.

Specifically, nothing about his Kit says to me "cautious" or "precise".

Based on the description, I would be expecting a more high risk/high reward kit, where as this one seems very reliable. You have some decent cooldown lengths, but that is completely countered by hitting Q. 7 seconds is a lot to take off for hitting a skill shot, and that doesnt even take into account CDR (for Q, W, and R).

Just my two cents. The concept sounds cool, but I dont think the kit fulfills what I was picturing when I read your description.

Secluded Death1 votes

Just to clarify: I did say 'precise', but I never said 'cautious'.

My abilities weren't clear enough so I added a description section. Sorry about that. For the Q, the bullet reflects like Draven's Q so it isn't guaranteed to get that cdr. Two things have to occur: Hitting an enemy champion with the skillshot, then catching the reflected bullet.

As for risk/reward, I changed the way CDR works on the E. When used towards an enemy champion, the cooldown for the E is halved. I hope that works well with the theme now!

Thank you for your two cents ☻.

Shahamut1 votes

sorry, the word you used was conservative.

Not Sungben1 votes

Did you use ToonBoom to draw the skill set? It looks like it. ( Just Curious )

Secluded Death1 votes

I actually used the Sketchbook Galaxy app from my tablet. ☻

What is ToonBoom?

Not Sungben1 votes

[{quoted}](name=Secluded Death,realm=NA,application-id=A8FQeEA8,discussion-id=XVpdWiVZ,comment-id=00050000,timestamp=2015-12-19T23:53:58.094+0000)

I actually used the Sketchbook Galaxy app from my tablet. ☻

What is ToonBoom?

It's an animating program that you can draw on for your computer. I use it both for drawing, and animating.

ShatteredSkys1 votes

Hey! ^_^ Been meaning on doing a review of your concept for a while now but finals came up so that was delayed for a long time. Anyway here are my thoughts on Marx, One of the Seven Elite!

Passive: I'm not exactly a big fan of the whole "ritual" you go through so your AA always multiburst. It's kind of inconvenient and I would imagine annoying if you had to do it every single game. This is just my opinion but why not just let him always mulitburst when he hits 6? He should have it always multibursting around the same time anyway and this would give him a clearly defined powerspike as opposed to the more inconsistent of completing the "ritual". but hey you do you.

I'm not exactly sure how I feel about Multiburst in general:/ It feels like something that can be easilly exploitable with on hit effects, like Wits End. Every AA does 84 extra magic damage and steals magic resistance, not the best example but it just makes AS/On hit builds pretty silly on him. Also how would Sated devourer interact with him? 4 times of an on hit effect?

And my last gripe with it is that it isn't very satisfying in lane. Like you get to seven AAs and you attack an opponent with 80 AD, you do 96 damage. That really isn't much at all....... I know it becomes your AA at some point but still there is no point in going for it during the laning phase.

Q: I actuality really like this ability! It's unique and creates some cool gameplay. My only suggestion is maybe make the CD reduction scale with rank? I noticed that some of your CDs are a bit huge maybe because of this skill? if not ignore this, if so it would allow you to lower the rank on the other skills.

W: I don't think the passive is really useful at all....... I mean lets say you have 1000 hp. You are in combat and heal 2% of you hp over four seconds. So that's 20 hp over four seconds, 5 hp a second....... i think that's basically natural health regen:/

As for the active i think it might it a bit oppressive in lane. I mean just W a bunch of minions and boom you gain a massive shield. What I don't get is that it says there is a minimum damage a unit can take and a cap as for how much damage you can do. So lets say you W five minion, it can only do 90 yet does 40 per target?

E: Don't really have much to say about this. Though I have no idea whether the whole MS for CDR thing works I just don't know:/

Here are some questions that will hopefully help you with your concept.

Why should I pick Maryx?

What separates Maryx from other champions? You say he's ideally a top/fighter, why should i pick him over someone say Gnar? Gnar can also lay down the ranged harass but is always ranged and can harass armor stacking tank and bruiser because of his W. he also excells in melee combat due to mega Gnar which lets him pummel down his opponents with three melee abilities as opposed to the one that Maryx has. Gnar can also act a powerful, tanky imitator and fighter. Why should I pick Maryx over any other ranged bruiser?

What makes Maryx a fighter?

I was a little confused about this. In my opinion he was some weird i don't even know champion that became an actual ADC. What makes him a fighter? I don't think he excels in melee, he has one ability that lets him stand a chance but is nothing compared to other fighters.

How would you play versus Maryx if you had to?

A concept should be both fun to play and play against. Do you think Maryx is fair? How would you play versus him if you had that chance?

How do you think Mayrx would play out in the live game?

What would he build(I'm actually quite curious about this one because i can't figure out what he would want to build, Tanky? on hit? Ad? Crit?) How would he play out during the mid game, how would he play out during the late game? etc.

Also could you do me a favor? i recently made my first concept well just the basic kit and would love feedback. Could you do a quick review for me? Thanks! ^_^

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/MzTpaEKc-wip-avalon-the-thousand-swords

Secluded Death1 votes

Thank you so much for the review!

Passive: Everyone has their own style of gameplay. Marx provides that passive-aggressive style for those who like it and I think this passive, more or less, emphasizes that style. I understand the process that it takes to achieve these Burstfires, but that's what his E helps with.

The damage may not be that strong compared to how long it took to get it while laning, but it is almost free damage considering it will have 450 more range than most enemy laners against Marx (in top lane). With the Sated Devourer, the item's description on the wiki says that it only applies once on multi-hit autoattacks:

Additionally, effects that cause you to attack more than once will only be counted once (i.e. Ranger's Focus, Double Strike, and Lightslinger) - you cannot increase the frequency that Phantom Hit will occur.

This type of gameplay really emphasizes Marx's "downtime". Allowing Marx to stack his passive is dangerous. After a point into Combat Maneuver, Marx can permanently Burstfire after about 4 stacks. When Burstfire is available on his 3rd auto, Marx can use Burstfire (making the next one available on his 2nd auto), then Combat Maneuver with a Burstfire (making his next one immediately ready), then Burstfire. Already 3 Burstfires used consecutively which is 6 instances of attacks with only more Burstfires on their way. Before these 4 stacks would probable be Marx's "downtime".

I know it sounds like his gameplay really revolves around his passive, but that is kinda what I was going for. I could put in more chances for Burstfire to come up, but that would just make it a lot stronger which would mean I would have to tweak the damage of Burstfire or just the damage in his kit overall and since I am trying to avoid giving him a utility kit because I want Marx more of an AD caster than an autoattack reliant champion, I would have to redesign the other abilities. I probably will though. Some abilities can be tweaked for a more "all-around" champion that Riot seems to be making lately, but I'm trying to avoid that kind. I want Marx to have a specific role and expertise.

Q: I actually haven't even considered making the CD reduction increase per level. It makes perfect sense! I wouldn't have to have such ridiculously long cooldowns in the early levels now, thank you.

W: Normally (as far as I know), health regen is usually in "per 5". So someone with 5 HP regen is healing 5 HP per 5 seconds which is 1 per second. So 20 over 4 seconds is actually a lot... nearly 4 times the speed. Plus with regen boosting masteries and items, it will add up as Marx gains more health. If it does end up being really small, I can give it a scaling.

The active damage is "split" so if it hits 2 enemies, each are dealt 45 damage. If it hits 3 enemies, each are dealt 40 (not 30) since that is the minimum. So if you hit 5 enemies, each enemy is dealt 40 damage. If you hit 1 enemy, that enemy takes the full 90 damage. I hope that made sense ☻.

As for the shield, I know it is a lot which is why I made it decay over two seconds. It basically just protects him from getting bursted/ganked since he is a passive-aggressive champion. I can make it give him a shield based on a lower amount of damage like 75% if that feels more comfortable. Judging by what I do with the kit, I may reduce it to that.

E: I was trying to have it look like the timer was counting down faster than normal, but visually it would seem to be confusing to judge how much time is actually left on the CD... I could just make it a flat CD reduction based on bonus movespeed on cast. Although boring, it's more reliable.

The questions are very useful, so thank you very much for those. As it stands, Marx sounds like an AD caster to me, but I don't want that. Hopefully I can come up with some ways to make Marx fit the 'top/fighter' type more.

In terms of what to build, I'm not a great person to ask. But, I envisioned Marx with a tanky on-hit build to compliment his passive, shield, passive regen, and dash. Sure building full damage makes him strong, but as you said, it takes a bit of time to 'wind up' his passive and makes him vulnerable until then with his only reliable damage coming from his W. I wanted to make him feel 'rugged' and making an all damage champion didn't really have that feel for me.

Once again, thank you for your all of your inputs and suggestions!

Optixus1 votes

Well I really like the Ult that you have there. What is moderate speed though? Ashe ult? Ezreal ult? Jinx ult? I'm wondering if I ult from top lane to snipe the enemy bottom lane, will I have time to wait and see if Quake hits before sending out Tremor?

Secluded Death1 votes

Sorry for the late reply! I would say the missile speed is fast enough where Quake could almost reach the end of the map before you can shoot Tremor.

Hope that helps ☻

FlameHalbrdOkido1 votes

These are quality concepts man, and very well maintained as well i thought the kit was largely fine (did find it a bit weird that a bullet would bounce off a champion but what eves, i have no solution for that)

When I saw the picture for the R (before I read R) I got super excited then I read R I was expecting something like the sniper rifle bullet from Wanted, where stages of the bullet fall off to keep it going. like this https://www.youtube.com/watch?v=_xHw_zAJRDk&index=11&list=PL86E07BC3A4B44032 Basically mys suggestion for R is that: Marx fires one bullet with a range of 3000 unit that pierces enemy units. Every time the ability is reactivated a stage of the bullet explodes off dealing damage in a 300 unit radius and increasing the current range by 3000 units, and increasing the damage to the next champion by 10%. This ability can be reactivated twice.

Basically each time he recasts the ability the bullet will explode and further, and because its going faster it deals more damage. But its just a dumb idea, so yeah, i just misunderstood the picture

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