Champion Idea: a Marksman. Critiques very welcomed

Navla··4 votes·955 views

A re-implementation of Kogma’s previous Attack-speed break mechanic with new twist. When critiquing, please focus on champion mechanics and not on the lack of aesthetic conceptualization. Let’s say it’s a boy, and his name is Oz.

Key details: -Meant to be weak early and hyper carry late game.
-Hyper-scale with both crits and on-hit builds -Typical fragile marksmen base stats

  • Range: 500. Very very short. ** ** Passive: Double Shot Oz fires 2 projectiles instead of 1 for his basic attacks. A projectiles does 40-55% of Oz’s 100% total AD. (90-110% total based on level). Each projectiles apply on-hit effects fully.

Q: Dash + Speed-thief Skill-shot ** Static Cooldown: 2 seconds, 2 charges. Recharge timer: 30 seconds, affected by CDR. Oz dashes toward a target direction for a short distance (400 units), and for one second he can fire a skill shot (800 units) does moderate damage and slows to the first unit hit. The shot slows for 3 seconds and Oz gains the same amount of movement speed that his victim loses for that 3 seconds ** W: Attack-speed steroid + cap-breaking CD: 12 seconds. Double Oz’s current attack speed for 4 seconds, can break regular att.spd cap of 2.50. Cannot activate until after 4 seconds into a combat. Damage modifier: 75/85/90/95/100% (does not affect damage from on-hit effects)

E: ground-targeted delayed AOE skill shot that apply a powerful debuff CD: 10 seconds. About Morgana’s W size. After 1.5 seconds delay, an area is blasted with magical light, apply a powerful debuff to all targetable units within the zone for 5 seconds. Debuff: Oz deals extra magical damage (1-3% of target’s maximum health) to enemies afflicted by the debuffed as on-hit effects. (X2 per basic attack via double shot).

**R: Applying root through basic attacks in a short window. ** After silencing himself for 1 second, Oz empowers himself for the next 10 seconds. Causing his on-hit to apply a stack of debuff. Once an enemy champion is afflicted with 6 stacks of this debuff (3 basic attacks via passive), the enemy champion is rooted for (1.5/2.25/3) seconds. Cannot be re-applied to the same target.

Key things to notice:

  1. Oz has very short range and consistently vulnerable, unlike Kog (with his steroid on). He also have damage modifier on both W and Passive to keep him in check.
  2. When he uses W, he had done his part of kiting with Q and/or his team has locked his target down. So then, he can risk to activate W.
  3. W is very weak without having landed E beforehand, especially early game. So it is still a skill-based powerhouse. And it cannot activate at the start of a battle, so Oz cannot assassinate effectively and is mandated to kiting first before he can uses his W at all.
  4. If he misses the speed-steal skill shot from Q, he will be very vulnerable. As the dash is short and his AA range is very short.
  5. When using his R, he can switch target to apply roots on different enemies. When both R and W are active, rooting would almost happen instantly.

4 Comments

Fondling Gems3 votes

R lasts 1.5 seconds at rank one. Even without W he only need 2.0 attack speed to apply this bind until his ults wears off. With runaans this can be applied to 3 champions, making him an ADC that can bind 3 people for 10 (technically 8.5) seconds. Hypercarries generally don't get safe cc like that. Vayne and Jinx are the only real Hypercarry adcs with hard cc and theirs is very conditional.

Hypercarries are also usually devoid of mobility like dashes or blinks because it makes them just about unkillable unless they get hit by hard cc and the whole enemy team instantly collapses, which is hard with merc scimitar. I can understand it in this case as he would play very similar to lucian. The issue is that he will not function as a late game hypercarry for the same reason lucian doesn't function as one.

Lucian by all numbers should function as one, but he does not for the very simple reason of lacking range. This always keeps him in kill range which even his dashes can't save him from late game if the enemy is focusing him. Short range does not make for good late game adcs. Vayne is the only functional one and she has always played as closer to a cleaner upper/flanker/backliner destroyer than a real adc. Currently she doesn't even fulfill that role and is just a splitpushing assassin.

The other big issue I want to bring up is the ability thematic overlap with Lucian. The double passive and short cd dashes are quick similar even if they activate differently. Lucian is also an adc that can get speed from hitting others and is also about the same range. In that regard there feels to be a bit too much overlap for my tastes.


Definitely some interesting ideas and a good approach to dealing with AS breaking hypercarries. There just need to be a bit more fleshed out, like the fact that he can apply on hit effects 15 times a second with rageblade, whereas a normal champion can apply on hits at most 3.75 times a second, and AS break Kog could do it at most 7.5 times a second. It means he can be hitting minions then suddenly dash up and you are dead. For reference that makes his ult bind apply in .2 seconds.

His E % health damage alone in the 4 seconds of double AS would do 60-180% of the targets health as magic damage (based on the number you go with) this doesn't include auto attack damage or on hit effects.

Just some stuff to keep in mind.

Navla1 votes

#Fondling Gems

Good critiques. I wanted to make a niche of a short-range tank-killer marksmen desgin that has attributes of a skirmisher. As you pointed out there are things i neglected (hurricane, E too op). There are things you pointed out that were intended, some that aren't.

Intended:

  • Fast rooting when used in conjunction with W. The self-silencing, his range, and W wind-up time were there to limit it. He as to plan ahead if he wants to root multiple enemies really fast.
  • I wanted him to be a short-range and mobile tank killer (hence the E, and synergy with Bork) -If he can get in range of squishies without getting blown up in time, I want to him to have the potential to kill everything (hence I say skirmisher attributes.
  • Do well with on-hit and/or crit -I forgot to mention in my original text so i edited in. The root from R does NOT re-apply to the same target.

Unintended:

  • Didn't think about hurricane.
  • I thought i added enough set-backs so he would not be unbearable (R silence, E delayed, W wind-up, damage modifier), apparently not enough
  • Your calculation is right, E is busted. I thought a delayed skill shot that requires predictions would be enough set-backs.
  • I still need to cap W, or any on-hits would still be op

_Changes

  • Passive: 50%+50% all the time. Damage modifier removed
  • Q: no change
  • W: total attack-speed increase by 60/70/80/90/100% ( effectively double at rank 5). Damage modifier set at 75% in all ranks. Attack-speed cap at 3.75 (normal is 2.50). Cannot utilize hurricane passive.
  • E: debuff on-hit damage change to 0.5/0.75/1.00/1.25/1.50 % based on level. So 1%-3% via passive.
  • R: no change.

Things to keep in mind

  • It was less an issue with the AS break KogMaw because his range. When he has that much attack speed, kiting will lose a lot of damage. This will be huge with Oz because his range (500). I imagine him finishing kiting the front-line and divers with Q and R before activating W to kill. The range and delays on his kills will prevent him from face-rolling and dive the squishies.
  • I want a short-range adc that can kill tanks effectively using attack-speed but limited to single target damage. Lucian does not do well with tanks. Sivir utilizes team synergy and aoes. Graves is tanky and does damage in chunks. I feel like this is distinct enough mechanically. I did not do any artistic conceptualization but that's another thing.
Fondling Gems2 votes

I think that would be good changes. The one thing that always worries about him is getting that rageblade, hitting cs for the passive, throwing out E on CD. If it hits activating ult then going in with Q>W and shredding the target without counterplay unless they are ashe and can stun you with ult right away.

A big thing as well is that he doesn't rely on ult for damage, just utility. That means that he can go in with full damage and not have to ult which worries me.

IDK, I tend to worry about extreme situations a lot. Probably fine. Good champion concept and updates though! Keep at it.

Hambro171 votes

In my opinion you should define what kind of character he is. Is Oz a magical character, what weapon does he use, etc.? His abilities are really well made, but again personally I think it copies off of some champions like you said as kog maw or morgana. A champion should have its own unique feel and abilities. Also, his abilities should be focused on him. I'm guessing he's some sort of magical character, with his w and all, but I mean like if he's mqgical, define what the ability does, just like riot would like... (This is a random ability I created)

Passive - Fall in Line: Kade fires with his pulse rifle. Every basic attack contain's 3 shots. (Like lulu's pix attacks) Each shot deals 25 % of Kade's total AD, increasing in power with level. At level 10, Kade can upgrade his pulse rifle by going to the shop and buying an upgraded rifle. Now each shot deals 35 % percent.

Now if this is terrible that is because I just thought of this and typing it now, but ad you can see, Kade is a physical AD carry, who can upgrade his gun at level 10, further empowering his attacks. This makes him very mid to late game as he can build attack speed, and his shots will deal more damage.

No offense, I like how you took the time for the cooldowna and all, but if you could work on some personality and uniqeness, then I know you can make a really good champion. Again no offense, thanks!

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