(Champion concept: Bruiser-Diver) Beauty de Morknaut

nelogis··5 votes·1,213 views

Well hello everyone and welcome to my champion concept!

This one is inspired from the Ork walkers in the Warhammer 40K universe. These walkers are built during a WAAAAGH!! (Morkanaut just being one type of these walkers, built as an effigy to the Ork god Mork). They are big, bulky, tough mechs that are armed to the teeth.

#Lore

Taken from: http://warhammer40k.wikia.com/wiki/WAAAGH!

"The WAAAGH! is the name given by the Orks themselves to the massive military campaigns they periodically unleash on the galaxy as part of their eternal desire to seek out combat and war. The term also applies to the key concept of Ork "kultur" around which the entire Greenskin society, if it can be called that, revolves. Barbaric and savage, the Greenskins spread across the galaxy like a viridian stain. They plague the battlefields of the 41st Millennium in great numbers, overrunning any who stand before them in a torrent of bloodshed and usually mindless violence. An Ork WAAAGH! is war on an apocalyptic scale. Orks beyond counting swarm from one world to the next. Whole civilisations are exterminated and defenders' armies laid to waste as the Orks plough ever onward in an unstoppable tide. Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. Such conflicts tend to be small-scale or localised. They never really develop beyond random outbursts of violence and looting. However, Ork populations can reach a critical mass that leads to a full-scale planetary migration. This is known as a WAAAGH!, a crusade of pure aggression that crashes through star systems in an orgy of violence.

Ork behaviour is dominated by the WAAAGH!, which is also the name given to the gestalt psychic field the Greenskins generate that affects the Ork psyche, which allows Orks to instinctively recognize who is "bigga", and therefore who is in charge, since might makes right in Ork society. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting, and as more of them congregate together in one geographical area. The WAAAGH! helps give momentum to the Orks' planetary assault campaigns, which are also known as WAAAGHs! (the Orks like to call a lot of things WAAAGH!s). Such a WAAAGH! is a cross between a holy crusade and a pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss or Warlord if the WAAAGH! is particularly massive, who is bigger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight and defeat. Ork WAAAGHs! will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.

The Imperium of Man's Tech-priests have theorized that this gestalt psychic field also has a telekinetic or quantum probabilistic effect, allowing the seemingly ramshackle and poorly designed Ork technology to work as the Greenskins expect. It is believed that the reason this hypothesis came into existence is that the Imperium adopted the Adeptus Mechanicus' religious belief that aspects of a universal "Machine Spirit" inhabits all technology, and that this Machine Spirit serves Mankind at the command of the Machine God. If this is the case, without a Machine Spirit, Ork machines could not work, requiring some psychic cause to justify their often devastating effect. Furthermore, Mechanicus Genetor Lukas Anzion has noted that many Ork-built weapons will not function at all unless wielded by an Orkoid, possibly supporting this hypothesis."

Now this lore might not make much sense in the League universe but I don't know of a faction that would build these types of mechs (Maybe Zaun? But it doesn't fit Zaun weapons) so I just took the original Lore from the 40K universe.

#Splash Art

http://wh40k.lexicanum.com/mediawiki/images/d/db/Iron-devil-morkanaut.jpg

#Champion base stats

HP: 580 - 2200 HP regen: 8 - 22 Mana: 340 - 980 Mana regen: 5 - 17 Auto attack range: 200 AD: 59 - 140 Attack speed: 0.625 Armor: 37 - 100 Magic resist: 31 - 54 Movementspeed: 335

#Abilities

https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/e/e4/Juxtapose_icon.png?version=bca44161bee18ffbf9144f510ce7198e[/img] **Passive: ** Gretchin is here!: Every 30 seconds (-1 second per champion level) you gain a Gretchin (maximum of 5 Gretchins). Each Gretchin, if idle, starts to repair Morkanaut by 0.05% of maximum HP per second. Gretchins have 200/500/1500 HP and 50 of each resistance (based on R levels).

I love me some scrap!: Champion, large monster, large minions and tower takedowns (also counting friendly towers and Waaagh Towers) drop a stack of scrap near the unit. Morkanaut may salvage scrap (2 second channel that gets interrupted upon taking damage) to give him a temporary shield of 5% maximum HP (up to 5 stacks). He can send off a Gretchin to salvage the scrap by left-clicking it. The Gretchin needs 5 seconds to salvage it and can be killed. Scrap piles disappear after 60 seconds.

Additionally, Morkanaut gains special bonuses for collecting srap:

  • Betta kogwork! (20 stacks): Morkanaut gains 10% CDR
  • DAKKA DAKKA DAKKA (50 stacks): All the Dakka ignores 50% Armor
  • How high you wan'it boss?!: (80 stacks): Waagh towers become immune when they are affected by the W shield
  • We are da bigga!: (100 stacks): WAAAAAGH!! now grants 20% damage reduction

https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/2/2b/Flak_Cannon_icon.png?version=c3125b2a3bc432d2c03ad56984858e4b[/img] Q: All the Dakka!

Cooldown: 15/13/11/9/7 seconds Cost: 40/50/60/70/80 Mana Range: 650

Morkanaut fires his multi-minigun into a direction dealing 5/7/9/11/13 (+5% bonus AD) physical damage in an AOE every 0.1 seconds for 3 seconds and slowing enemies hit for 20%. He can walk freely while performing this ability (Kind of like Lucian ult). Champions or enemy towers hit for 1 second drop a stack of scrap and Morkanaut shreds their armor by 10%.

WAAAAAGH!!: If activated within AA range Morknaut will grab the target unit for 1 second shooting through them and picking up the scrap immediately. Enemy champion and tower takedowns reduce the cooldown of this spell by 50%.

https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/d/db/Magnetic_Field_icon.png?version=badad13a37f7fd02281fbc39d1692a34[/img] W: Electromagnetic science sounding thingy shield!

Cooldown: 20/18/16/14/12 seconds Cost: 80/90/100/110/120 Mana

Active: Morkanaut jumps in the air for 0.5 seconds and activates a shield 100/150/200/250/300 (+10% of maximum HP). While the shield is active, scrap piles are drawn to Morkanaut within a 350 unit radius.

Recast: Morkanaut sacrifice his shield to shoot a projectile that deals 100/130/160/190/220 (+ 200% bonus AD) physical damage in an area of Galio taunt and leaves a dome behind for 3 seconds. Allies who walk into the dome will be granted 50% of the original shield and enemies will get slowed for 20%/30%/40%/50%/60% while in the dome.

WAAAAAGH!!: The shield gets enhanced (+20% maximum HP instead of 10%), the Dome grants 100% of the original shield and stuns enemies for 1 second on top of slowing them.

https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/6/60/Power_Cogs_icon.png?version=d1cb46d175ff8c829a8d42abe634d5be[/img] E: Waaagh Tower!

Cooldown: 50/45/40/35/30 seconds Cost: 3 Gretchins and 100/150/200/250/300 HP

Morkanaut sacrifices Gretchins and gives them tower parts to start building a Waaagh Tower anywhere on the map.

  • The tower needs 90/70/50/30/10 seconds to be built (not affected by CDR).
  • HP: 400/600/800/1000/1200 (+50%/60%/70%/80%/90% maximum HP).
  • AD: 40/60/80/100/120 (+50%/60%/70%/80%/90% total AD).
  • Towers can't be critically hit.
  • 1 attack speed.
  • 30/50/70/90/110 (+35% (MR+Armor)) of each resistance.
  • Towers take 3x more damage while being built and have no resistances.
  • There can only be a maximum of 2 Towers.
  • Towers spawn a scrap pile near them every 180/120/60 seconds (based on R levels)
  • Towers also gain a shield upon W activation if Morkanaut is in a range of 2000 units.
  • Towers are marked on the minimap as soon as an enemy had vision of it.
  • Towers can be left clicked to channel a WAAAAAGH!! (180/120/60 second cooldown) that lasts for 3/5/7 seconds (2 second channel that can be heard globally). Only Morkanaut will be affected by the WAAAAAGH!!. He has to be near the tower to gain the effect but can leave the tower after gaining it without losing the effect.
  • Towers gain the WAAAAAGH!! effect (Through R cast) whereever they are.

WAAAAAGH!!: Spawn 2/4/8 Nobz over the duration of 8 seconds (Based on R level). Nobz have 500/1000/2000 HP, 50/100/200 AD, attack once per second, 100 of each resistance and behave like minions. Upon killing a champion or destroying a tower the Nobz salvage the scrap automatically and become Mega-Nobz gaining 100/200/400 of each resistance (based on R levels).

https://d1u5p3l4wpay3k.cloudfront.net/dota2_gamepedia/d/d5/Berserker%27s_Rage_%28melee%29_icon.png?version=acb996e91267a476ce0443acdb6787e1[/img] R: WAAAAAGH!!

Cooldown: 120/100/80 seconds Cost: 100 Mana

Morkanaut channels for 2 seconds (can be heard globally and interrupted upon taking damage, putting this ability on a 20 second cooldown) and unleashes the WAAAAAGH!! For 4/6/8 seconds The WAAAAAGH!! grants melee champions in range (Galio ult impact size) and self 30%/50%/70% bonus movement speed and 10/20/30 (+20% total AD) bonus AD. These buffs are lost upon leaving the area near Morkanaut. Morkanaut overheats and damages enemies nearby by 30/50/70 (+ 25% bonus AD) physical damage per second. Damging enemy champion increase the damage dealt by this ability up to a bonus of an additional 100%.

The WAAAAAGH!! warcry would sound like something like this: https://youtu.be/MhvPlzelj9I?t=2m17s

#Playstyle

Morkanaut is a late game Juggernaut / Frontliner with a deadly engage (Similar to Kled). He has to plan his engages ahead since the channel of his ult can be disrupted by damage alone. His W allows him decision making midst in a teamfight (to protect yourself or help teammates / do extra damage). Not only that but he has an ace up his sleeve, when used correctly his Waagh towers can splitpush lanes while an engage is happening and once the splitpush was successful the buffed up Nobz will be hard to deal with. His towers should be used carefully in the early game since Gretchins are hard to come by and the tower needs protecting while it is being built. Once built those towers can seal off entrances to areas, replace fallen towers and regain map control.

#Concerns

  • Without his ult he is going to get kited into oblivion.
  • I might need to nerf his scalings. I didn't want him to be built pure tank so I gave him low base damage but high scalings and might have went overboard with it.
  • 8 Nobz with 500 Armor, 500 MR, 2000HP each could be hard to deal with (But that is in the late game and he should be a late game champion)

Please share your ideas to this champion and critisism!

Edit 1: I'm sorry for all the edits but I finally fixed the splash art and some typos, also all ability art is taken from Dota 2 ability icons. Edit 2: Added resistances to the tower and a disappear timer to scrap piles Edit 3: Passive nerfed from 50% max HP shield to 40% (also it should have been temporary not permanent my bad) Edit 4:

  • Passive changed and nerfed (more scrap piles drop + scaling bonuses with scrap piles but shield now only 25% max HP instead of 40%)
  • Q: empowered effect changed
  • W: Added scrap pile magnet
  • E: Added a waaagh channel on towers
  • R: Old Q empowered effect moved to R (effect changed slightly)

18 Comments

Tails90162 votes

Sees ultimate

Aatrox's wet dream?

nelogis2 votes

Now that I think of it... it would fit Aatrox very well wouldn't it? ^^

But I think a reverse Galio ult with that effect for him might fit him better, like ulting an enemy that got damaged by a friendly champion (so you can't engage where there is no battle fitting his lore), flying up the air, landing, dealing damage and buffing your team up

That would look cool!

Bârd2 votes

I think his base HP should be lowered significantly, since a regular amount of base HP on a champion who can have a passive 50% max HP shield is insane.

In return, his "scrap" HP should be subject to Gretchin repairs, maybe at an increased rate.

nelogis1 votes

yeah I might have went overboard with that, I will reduce it to 30% since his towers would be nerfed heavily too if his base HP is lowered.

I don't quite understand what you mean with Gretchins repairing the scrap shield, the shield doesn't refresh or anything he just picks it up and stays there until it's destroyed.

Do you mean that his shield should be repairable with Gretchins but not his HP?

Edit: I just saw my mistake I said it would be permanent it is of course temporary shield that just has no time until it runs out.

Azuregore2 votes

The best means of Attack is Defence, an' the best means of Attack is a really really Big One, right, with lots of Boys an' dead big shooty things an' what have ya.

nelogis1 votes

Nice big mech with shooty things I got'ere! I need a lot'o boyz to pull'is off! You innit or not?

(God i love the way these guys speak)

Azuregore1 votes

Jus' bring da big shooty things an' lots o' dakka!

FlameHalbrdOkido1 votes

I could see either a Noxian that moved to Zaun building something that resembles the splash art, or a Zaunite moving to Noxus doing the same

feels like he gets too close to too many already existent themes for this to be an actual future champ

nelogis1 votes

Yeah maybe ^^

But I would like to hear what themes he gets too close?

I mean his passive is HP regen / Scrap piles. Yes the HP regen is used a lot of times but thats not really his main passive. Collecting scrap piles that give him temporary bonuses isn't used anywhere in League (Closest thing is Bard but he gets permanent buffs + his chimes are random).

Q: Well yeah every champ just has a generic damage / cc-spell and that one is exactly that. It is kind of new since the damage application (every 0.1 seconds) is also nowhere used in league which gives him a true feeling that he uses a minigun.

W: Self shield is generic but he has a charge up time and can sacrifice this shield to give it to allies or cc and damage enemies. I don't know of a single ability that does even remotely something like this.

E: Nowhere in hell this already exists. The closes thing is Azir towers and these can't be compared to one and other at all.

R: I'm going to say that this one is kinda... ehhh... Kled and Sivir do the same thing yeah. But he only buffs melee and enhances his abilities. Tried to make it as unique as possible.

Would like to hear why you think he feels generic, since I myself think he is a unique character.

FlameHalbrdOkido1 votes

{quoted}

Yeah maybe ^^

But I would like to hear what themes he gets too close?

I mean his passive is HP regen / Scrap piles. Yes the HP regen is used a lot of times but thats not really his main passive. Collecting scrap piles that give him temporary bonuses isn't used anywhere in League (Closest thing is Bard but he gets permanent buffs + his chimes are random).

Q: Well yeah every champ just has a generic damage / cc-spell and that one is exactly that. It is kind of new since the damage application (every 0.1 seconds) is also nowhere used in league which gives him a true feeling that he uses a minigun.

W: Self shield is generic but he has a charge up time and can sacrifice this shield to give it to allies or cc and damage enemies. I don't know of a single ability that does even remotely something like this.

E: Nowhere in hell this already exists. The closes thing is Azir towers and these can't be compared to one and other at all.

R: I'm going to say that this one is kinda... ehhh... Kled and Sivir do the same thing yeah. But he only buffs melee and enhances his abilities. Tried to make it as unique as possible.

Would like to hear why you think he feels generic, since I myself think he is a unique character.

I didnt really mean his abilities I meant more his theme/look

It reminds me very much of Corki, Rumble, Hiemerdinger, and Urgot

if u wanna talk abilities Q is like Corki and Rumbles Q, W is by far the best and most unique ability, E reminds me of hiemerdinger and Azir his look reminds me of Urgot and Rumble, his theme and some abilities are just a bit to close to all of those

nelogis1 votes

Yeah his Q is just the "generic" damage spell. I thought of making it a flamethrower but it reminded me too much of Rumble like you said. Now yeah it is similar to Rumble and Corki but at the same time this one shoots in a straight line and not in a cone, Morkanaut can walk freely while Corki and Rumble have to face the enemy to deal damage. It is a mix of those 2 + Lucian ult which I think is unique enough

But his E can't be compared to heimer turrets... at all

Maybe you didn't quite read the ability right, those are ACTUAL turrets with like 5-6k Hp in the late game and hit harder than normal turrets. They can't be critted.

He can build these anywhere on the map and they stay there until they are destroyed or Morkanaut starts to build a third turret which will then destroy the oldest turret on the map.

Those turrets spawn strong "minions" as soon as he ults and those push down a lane.

Heimerdinger turrets are just little thingies that do like 50 damage a pop, Azir turrets can only be placed on fallen turrets and destroy themselfes at some point.

Literally the only thing they have in common is that they are called turrets/towers and kill enemies

And from a design perspective... Urgot is half man half machine, Morkanaut is more of a Rumble thing. But again the only thing similar is that these machines are not controlled by themselfes. Rumble's maschine is a goofy "mad-scientist" kind of machine. Morkanaut is a machine to do nothing but to destroy, salvage the rubble and become stronger and stronger.

What I want to say is.. yes they are similar in a single aspect but you can't make a champ that doesn't remind you of something in some way or form in League nowadays without it being ridiclous (Yes a guy fighting with Donuts is new and there is a reason why it isn't used)

Newest champion Zoe for example:

Her Q = Nidalee Q / Varus Q Her W = More or less new but it's using already existing spells so.... Her E = Xerath E on steroids Her R = Half an Ezreal/Kassadin jump / Renekton dashing forward and backwards

Design = Lux

Ornn:

Q = Skarner E with a pillar at the end W = Naut shield (also let's him do more damage but no brittle I guess) E = AOE Vayne condemn / Poppy charge R = New

Design = New I guess (Voli?)

FlameHalbrdOkido1 votes

{quoted}

let me approach this as a new angle if I may

Honestly its less about the abilities than it is about the over-all theme/ appearance Sure at this point its darn near impossible to create unique spells - the likes of which that have never been fathomed before, yeah its not common/easy

you are not wrong in that sense, what you may be missing the point when u gave examples of Ornn and Zoe is that while their skills/abilities may have echoes of older ones in them, their themes and appearances for the most part are pretty unique and different from other champs.

Ornn is a magma/earth demi-god from a realm of ice, not to mention a blacksmith of weapons and the Freljord's terrain itself with a gruff loner exterior yet softish interior type pf personality. There's no other champ like this Zoe's main theme is trickster or demi-god of mischief with a space theme, she is a child who is thousands of years old and messes with reality for fun

Their theme makes them unique and allows their abilities to come together to form something new

While the theme/appearance at 1st glance isnt very unique from Rumble (I can ONLY say this due to the fact that I don't have the same lvl of info on the lore surrounding Morknaut as u do and thus cannot pick out all the unique details that differentiate him from Rumble like you can; this would go for a lot of players if this did become a real concept) I did pick up on a few key themes that I think you would do well on to emphasize GREATLY in his theme and abilities. I think that is what you need to differentiate the Morknaut from other champs that are kinda similar.

1.) "the Greenskins spread across the galaxy like a viridian stain. They plague the battlefields of the 41st Millennium in great numbers, overrunning any who stand before them " This is a great part of his theme well implemented in his passive and E

2.) "A torrent of bloodshed and mindless violence" Im not sure how you would infuse MORE of this part of the theme into the abilities, but its def there in the lore. I guess the kit just doesn't have that unhinged feel to me yet cause I can't see it in game, but I'm sure that while ulting it would come across JUST fine.

3.) "an apocalyptic scale" again it just feels like something is missing or could be taken the next lvl under the right circumstances. But again thats probably just cause I can't see it in-game. The think the main issue with sub-themes 2 and 3 and why they don't seem apparent is that his abilities focus more on the mechanics/machines that the Morknaut can produce rather than the world ending violence that they are renown for. Sure the world ending violence comes as a product of their machines and without them it wouldn't be the bloodshed and mindless violence on the same level, and sure u can see the results of the machines doing just that over time in-game and when Ulting, but it seems like the world ending violence comes as a result of the machines RATHER than the machines coming as a result of THIRST for world ending violence. Instead of the mindless thirst for violence being an equal part of the theme it seems like its a sub theme to that of the machines... THAT is what makes Morknaut kinda similar to Rumble at the moment. Rumble is all about the genius of the machine made of scrap (and showing people that he's more that a runt - as a subtheme). Morknaut in actuality on the other hand is a PRODUCT of the never ending thirst for mindless violence on an apocalyptic scale. That is what separates them, but its NOT apparent enough, at the moment all that shines through is the machines, for both of them.

These walkers are built during a WAAAAGH!! From ur lore intro i know that a "WAAAAGH!! is a massive military campaign they (orks) periodically unleash on the galaxy as part of their eternal desire to seek out combat and war." Thus a Morknaut is a product of "their eternal desire to seek out combat and war," not that the Morknauts give birth to the combat and war, except ur kit emphasizes the machines and the Morknaut MORE than the "eternal desire to seek out combat and war, apocalyptic scale torrent of bloodshed and usually mindless violence." On the other hand the lore intro which I think is the best interpretation of what u were going for emphasizes these primal aggressive themes more than the machines. Morknaut should be the seamless connection between the machines and savagery that walks the RAZOR EDGE between them, getting cut in the process and brutally fighting thru it all. I think E does the apocalyptic scale just about justice, but it doesnt meet the others, which is ok, they can be picked up in the other skills You have these themes of #2 and #3...USE IT. It should be ESPECIALLY apparent during ulting. And that may be a big part of the issue: That Morkanaut onlyt TRULY unleashes its torrent of bloodshed and mindless violence while ulting and in actuality, they would probably be like that ALL the time, perhaps if they could unlock a weaker version of their ult from time to time, perhaps just strengthening ONE ability, perhaps something along the lines of Kled or Gnar with their uncontrollable outburst of violent abilities/tendencies.

4.) "Morkanaut is a machine to do nothing but to destroy,** salvage the rubble and become stronger and stronger**" THIS. I want more of THIS emphasized in the kit. I think its the best and most defining feature of what the theme is but, you've relegated it to just the passive, and that makes it feel less impactful and like its not important when it should probably be at the FOREFRONT. I WANT Morknaut just tearing into enemies with his Minigun skill: All the Dakka! destroying shields and armor, picking up the shards of the defenses and using them to bolster their own defenses or offense. I WANT Morkanaut tearing after enemies with the enhanced blood lust while ulting, and theres something for the shield ability to provide for his endless thirst for violence.

FlameHalbrdOkido1 votes

Quick Question as a 200 ranged champ, is Morknaut melee or ranged?

What would u think about the following

Passive: Gretchin is here!: Every 30 seconds (-1 second per champion level) you gain a Gretchin (maximum of 5 Gretchins). Each Gretchin, if idle, starts to repair Morkanaut by 0.05% of maximum HP per second. Gretchins have 200/500/1500 HP and 50 of each resistance (based on R levels).

I love me some scrap!: Champion, tower, large monster or large minion takedowns (counting ally towers and Waaagh Towers) drop a stack of Scrap near the unit. Morkanaut may salvage scrap (2 second channel that gets interrupted upon taking damage) to give him a shield of 8% maximum HP (up to 5 stacks). He can send off a Gretchin to salvage the scrap by left-clicking it. The Gretchin needs 5 seconds to salvage it and can be killed. Scrap piles disappear after 60 seconds.

(added large monsters and large minions so this passive doesn't lead to a feast or famine gameplay)

is Q a linear AoE or do the shots stop at the 1st enemy? If they stop at the 1st enemy that would make it more like Lucian's ult if thats what u were going for which is fine.

Q: All the Dakka! Cooldown: 15/13/11/9/7 seconds Cost: 40/50/60/70/80 Mana Range: 650

Morkanaut fires multi-minigun bullets in a locked linear target direction dealing 5/7/9/11/13 (+5% bonus AD) physical damage to the first enemy they collide with every 0.1 seconds for 3 seconds and slowing enemies hit for 20%. He can walk freely while using this ability. Every sec Morkanaut damages an enemy or tower they drop Scrap and he reduces their armor by 10% dmg dealt for 3 sec.

WAAAAAGH!!: If activated within AA range Morknaut will stab/grab the target unit for 1 sec shooting through them and Entangling them to Morknaut's position and granting Morknaut a front facing shield for the unit's HP. Hitting an enemy shield, barrier or champion made terrain it reduces the duration of the ability by 5/10/15/20/25%. Collecting Scrap will grant bonus this ability bonus AD for 2 sec.

"Oi Me likes how dis fits themes 2 and 4 betta! ALL Morkanaut wants ta do is mow down mo enemies ROIT? Naw I shreds ahrmor and use it for meself." And while Ulting Morkanaut's true thirst for violence becomes apparent when they grab and unit and shoot through them while using them as a meat shield, "Git ova ere an be ma shootin shield!" furthermore it is also able to get those pesky shields and walls out of the way so it can keep on massacring, "git deez walls outa ma way so I can kills yus faster!"

W: Electromagnetic science sounding thingy shield!

Cooldown: 20/18/16/14/12 seconds Cost: 80/90/100/110/120 Mana

Passive: Enemy units that have been damaged by Morkanaut and Scrap within a 350 unit radius AoE, are slowly drawn to its center while active. Every time Morkanaut gathers Scrap this ability's CD is reduced by 0.25 sec. Active: Morkanaut jumps in the air for 0.5 seconds and activates a shield 100/150/200/250/300 (+10% of maximum HP). Recast: Morkanaut sacrifices his shield to shoot a projectile that deals 100/130/160/190/220 (+ 200% bonus AD) physical damage in an 350 unit AoE and leaves a dome behind for 3 seconds. Allies who walk into the dome will be granted 50% of the original shield and enemies will get slowed for 20%/30%/40%/50%/60% while in the dome.

"Da best defense is MOAR OFFENSE!" This passive feeds into themes 2 and 4 GREATLY as it rewards being aggressive and make Morkanaut stronger for doing so. its hard to come up the a MORE aggressive way for this ability to fit the mindless violence theme, hopefully the new passive helps...cause its a shield and all...WAIT it. GOT it.

WAAAAAGH!!: The shield gets enhanced (+20% maximum HP instead of 10%), the Dome grants 100% of the original shield and stuns enemies for 1 second on top of slowing them. When Morkanaut damages enemies within the AoE 50% of their shields HP will be stolen and granted to Morkanaut while he's within the AoE. Upon each cast Scrap will be instantly pulled to Morkanaut damaging and pulling enemies in by 100 units if they collide.

For the E Morkanaut could sacrifice scrap to shorten the build time on the towers

R: WAAAAAGH!!

Cooldown: 120/100/80 seconds Cost: 100 Mana

Passive: Every 15 sec Morkanaut will get Ticked, getting hit by neutral units or an enemy champ will Enrage Morkanaut, if Morkanaut damages an enemy champ while Enranged the next ability will be enhanced. Active: Morkanaut channels for 2 seconds (can be heard globally and interrupted upon taking damage, putting this ability on a 20 second cooldown) and unleashes the WAAAAAGH!! For 4/6/8 seconds The WAAAAAGH!! grants melee champions in range (Galio ult impact size) and self 30%/50%/70% bonus movement speed and 10/20/30 (+20% total AD) bonus AD. These buffs are lost upon leaving the area near Morkanaut. Morkanaut overheats and damages enemies within 300 units by 60/80/100 (+ 40% bonus AD) physical damage per second. The more damage Morkanaut deals the more more damage and range the overheat will deal up to 150% dmg and radius increase.

Moved old Q Ult buff straight to the Ult, because that part doesn't have that aggressive feel to it that themes 2 and 3 are.

I think i finally get Morknaut now tell me what you think

A few of these suggestions were inspired from an older champ concept of mine adding another old concept that inspired these new ideas

nelogis1 votes

Thank you a lot for all the constructive feedback!

Im going to answer all 3 comments of yours in this one

Comment Balance changes:

I like the idea of large monsters dropping scrap but not so sure about large minions (especially when he has other means of dropping scrap like the Q change you suggested). Because you have to see thats a 40% max HP shield at 5 stacks of scrap on a bruiser. Bruisers have A LOT of HP. This will make him overtuned. But I like the idea of him going jungle.

Q: I thought of it going through all enemies like an AOE The armor shred is a good idea but I would make the scrap drop only work on enemy towers and not all towers.

empowered: So wait he stuns a guy for 1 sec and then also drags him around? that is WAY too strong. That is a Skarner ult on steroids on a basic ability. I like the 1 second stun on melee cast but the second part is too strong (it fits his lore and all but gameplay>lore when it comes to balancing ^^). Hitting enemy shields, barriers and champion made terrains to reduce the cd is also kinda just extra and niche (I would make it so the ability resets 50% of its CD if Morkanaut gets a takedown)

W: The idea that he auto collects scrap while the shield is active is cool ima add that but the enemy suck up thing is overtuned, you wouldn't be able to get away from Morkanaut at all if it did that. So you want him to have a mechanic where he steals shields? that wouldn't fit him, if anything something like "he deals additional damage to enemy shields while in the dome" would fit better but again that is making the ability overloaded.

E: Nonononono an early game Waaagh tower completely seals off an entrance (a 1 v 1 with a lvl 4 champion would make it so the enemy champion is going to lose 90% of its hp or even going to die). If he is able to make these faster in the early game then it is going to be OP.

R: I thought of waaagh towers having an extra ability. When you click on a waaagh tower it channels a waagh for 2 seconds and activates it for 5 (Morkanaut can pick up the buff and walk away with it but other champions wont get buffed). I will add that instead of the R passive.

passive: hmm the overheating on the R and making Q more unique is a good idea. but the DMG and radius ramp up is scary. I will need to tune with the numbers a bit.

But you know what? Now that there is a lot more ways to get scrap I think I will rework his passive a little bit (so he grows stronger and stronger and not only gets a temporary shield)

Comment about making Morkanaut a Juggernaut:

Uhmm both Kled and Morkanaut want to get in a fight or start a fight in that regard. So I kind off classify both as divers

Comment about the Lore and Design:

My english is not the best so you have to pardon me here if I misread some stuff ^^ Morkanaut (and other big walkers like Gorkanaut etc.) are ONLY made in an ongoing WAAAAAGH! So yes these walkers are a product of that slaughter. Your suggestions are ideal to make him more unique and bloodthirsty and I thank you for that! I will change the abilities and do some number tuning to make it more balanced and fit his lore better.

Edit: Alright so I nerfed the passive shield, added bonuses for collecting scrap and put in the large minion scrap drop for it. Edit: And yes Morkanaut is melee

FlameHalbrdOkido1 votes

{quoted}

I like the idea of large monsters dropping scrap but not so sure about large minions (especially when he has other means of dropping scrap like the Q change you suggested).

Ur right large minions might be overtuned, so it should be ok if the the only additional ways of getting scrap were thru Q and large monsters

Q: I thought of it going through all enemies like an AOE The armor shred is a good idea but I would make the scrap drop only work on enemy towers and not all towers.

ok new description might be something like this: Morkanaut fires multi-minigun bullets in a locked target direction dealing 5/7/9/11/13 (+5% bonus AD) physical linear AoE damage every 0.1 seconds for 3 seconds and slowing enemies hit for 20%. He can walk freely while using this ability. Every sec Morkanaut damages an enemy or enemy tower they drop Scrap and he reduces their armor by 10% dmg dealt for 3 sec.

empowered: So wait he stuns a guy for 1 sec and then also drags him around? that is WAY too strong. That is a Skarner ult on steroids on a basic ability. I like the 1 second stun on melee cast but the second part is too strong (it fits his lore and all but gameplay>lore when it comes to balancing ^^). Hitting enemy shields, barriers and champion made terrains to reduce the cd is also kinda just extra and niche (I would make it so the ability resets 50% of its CD if Morkanaut gets a takedown)

Entangle means the affected unit cannot control their movement or use basic attacks, they can still use abilities tho. Skarner's ult is Suppression which means the affected unit can do NOTHING. Additionally this Q is for 1 sec and Skarner's ult is for 3 sec additionally Skarner's ult has more range. Additionally Morkanaut must activate 2 abilities which means 2x the cost and CD, this means that Skarner's ult is actually stronger than Morkanaut empowered Q. But if ur saying its stronger because Morkanaut gains a shield (Skarner can also activate his W shield tho) and can still attack other champs, i can kinda see that, but imo that just kinda equals out the abilities' strengths.

But if u still don't agree, ok its ur concept a better description could look like this

WAAAAAGH!!: If activated within AA range Morknaut will stab/grab the target unit for 1 sec shooting through them and (omitted because Q is now a Linear AoE ability) Entangling them to Morknaut's position. Collecting Scrap will grant this ability bonus AD for 2 sec. Takedowns refund 50% of the CD

W: The idea that he auto collects scrap while the shield is active is cool ima add that but the enemy suck up thing is overtuned, you wouldn't be able to get away from Morkanaut at all if it did that. So you want him to have a mechanic where he steals shields? that wouldn't fit him, if anything something like "he deals additional damage to enemy shields while in the dome" would fit better but again that is making the ability overloaded.

ok no enemy pull or enemy shield steal

E: Nonononono an early game Waaagh tower completely seals off an entrance (a 1 v 1 with a lvl 4 champion would make it so the enemy champion is going to lose 90% of its hp or even going to die). If he is able to make these faster in the early game then it is going to be OP.

ok

R: I thought of waaagh towers having an extra ability. When you click on a waaagh tower it channels a waagh for 2 seconds and activates it for 5 (Morkanaut can pick up the buff and walk away with it but other champions wont get buffed). I will add that instead of the R passive.

passive: hmm the overheating on the R and making Q more unique is a good idea. but the DMG and radius ramp up is scary. I will need to tune with the numbers a bit.

thanks, dmg amp doesnt need to exist

But you know what? Now that there is a lot more ways to get scrap I think I will rework his passive a little bit (so he grows stronger and stronger and not only gets a temporary shield)

YES YES YES, perhaps he gains additional armor or HP

Uhmm both Kled and Morkanaut want to get in a fight or start a fight in that regard. So I kind off classify both as divers

Yes they both want to get in a fight and start fights, but what Classifies a diver is their ability to reliably gain access to the back line via mobility for the most part or some other mechanic (to a lesser extent). A Diver needs to be able to get to the target they want to engage them preferably take them out, before commencing to wrecking havoc on the rest of the enemies. Camille, Kled, Yasuo, Irelia are all divers, they all DIVE into the enemy team most likely the squishies with some form of mobility and then either eliminate or disable them. Only Olaf and Skarner are exceptions for not having a dash mobility for key reasons. Olaf's ult disables CC so he can't get kited, and Skarner...should actually be classified as a Juggernaut, but his Ult is exceptionally gud at disabling a target if he can get to them.

Morkanaut doesn't have a way to either Dive or Avoid being kited, as the MS portion of his ult can still be negated with CC, thus I would classify him as a Juggernaut.

Comment about the Lore and Design:

My english is not the best so you have to pardon me here if I misread some stuff ^^ Morkanaut (and other big walkers like Gorkanaut etc.) are ONLY made in an ongoing WAAAAAGH! So yes these walkers are a product of that slaughter. Your suggestions are ideal to make him more unique and bloodthirsty and I thank you for that! I will change the abilities and do some number tuning to make it more balanced and fit his lore better.

Edit: Alright so I nerfed the passive shield, added bonuses for collecting scrap and put in the large minion scrap drop for it. Edit: And yes Morkanaut is melee

FlameHalbrdOkido1 votes

Are u sure u wanna relate Morkanaut to Kled? Kled is a diver while Morkanaut is a Juggernaut

FlameHalbrdOkido1 votes

Glad i could help

FlameHalbrdOkido1 votes

O.O

Betta kogwork! (20 stacks): Morkanaut gains 10% CDR DAKKA DAKKA DAKKA (50 stacks): All the Dakka ignores 50% Armor How high you wan'it boss?!: (80 stacks): Waagh towers become immune when they are affected by the W shield We are da bigga!: (100 stacks): WAAAAAGH!! now grants 20% damage reduction

Cou'int get betta.

More from Concepts & Creations

More by nelogis