Craxinay, the Missile Specialist

Stacona·9/2/2015, 10:43:22 PM·1 votes·407 views

Craxinay [craks-zee-nay] doubles as both a duo-lane marksman and a middle-lane mage that well specializes in missiles.... lots and lots of missiles... Jinx may or may not have a thing for him, which Craxinay must have a special kind of... booom... to him to get Jinx's attention, that girl only cares about explosions and destruction and wreaking havoc!

So Craxinay has multiple ways to get out missiles (and rockets) to his target in different ways and fashions, one being his passive that has two different ways of going about it. One way involves him using a multi-launcher that after waiting for all the missiles to load can deal tremendous burst damage BUT takes a long time for all 6 missiles to be loaded, while the other weapon is a rapid-fire-launcher so you do not wait at all to use this weapon and his rockets deal reduced damage but every 3rd rocket on the same target has some extra boom to it!

(NOTE: Any questions, concerns, or unsure about something, then feel free to ask!)


Basic Attack Range: 625 units

Missile Mayhem! (Passive): Craxinay's basic attacks apply a stack on his targets for 3 seconds and every 3rd stack on the same enemy deals 125%(+75%AP) bonus physical damage and removes the stacks on that target, but his basic attacks deal 75% damage instead of 100% damage, minions and monsters always take full damage.

Craxinay loads a rocket into his multi-launcher one every 6 seconds without attacking anything with his basic attacks up to a maximum of 6 rockets at a time. Craxinay's next basic attack is changed and will launch and remove all current rockets loaded to deal (+125%AD)(+40%AP) magic damage and (+25%AD)(+20%AP) additional magic damage for every rocket loaded into the multi-launcher beyond the first, the attack damage ratio may critically strike.

Cluster Bomb (Q): Cooldown: 6/5/4/3/2 seconds; Cost: 40/45/50/55/60 Mana; Static Range: 1000 units Craxinay launches a cluster bomb that arcs over to a fixed target location, if it strikes an enemy when it lands it deals (+20%AD) physical damage.

Reactivate Cluster Bomb while it is in mid flight to release the 9 mini bombs in it to land directly under where the cluster bomb was released, the spread increases based on how high the cluster bomb was when the mini bombs were released to deal (+16/17/18/19/20%AD)(+15%AP) magic damage to struck enemies for every mini bomb that strikes them, minions take double damage.

Insanity (W): Cooldown: 1 second; Cost: 4/5/6/7/8% current health per basic attack with a minimum of 15/20/25/30/35 Health Craxinay breaks the rules of the game and starts to go insane because of it!

Toggle ON: This causes Craxinay to cap his attacks speed and set his attack speed cap to be 2.5/3/3.5/4/4.5 attacks per second instead of at 2.5 attacks per second and deals 2/2.5/3/3.5/4(+1% per 150AP) of the target's maximum health as bonus magic damage on-hit. All physical damage from his basic attacks is reduced by 50%.

Missile / Homing Missile (E): Cooldown: 12/11/10/9/8 seconds; Cost: 60/70/80/90/100 Mana; Range: 1500 units Craxinay fires a missile in the target direction to deal (+140/155/170/185/200%AD)(+80%AP) true damage to the first enemy struck.

If Craxinay holds down the skill key with the mouse cursor over his target for 1.5 straight seconds minimum then Craxinay locks-on to that target and the missile will home in on that target instead of firing off in the target direction to deal the same damage to the target, but locked on missiles cost an additional 40 Mana to use. Basic attacks are disabled whiling attempting to lock-on to a target.

MAD MISSILE!!! (R): Cooldown: 160/120/80 seconds; Cost: 100 Mana; Range: Global [delay based on target location and launched location] Craxinay launches a catastrophic large missile and extremely powerful missile to the target location that even damages allies if they are found caught in the blast zone, it cannot execute ally units, to deal a massive 500/800/1100(+250%AP) to 50/80/110(+25%AP) magic damage to all units struck based on how close they were to the centre of the blast; Craxinay, minions, and monsters take double damage from MAD MISSILE!!! if they were caught in the blast radius.

This magic damage cannot exceed 80% of a target's maximum health.


Missile Mayhem!: The wait portion only deals magic damage, there is no physical damage here, which is why the first rocket deals 125% ad and the rest deal 25% ad added on since the first rocket converts the attack to magic damage rather than physical damage - the wait portion benefits the mage side in multiple ways more than the marksman play style side of the coin.

Cluster Bomb: [landed cluster bomb radius: 125 units single target only; mini bomb radius: 250 units AoE.... max height no explosions overlap for minimum damage and maximum AoE, minimum height (released right before it lands) all explosions will overlap for maximum damage and minimum AoE]

MAD MISSILE!!!: [sweet-spot centre AoE: 150 units, damage starts to fall off dramatically for everywhere that is not in the sweet spot; total radius being 1000 units]

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