[MCCC Concept] Jyre, The Fortune Seeker

MalphiteThePower·6/4/2015, 2:28:34 PM·2 votes·770 views

Warning: This is a work in progress. The kit shown below is heavily subject to change

Jyre, The Fortune Seeker

Full Name: Jyre Errantson Title: The Fortune Seeker Role: Assassin (Secondary: Fighter)

Profile Attack Power.........■■■■■■■■□□ Defense Power......■■■□□□□□□□ Ability Power..........■■□□□□□□□□ Difficulty.................■■■■■■□□□□

Lore [UNDER CONSTRUCTION]

Profile

Gender: Male Race: Human Age: 20 Birthplace: Demacia Faction: The Dark Legion (Semi-Independent)

Quotes [UNDER CONSTRUCTION]

Abilities

Jyre's abilities have no cost related to them and their use is limited only by cooldowns. His secondary resource bar tracks his mechanic: Flow.

Jyre can have up to 「 80 - 420 + 150% Bonus AD 」 Flow. Jyre generates 1% of his maximum Flow with every 59 / 52 / 46 units he travels, requiring a total of 5900 / 5200 / 4600 units-traveled to obtain maximum Flow. Flow does not decay or generate idly. As Flow generation is based on distance traveled, it is also accumulated while dashing, teleporting or when displaced by crowd control effects.

Passive – Anything Goes Jyre's basic spells and attacks (on hit) consume 20% of current Flow to deal bonus physical damage equal to the amount consumed. The amount of flow applied to each enemy is tracked and once the amount exceeds 50% of Jyre's maximum flow, the target is marked. Jyre's abilities gain additional effects against marked targets. The mark dissipates and the Flow counter resets if Jyre has not damaged his target within the last 5 seconds.

Cheap Shot: Jyre's first auto-attack on a marked target gains 100% critical strike chance and slows them by 50% for 1.5 seconds. May only activate once every 8 seconds.

Note: Flow counter can be QSS'd/Mercurial Scimitar'd. If an attack or ability raises the target over the threshold, it gains the additional effects. Sudden Death and Blunt Trauma only drain Flow once, but apply the total amount to each enemy hit.

Q – Hat Trick

Jyre tosses a dagger that travels in a line, dealing physical damage to the first enemy it hits and slowing them by 90% for 0.1 seconds. During the next 5 seconds, Hat Trick can be re-cast up to 2 times before going on cooldown. Deals double damage to minions.

Pin Cushion: If Jyre hits a marked target with a dagger, they are snared for 0.5 seconds.

Damage: 40/55/70/85/100 (+30% Bonus AD) Total Damage: 120/165/210/255/360 (+120% Bonus AD) Range: 825 Width: 75 Cooldown: 12 Seconds Projectile Speed: 1650 Note: Cooldown starts after the initial cast. Mini-cooldown of 0.25 seconds between daggers.

W – Sudden Death

After 0.35 seconds, Jyre lashes out with his sword, dealing physical damage in a cone in front of him. If Jyre only hits one enemy, he deals 50% extra damage.

Coup De Grace: If Jyre hits a lone marked enemy, he dashes behind them afterwards.

Damage: 60/100/140/180/220 (+60% Bonus AD) Cooldown: 8/7.5/7/6.5/6 seconds Range: 475 Width: 350

E –Blunt Trauma

First Cast: Jyre starts channeling for up to 3 seconds. Over the first 2 seconds, the distance traveled by Blunt Trauma gradually increases.

At the end of the channel, Blunt Trauma is cancelled and put on a 4 second cooldown.

Second Cast: Jyre dashes a set distance in target direction based on how long Blunt Trauma was channeled, dealing physical damage to all enemies he passes through and knocking them aside.

Down For The Count: Marked enemies knocked aside by Blunt Trauma are stunned for 1.25 seconds afterwards. During this time, their sight range is reduced to 400 and they lose allied vision.

Damage: 60/100/140/180/220 (+60% Bonus AD) Cooldown: 11 Range: 400 - 1000 Dash Speed: Instant AOE Width: 125

Notes: May only be re-activated once. Whilst it moves instantly, Sudden Death is still counted as a dash for the purpose of effects such as Veigar's Event Horizon or Azir's Emperor's Divide.

R – Fell Contract

Passive: For 4 seconds after killing an enemy champion, Jyre's recall channel time is reduced and can't be interrupted by damage. Active: Jyre gains bonus movement speed when moving towards target champion for 6 seconds or until he loses vision of them. If this effect times out whilst he is within 400 range of the target, the cooldowns of Jyre's basic abilities are reset and his Flow is fully restored.

Recall Channel Time Reduction: 40%/50%/60% Movement Speed Boost: 20%/30%/40% Cooldown: 80/70/60 seconds Cast Range: 2500

Notes: No cast animation.

Changelog

5/6/15 - Bare bones (basic abilities) posted. 5/6/15 (Part 2) - Complete rework of how his abilities work and how he interacts with his flow mechanic.

3 Comments

MalphiteThePower6/5/2015, 6:14:17 AM1 votes

Lots and lots of changes. Still no lore, unfortunately.

showcase256/9/2015, 11:13:06 PM1 votes

Very quick questions for clarity:

Does the ultimate passive interact with the enhanced recall from baron?

is there a lower bound, in time that a recall can be set to (like 2.0 seconds) either champion imposed or LOL imposed?

Keagn6/15/2015, 10:17:40 PM1 votes

Target: Twisted Fate, the Card Master Priority: ★★★ Current Location: A pub in Bilgewater Additional Information: Perhaps not the most particularly threatening individual, Twisted Fate earned his place in the League of Legends on a whole lot more than just simple card tricks. The potential for arcane use began through the experiments of a Zaunite scientist, but the potential could be so much more. However, you must find and kill him for this idea to become reality. When the task is done, bring me his deck of cards.

S