January 2015 MCCC Weapons and Elements example concept Earl the pool shark

Vbunnie··4 votes·1,515 views

Example Concept: please note that Earl the pool shark is not only a CCC candidate but also an example for the January MCCC so he must follow the rules for the MCCC as such he might seem a little strange taken out of context Information: Earl, The pool Shark Male, Human
weapon: Gatling Gun Elements earth/gravity Mage/marksman Weapon: Gatling gun that launches energy balls Appearance: something like this guy but with the arm machine gun and this artwork is not mine

http://www.anime-kun.net/animes/screenshots/death-billiards-9063.jpg

Base stats: 1-18
Health: 510-1900 Attack Damage: 52-104 Health Regen: 5.75-15 Attack Speed: 0.642 (+0%-46%) Mana: 275-960 Armor: 18-67 Mana Regen: 7.3-19.4 Magic Resist: 30 Attack Range: 550 Movement Speed: 355

Lore: Earl was born into the underbelly of the Noxian Crime Ring. At a young age he discovered he was an expert pool player and mildly talented in gravity and force magics. His mother was an accomplished cheat and made her living in the underground Noxian gambling rings. She played whatever possible and would utilize her son’s talents whenever possible. Earl loved to cheat and gamble just as much his mom did. As Earl grew up so did his skills and his addiction to gambling. One day he decided to combine his talents and began conning people by making them think he was terrible at pool just to get them to bet against him in a game. He would then suddenly reveal his skills winning the game and stealing their money from under their noses, like a shark, earning the title he would hold till the day he died. Eventually he went on to be known as one of the most competitive pool players of all time taking little time to build his magic skills. He thought he was the best pool player in the world and unbeatable. Wearing his ego on his sleaves he challenged anyone he could find winning many tournaments and lots of money. One day he challenged Efren Reyes and bet his life savings that he could beat him. This challenger easily defeated Earl causing him to lose it all in a single match. Devistated Earl realized he let his addiction get the best of him and made the journey to Ionia seeking enlightenment in an attempt to cure his addiction to gambling. After many long months journeying from temple to temple Earl eventually cured his addiction. Now free of his vice the Earl planned to make his way back to Noxius to showcase his new self. That was until Syndra came down from her perch and began attacking the temple Earl resided in. Channeling what power he had he heroicly tried to defend himself. In one fowl swoop Syndra destroyed the temple. Taking what little power he had left he lifted his arm to protect himself from her final blow. Somehow the attack just vanished but destroyed his arm in the process. Confused and thankful he did not die Earl Vowed he would never let anyone else make him feel so helpless ever again. In an attempt to make him-self stronger he commissioned one of the great scientists of all time Viktor to create for him a new arm in place of his old one. This arm was augmented with a momentum building gatling cannon that would harness his natural energy into balls of plasma and increase his and their natural speed over time. With it Earl vowed to destroy Syndra and anyone else who got in his path or threatened his life.

Abilities: Passive: Cue Ball: Each Ability cast increases Earl’s attack speed by 10% for 3 seconds and decreases his other ability cooldowns by 2 seconds. (Notes: This ability can stack on itself however each stack only lasts 3 seconds. Enemies include champions, minions, pets, and structures other than turrets) Q: Wrack em up: ground targeted circular aoe Explanation: Earl uses his power of gravity to create an area of high gravity that slows targets within it. After a short delay the area explodes dealing magic damage and pulling targets within the area to the center of it. Cooldown: 18/17/16/15/14 Range: 675 Diameter of AOE: 250/300/350/400/450target area Slow: 10/15/20/25/30 (+.04 per ap)% Slow Duration: 2/2.5/3/3.5/4 seconds Delay before explosion: 1/1.25/1.5/1.75/2 seconds Damage: 90(+40/55/70/85/100%AP) magic damage Cost: 70/75/80/85/90mana W: Break: Linear collision skill shot with collision point knockback Explanation: Earl sends a bolt of force in target direction. The first enemy hit and any enemies within a 325 diameter area around that target are damaged and knocked back away from the target in the direction they were to the target. The original target is knocked back in the direction that the skillshot was traveling. (note tremor appears like a thin burrow beneath the earth in a linear form) Cooldown: 18/16/14/12/10 seconds Range: 655 (+2.5 per level) Damage: 70 (+30/35/40/45/50% total AP + 30/35/40/45/50% Total AD) physical Damage Knockback Distance: 580/605/630/655/680 units Cost: 70/75/80/85/90 Mana E: Corner pocket: Circular persistant Ground targeted AOE. Explanation: Earl uses his powers to create hole in the ground at target location. Enemy champions minions or nuetral monsters who walk into it or are knocked into it fall in. If they do fall and are stunned for a duration and dealt damage per second in the hole after which they are freed and moved 300 units in the direction of their cursor. Multiple targets can fall into the same hole. Holes must be at least 150 units apart and each hole lasts 60 seconds. Each hole takes .5 seconds to form before it becomes active. Cooldown: 14/13/12/11/10 Stun duration: 1/1.5/2/2.5/3 seconds Duration in hole: 1/1.5/2/2.5/3 seconds Diameter of aoe: 300 Range: 500 Damage per second: 75(+15%AP) magic damage Total Magic Damage: 75(+15%Ap)/112.5(+22.5%Ap)/150(+30%Ap)/187.5(+37.5%Ap)/225(+45%AP) Cost: 65/70/75/80/85 mana (note: the damage per second takes into account the quarter and half seconds) R: Momentum/Unstoppable force Earl begins the game with one rank in momentum and can increase it at levels 6, 11 and 16. Momentum: Passive stacking physical on hit effect Explanation: Basic attacks on hit add a stack of momentum increasing Earl’s basic attack damage per stack and generating mana on hit. Unstoppable force can only be activated when Earl has the maximum number of momentum stacks. Maximum stacks: 10/12/14/16 Attack damage per stack: 5 Mana on hit: 3/4/5/6 Loses 1 stack every 3/3.5/4/4.5 seconds Unstoppable force: Active/self buff Explanation: Earl consumes all stacks of momentum to become ultra powerful for 7/8/9/10 seconds while in this state Earl gains 20/25/30/35% movement speed, is immune to all forms of cc, and his abilities have 0 mana cost, his basic attacks still generate mana on hit but do not generate momentum and instead deal 20/30/40/50%Ap as bonus magic damage. Unstopable Force an only be activated once every 45/50/55/60 seconds and the cooldown occurs at the end of the duration. Cost: 10/12/14/16 momentum stacks and 100/110/120/130 mana

Earl the pool shark is a damage heavy mage who can also double as a marksman. His early game damage is quite high and if he can in fact build a high ap or attack damage this can set him over his oponents in the late game. Earl is best in mid bot or even top lanes if he needs to be he can pretty much go anywhere. Earl can do a large amount of damage by sustaining harrasment with his cooldown reduction, while he might not have upfront damage it is definately sustained damage. A good strategy when using earl would be to go for the q early game. Follow that with the w then go for the e. Leveling up whatever you would like is fine but it is important to understand earls basic combo. What you do is place his e in desired locations. Wrack up opponents and properly fire that break so that you can send those enemies into your holes where you follow up with basic attacks and maintained damage and ult when needed.

New years Resolutions:

  1. Get a new arm.
  2. No more gambling
  3. Kill syndra
  4. Get stronger
  5. Never let anyone make me helpless again

Challenges: His lore explains that he is not from Ionia yet travels there anyways, explains the cause and base of his powers and abilities, while also explaining his interaction with the current lore of League of legends. None of his abilities scale in base damage. His q and w scale in % bonus but not in base damage his e does scale in duration and thus increases the damage it deals but the rate of damage remains the same and does not change. Because the base rate does not increase he fulfills the challenges. He also deals more damage the more he uses his abilities due to the cooldown reduction his passive creates thus allowing him to deal more damage and his ult allows for his basic attack damage to deal increased damage over time. His Ult allows for him to prevent knockabouts and his e creates a hole in the ground thus altering terrain. His q and w move and knockback targets thus he fulfills the gravity challenges. Thus he fulfills all of the challenges easily.

Attitude: Snarky sarcastic and egotistical Recall animation: Fires energy balls into the air catches them in his other hand and starts jugling them.

Link to Mccc: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rB0U0mBo-january-2015-mccc-weapons-and-elements

7 Comments

Scorpoison1 votes

Info: 5 Points. Everything is there, as well as the stats are balanced with having lower than average armor to make up for higher than average attack speed and movement speed Lore: 8 Points. The Lore is very well written however it seems rushed, especially during Earl's 'mid-life crisis' where he just gets up and walks away from life. I deducted points because even though the challenge was fulfilled, it did not seem as an integral part of the lore and the entire reasoning for why he is in league and how he got his weapon is 3 sentences long. Also Earl's entire character changed when he lost 1 game, which is fine, but he cleansed himself of gambling yet his name is still 'the pool shark'. Abilities: 18 Points. His abilities are well thought out and work well with each other however the early game power of them all is a bit dominating. Also being immune to all forms of cc every 35 seconds for 7 seconds is a bit ridiculous especially if he were to go marksman. Also the mana regeneration seems a tad overboard with the amount of bonuses received from his ult. Also the placement of E sinkholes could be stacked nearly on top of each other creating giant zones of areas that enemies cannot go near. I would suggest increasing the range from 50 to 150 or higher as the average attack range is 125. Originality: 15 Points. Original lore and original abilities not seen before in the league of legends. Viability: 5 points. Earl's low base damage but high scaling as well as multiple forms of cc makes for a good control mage excelling at locking down the enemy team. Theme: 2. Despite the synergy of his abilities, and his abilities accomplishing the challenges, His lore and the names of his abilities and his title counter-act each other. The names and styles of his abilities are all related to pool yet he is said to have left that life behind. His lore does not interact well with any part of his design except for his weapon. Gameplay: 3 Points. Early would work well with other champions in the league to the point where it would be grossly over powered. Any champion with a stun would be able to set up a combo level 1 of at a 2 second stun plus the stun of the ally. For example if Earl was going bot with Nami, they could have a 3.5 second stun at level 1. That would do 225 damage plus the auto attacks which would be a lethal combo if you take in mind Earl's auto attack speed. I would reduce the range of the ability and add a cast time so that Earl could be punished for attempting to place a hole. Effort: 5 Points. You have a detailed lore, all of his base stats and end stats and well thought out abilities, however no other details. It would've been nice to see a little extra effort with either skin ideas or at least recommended items. Bonus Points: 4 Points. 1 for judging 1 for having dual elements, 2 for using Gatling gun as a weapon. (I put the review here so it doesn't clog up the other thread.)

Vbunnie1 votes

{quoted}

Info: 5 Points. Everything is there, as well as the stats are balanced with having lower than average armor to make up for higher than average attack speed and movement speed Lore: 8 Points. The Lore is very well written however it seems rushed, especially during Earl's 'mid-life crisis' where he just gets up and walks away from life. I deducted points because even though the challenge was fulfilled, it did not seem as an integral part of the lore and the entire reasoning for why he is in league and how he got his weapon is 3 sentences long. Also Earl's entire character changed when he lost 1 game, which is fine, but he cleansed himself of gambling yet his name is still 'the pool shark'. Abilities: 18 Points. His abilities are well thought out and work well with each other however the early game power of them all is a bit dominating. Also being immune to all forms of cc every 35 seconds for 7 seconds is a bit ridiculous especially if he were to go marksman. Also the mana regeneration seems a tad overboard with the amount of bonuses received from his ult. Also the placement of E sinkholes could be stacked nearly on top of each other creating giant zones of areas that enemies cannot go near. I would suggest increasing the range from 50 to 150 or higher as the average attack range is 125. Originality: 15 Points. Original lore and original abilities not seen before in the league of legends. Viability: 5 points. Earl's low base damage but high scaling as well as multiple forms of cc makes for a good control mage excelling at locking down the enemy team. Theme: 2. Despite the synergy of his abilities, and his abilities accomplishing the challenges, His lore and the names of his abilities and his title counter-act each other. The names and styles of his abilities are all related to pool yet he is said to have left that life behind. His lore does not interact well with any part of his design except for his weapon. Gameplay: 3 Points. Early would work well with other champions in the league to the point where it would be grossly over powered. Any champion with a stun would be able to set up a combo level 1 of at a 2 second stun plus the stun of the ally. For example if Earl was going bot with Nami, they could have a 3.5 second stun at level 1. That would do 225 damage plus the auto attacks which would be a lethal combo if you take in mind Earl's auto attack speed. I would reduce the range of the ability and add a cast time so that Earl could be punished for attempting to place a hole. Effort: 5 Points. You have a detailed lore, all of his base stats and end stats and well thought out abilities, however no other details. It would've been nice to see a little extra effort with either skin ideas or at least recommended items. Bonus Points: 4 Points. 1 for judging 1 for having dual elements, 2 for using Gatling gun as a weapon. (I put the review here so it doesn't clog up the other thread.)

Ok you actually did an excellent job at analysis. Overall outstanding. I designed earl rather quickly and with potholes and issues. I designed him over a weekend and as an excellent teaching tool. All of your points are spot on. It would be nice to have an overall score at the bottom. The lore did not say he quit playing pool it did say he stopped gambling however you did do an excelent job overall. Honestly I would say that earned about a 10 out of 10 in my books. Are you sure you haven't done this before? Suggestions to help improve are always good. You should have taken a little more time on the gameplay section as your explanation was a tad confusing. I. Would suggest rereading before you post to make sure it is easy to understand everything you are trying to say. Your review on the theme section seemed a tad steep because you forgot that that is the only life he knew and the idea that it also explained his powers and their source but hey it is your review so you can take away as many points as you would like despite that it makes a lot of sense as to how you came up with that decision. The lore doesn't really have to focus on the challenges as long as all of the questions are answered despite that I do see your reasoning behind your decisions. You really did a good job honestly. I honestly have no doubt that you will be a fantastic judge. You did seem a bit too quick to take away points, however. You should not do this unless it is a very very obvious infraction. I am not saying I disagree I think earl does disserve points reduced but not that much. For example I don't think he disserves a 2 out of five on the theme section since everything was semi related. That kind of score is reserved for someone who does something like making a champion who is a marksman who has an attack range of 125 or something. Not saying he didn't disserves points reduced but just not that drastically. I think if I were to come across this champion I would give a 3 in this section. Overall though you did a great job just be a bit more lenniantin your scoring and make sure everything you are saying makes sense.

Scorpoison1 votes

No actually I haven't really been the judge of anything, and I was a tad bit afraid of subtracting too many / too little points to be honest :P. It is my bad however, that I misread the fact that he quit gambling, I had just assumed that he quit pool over-all which is where the base of the lore and theme point deductions came from. As for the gameplay section I was just doing as I always do, which is talking without much of a filter lol. Then when I would be looking it over again, I would notice another point and add it on. In the future I will make more of an effort to reread both the champ concept and my review to go over and reorganize my thoughts into a coherent review. Also ADC Master Yi is legit shut your heathen mouth (just kidding dont play adc yi, don't break the meta that much)

Vbunnie1 votes

{quoted}

No actually I haven't really been the judge of anything, and I was a tad bit afraid of subtracting too many / too little points to be honest :P. It is my bad however, that I misread the fact that he quit gambling, I had just assumed that he quit pool over-all which is where the base of the lore and theme point deductions came from. As for the gameplay section I was just doing as I always do, which is talking without much of a filter lol. Then when I would be looking it over again, I would notice another point and add it on. In the future I will make more of an effort to reread both the champ concept and my review to go over and reorganize my thoughts into a coherent review. Also ADC Master Yi is legit shut your heathen mouth (just kidding dont play adc yi, don't break the meta that much)

AFDC maybe but not a marksman marksman are not the same as adc. They are no longer the same. Marksman have range and rely on damage and auto attacks over other stats. While master yo is really good when built full attack damage it does not mean he is a marksman by any means. He might be an assassin but they are not the same

Scorpoison1 votes

I see, ADC is the role, but marksman is the class. Gotcha

Vbunnie1 votes

{quoted}

I see, ADC is the role, but marksman is the class. Gotcha

yes exactly.....you got it anyways you did do great in the abilities sections and the gameplay section. Both of these sections earl disserved to lose points and make sure when you post as judge you leave either the overall score at the top or bottom so the contestants know what it is. Oh yeah keep in mind that you have to take into account for things that take stacks stacks take time to build. For example if the ult requires 10 stacks and a stack is lost every 3 seconds then that means it takes 20 seconds to build that up with an attack speed of 1.0 then the ability has to be activated then after its duration does it go oncooldown so that 35 seconds was actually a minimum of 55 seconds.

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