[CHAMPION CONCEPT] Marcellus, The Renegade Commander
Marcellus, The Renegade Commander
Marcellus is a champion who's kit revolves around manipulating ally minions to reach his end, and excels at laning/seiging. Note, this is a champion idea or concept that hasn't been tried before. Let me know if you have any ways to improve this new playstyle/critiques?
#-------------------------------------------------------LORE:-----------------------------------------------------
A seemingly feeble man, given his need of a respirator and bifocals, it would be easy to consider him not a threat. However, what he lacks in terms of physical strength he makes up with master planning. A self-proclaimed tactician, he was raised by a wealthy family in Piltover, who had connections to the aristocratic elites. Upon reaching maturity and seeing the real inner workings of Piltover, he was horrified, and decided to put a stop to it. However, his family did not want to lose their ill-gained wealth, and immediately disowned him.
Marcellus went into hiding, and planned for years on how to expose and end the crime the Piltover aristocrats committed on a daily basis . And one day, after years of hiding in the shadows, he managed to capture his entire family using a small squadron of modified cyborgs, publish their illicit banking records, and gain favor and trust from the peoples of Piltover and Zaun alike. The elites were furious, but Marcellus quickly went into hiding again in order to protect himself. He plans from the shadows, with all the odds stacked against him. But time and time again, he baffles his enemies with strategies that would never work under normal circumstances.
##"Piltover is supposed to be the "good city". I am but the necessary evil. But, given my response from the people, even that is debatable." -Marcellus
##Allies:
##Enemies:

#--------------------------------------------------------KIT:-------------------------------------------------------
#Passive: Helicopter Transportation
When Marcellus is out of combat, his recall becomes empowered upon cast, taking only 4 seconds to complete.
Upon completing an empowered recall, Marcellus gains +300/400/500 Movement Speed, becomes untargetable, and his range of vision is increased by 500/750/1000, which lasts until he goes within 1500 units of an enemy champion/pet/minion or if he casts a spell/enters combat.
#Q – Infantry
Active: Marcellus summons 1/2/3/4/5 Footsoldiers at random locations within range after a one second delay. Footsoldiers prioritize champions that damage Marcellus, then units that Marcellus damages. Footsoldiers last up to 15 seconds before dissapearing.
Footsoldier Stats (based on level):
- 400-2000 (+20% of Marcellus's Bonus Health) Health
- 25-100 (+20% of Marcellus's Bonus Attack Damage) Attack Damage
- 5-20 (+20% of Marcellus's Bonus Armor) Armor
- 5-20 (+20% of Marcellus's Bonus Magic Resist) Magic Resist
- 330-400 Movement Speed
- 0.8-1.0 Attack Speed
Spell Type: Summon | Range: 600 | Mana Cost: 60/65/70/75/80 | Cooldown: 15 seconds
#W – No Man's Land
Active: Marcellus marks an area within range as No Man's Land for 5 seconds. Enemy units in No Man's Land take 20/25/30/35/40% Increased Damage from Marcellus's abilities and are slowed by 20%.
In addition, Footsoldiers prioritize enemy champions in No Man's Land, and gain +50/55/60/65/70% movement speed when moving towards enemy champions on No Man's Land.
Spell Type: AoE/Enemy Debuff | Range: 900/600 | Mana Cost: 40/45/50/55/60 | Cooldown: 15/14.5/14/13.5/13 seconds
#E – Remote Detonator
Active (First Cast): Marcellus places a Remote Charge in an area, which primes and stealths after 1.5 seconds, and lasts for up to 30/40/50/60/70 seconds. Remote Charges can be revealed and destroyed with 2 basic attacks. If the Remote Charge reaches max duration or is destroyed, this ability goes on cooldown.
Active (Second Cast): Marcellus detonates the Remote Charge, dealing massive magic damage to units within range and knocking them away up to 350 units (based on proximity to the Remote Charge) from the Remote Charge's previous location.
Spell Type: AoE | Range: 600/300 | Damage: 200/250/300/350/400 (+90% AP) | Mana Cost: 40/45/50/55/60 | Cooldown: 15/14.5/14/13.5/13 seconds
#R – Air-to-Surface
Passive: Footsoldiers ignore 50/60/70% of their target's Bonus Armor.
Active: Marcellus commands his infantry of helicopters to fire on a target path. A crescent of bullets move down a target path over 3 seconds, dealing massive magic damage to units it passes through. (Considered a projectile, but the projectiles constantly refresh while moving down the wave)
Spell Type: AoE skillshot | Range: 3000/900 | Damage: 300/500/700 (+45% AP) | Mana Cost: 100 | Cooldown: 90 seconds
I know there are most likely many balance issues with this playstyle. Please, help me highlight them and address them! Coming up with new ways to play is difficult when it comes to balance, so any feedback is appreciated!