Alex Mercer

Desiderium·6/21/2015, 3:54:20 PM·1 votes·490 views

Manaless, moderately high base cooldowns

Passive - Superior Being. Half of damage taken from minions and monsters is converted to health. The more damage Alex takes from minions or monsters, the weaker this health gain becomes. When a Champion damages Alex, a quarter of that damage is merged with his next basic attack to do True damage. 5 second cooldown on this half of his passive.

Q - Whipfist. Autoattacks are disabled while Alex is using this form. Instead, he attacks by holding down the LEFT mouse button, and moving it in certain ways. Horizontal attacks deal less damage. Vertical attacks are harder to land, but deal significantly more damage. The longer the mouse button is held, the more damage is dealt. With a maximum charge horizontal strike, enemies are knocked up. Maximum charge vertical strike stuns. Each rank increases damage thresholds.

W - Blade. More faster paced version of Whipfist, in a much closer range. There is a certain art to attacking with this mode. It involves very fluid use of mouse movement and left clicks, charged and instant clicks. Heavy close-range multi-target or single-target damage. Damage when using the Blade increase with each rank.

E - The PROTOTYPE. Damage, attack speed, life stealing and spell vamp are passively increased with each rank, and you gain health for a smaller percentage of the health you're missing whenever you score a kill, and slightly less for an assist. On activation, Alex loses ALL of these bonuses, in exchange for an armor that reduces all damage he takes by 75% but makes him move 30% slower.

R - Groundspike Graveyard Devastator. After channeling for two and a half seconds, 20+ giant spikes erupt from the ground (each spike takes a different amount of time to come up, but they will all come up within a second after channeling) with a slow-motion effect on the camera, impaling and snaring enemy champions, minions, monsters, etc. dealing heavy physical damage that scales with 1.0 AD. Base amount of heavy physical damage increases with each rank. After 1.7 seconds, the spikes retract, ending the snare. Any enemy or neutral unit hit by the spikes are slowed by an increasing percentage depending on rank for 2.5 seconds. Note: Time-slowing effect is only in the area of the ult and is meant to provide additional cinematic feel to the spell rather than being a plus, since Alex snares himself for the duration of the spikes rising up until when they begin to retract. If you are not in the area, but you move your camera to look at it, time will slow, but it won't affect your champion. You can just press spacebar or Y and be returned to your champion who will have proceeded normally with their previous commands.

1 Comments

Corndawg6/21/2015, 4:03:24 PM2 votes

I love the prototype reference :3