January 2015 MCCC entry (My first one!)
As the title suggests, I am new to the MCCC, and would appreciate feedback on how to improve over almost anything else at this point.
~~My concept does not have a name or title yet, because I am starting by just throwing basic concepts into a post for now so I don't have a complete idea for who or what this champion will become (and the name and title usually come last except for the lore for me). I am really focusing on using cool and interesting mechanics, and developing a character and identity from that, which may seem a little backwards, but hey, it works for me. ~~
Lictor, The Sovereign's Disgrace.
Class/Role: Marksman/Fighter or Marksman/Assassin. He will primarily be a bot lane carry, but should also be able to handle himself reasonably well in a solo lane (usually as a mid lane AD assassin). He will use whips and the element of death. He will be focused on low mobility, high sustain fighting, with high dueling potential and burst.
Appearance: Lictor is a moderately sized individual (Roughly the same size as Draven in game). He wears an ornate helm denoting his former rank as chief torturer of Demacia. He carries long, thin black whips in each hand, which are fused to his hands and bracers with dried blood. He is bare chested except for a black leather harness around his chest with a couple chain links hanging from a loop in the back, with moderate musculature suitable to an individual who frequently beat prisoners. He is a sickly grey-white color, with distinctly visible veins. He wears an armored belt around his midsection, which holds up his armor for his upper legs. On his lower legs, he wears decorated greaves that have begun to rust away from standing in the blood in the torture chamber. He walks slightly hunched over until in combat, at which point he begins to stride about strongly, appearing more vigorous the longer he fights.
Design Philosophy: Lictor is Latin for, "Attendant, as to a magistrate or king" but these Lictors also became infamous for their torture methods, centered primarily around scourging the flesh off of criminals before their executions. When I thought of what to do in a kit with whips, my immediate ideas were bleeds and sweet spots. I chose to use bleeds in his kit because as you are flogged, each strike tears away the skin and muscle of your back until you bleed to death. Whips are brutal when used as weapons (to the point of being inhumane in the real world), and causing his enemies to slowly bleed away seemed like an opportune way to show that. The idea of sweet-spotting for an ability came from two different ideas: the cracking sound a whip makes is the very tip going super sonic, and the tip of most ancient whips like the infamous cat a nine tails had shards of broken glass, bits of metal, and pieces of pottery embedded in the tips, making them extremely effective at their job of torture. The MCCC challenges required that he be a marksman or support if he used whips, so I decided to make him a very short range ADC who had innate tools to both counter poke (sustain and wave clear) and reward him for positioning well enough to actually fight the enemy laner (powerful AA trade and strong 1v1 kill potential). The MCCC also required that he use some sort of element, and I chose death, since it seemed most fitting out of his options. Part of it requires that he have some sort of summoned undead, so I tried to use them as weak pushing units who also gave him an indirect steroid when in use.
Stats: HP: 562 (+79) —HP at 18: 1902 HP5: 7.7 (+0.5) —HP5 at 18: 16.1 AR: 23.5 (+3) —AR at 18: 74.5 MR: 32.1 (+1.25) —MR at 18: 53.35 AD: 51 (+3.4) —AD at 18: 108.8 AS: 0.656 (+3.2%) —AS at 18: 1.013 MS: 330 Range: 475
Lore: Demacians always try to portray themselves as heroes. I was no hero, but at least I am not a coward and fraud like the King.
I was the King's right hand advisor. Jarvan II honored my opinion, and acted with wisdom and dignity. He ruled with an even hand, and fought back the Noxian scum. However, sometimes more drastic measures were required to achieve insight into their plots, and my secret, second role in the palace was designed to unlock it. I was the King's most trusted advisor, but also his best kept secret: deep beneath the palace walls, I scourged and flayed the victims of his scrutiny—I was the chief of the King's torturers. The longer I served him however, the more I became a tool for extracting information, and less for giving advice. I became hardened and sadistic, taking pleasure in the scent of their blood on my whips, my sleeves, my hands. The King saw this change in me, and instead of helping me he left me to my path of damnation, surrounding himself with new advisors and willfully neglecting the fact that the man flogging his information was once his friend.
Then the King died.
His heir never new me as a royal advisor, he was too young to have known me or recognized me amidst the racks and shackles. He deigned to keep me down beneath the palace, never seeing the court itself again. I became almost bestial in my habits, beating and beating and beating my victims, subconsciously enraged at my fate. I became a hazard to the other torturers, and soon all were retired from duty except for me. I gripped my whips like death, but could not have let go if I tried for the amounts of blood caked onto my hands keeping them clenched.
This new King declared peace.
I went utterly feral. They no longer brought me food, or prisoners to attack. I wasted away, my howls of anguish echoing throughout of the chambers that had once been torture pits. To the young prince, my howls were the source of fantasy about haunted knights and fearless warriors. I became almost completely forgotten until an event even more noticeable than the noise. One day, the howls stopped.
I had died.
I remained fully conscious, but I was paralyzed. I didn't breath, I didn't hunger, my heart lay cold and dead in my chest. The King had my body removed to be buried in the dark of night when no soul but the undertakers would see me. He tried to bury all of his and his father's guilt with me. In the moments when the earth began to cover me over, I gained clarity. My mind became alive, freed from the anguish and rage of the torture pits, keen, alert, the strong and skillful mind that had once advised my old friend. I felt my soul creep back into my corpse, and life into my limbs and chest as the Earth itself spat my body forth, refusing to consume me and hide the disgrace of the house Lightshield. My new clarity brought with it a new task: reveal the corruption and evil of Demacia's nobility, and purge it from my land. Only then will the earth accept my corpse and end my task. My task has begun; do you fear the torturer's questioning?
Rivals/Enemies:
, Any Noxian.
Allies/Friends: All my friends are dead...
Kit/Abilities: Passive, Executioner's Scourges: Lictor uses health to cast his abilities. Lictor's Basic attacks cause his target to bleed for 5/7.5/10/12.5%% of his total AD each second for 4 seconds (damage is dealt every half second, subsequent attacks refresh the duration). If a bleeding unit dies within 1000 range of Lictor, he is healed for the damage dealt by the bleed, up to a cap of 20/30/40/50% AD. Increases with ranks in R.
Q, The Flogging: Active: Lictor lashes his whips in a straight line, dealing physical damage to all enemies hit. The damage increases based on how far away the target is from Lictor, between 50% damage (right next to Lictor) and 200% damage (the sweet spot right at the end of its range). If a bleeding enemy is hit by this ability, they are slowed by 50% for 2 seconds (Decays over duration). Damage: 60/90/120/150/180 (+70% AD). Minimum damage: 30/45/60/75/90 (+35% AD), maximum damage: 120/180/240/300/360 (+140% AD). 575 range. 12/11/10/9/8 second cool down. 20/29/38/47/56 health.
W, Tortured Legion: Passive: Lictor gains 2/3/4/5/6 bonus AD for every unit affected by his passive bleed, up to a cap of 10/15/20/25/30 bonus AD. Active: Lictor summons 1/1/2/2/3 Legion souls at target location, dealing magic damage in an area. These souls have 50% of Lictor's health and resistance, 90% of his MS, static 0.800 AS, and have no attack damage. Instead, when they attack a unit they apply his passive bleed with each hit. They prioritize minions>Champions>towers, within 700 range, and last until killed (if they are more than 700 range away from Lictor, they become idle and return to his location). However, Lictor may not have more than 2/4/6/8/10 active souls (when he summons more than that amount, it kills off the most wounded, and if all are healthy, then the oldest). When a soul attacks a structure, it deals damage equal to 1 second of the current passive level, and then perish. AOE summon damage: 50/90/130/170/210 (+50% AP). Cost: 16/26/36/46/56 health. Subsequent casts within 16 seconds cost an additional 50% of the base health cost, up to 150% increased cost (40/65/90/115/140 maximum cost). 8 second cool down. 500 range, 200 radius AOE.
E, Rigor Mortis: Passive: Lictor gains 5% increased movement speed on taking damage (does not trigger off of health expenditures) for 3 seconds, stacks 1/2/3/4/5 times (minion+monster attacks only give half the duration). Active: Lictor gains 20/30/40/50/60% AS, and heals for 8 (+2xlvl) health on hit over 2 seconds for the next 7 seconds. Killing a unit during this time increases the buff duration by 2 seconds. 18 second cool down. 20 health.
R, Flesh-Render: Active: Lictor lashes target champion, pulling himself to them and tearing their body and soul apart with his whips dealing physical damage. The bodily injury causes a massive physical damage bleed over the next 3 seconds, that is further extended by successive auto attacks (1 second each, up to 6 seconds total duration). The soul rend makes the champion slow by an increasing amount, while slowing their cool downs by the same amount for the duration of the bleed (affects all passive, active, summoner spell, and item cool downs). Initial damage: 100% AD. Bleed damage per second: 2/4/6% (+(4% Bonus AD)%) of target's missing health. Slow: 15/20/25% up to 45/60/75% after 4 seconds. 575 range. 100/150/200 Health. 150/125/100 second cool down.
Strategy: Lictor Is a very powerful damage dealer, but is gated by his limited range as a Marksman. He relies on his passive for many different aspects of his kit, like sustaining health costs, gaining maximum power in a fight from his W, and bullying his opponents. Early on, his health costs are most noticeable, and Lictor relies on his high DoT damage and significant kill potential to bully away average and longer ranged opponents. If left unchecked in lane, he transitions from an early game lane bully into a powerful duelist and split pusher, but his team fight strength is limited. He is a relatively high skill floor champion, with multiple skill shots (Q and W), and some rather complicated mechanics including keeping track of his passive bleed, not killing himself with his health costs, and hitting the sweet spot of his Q for maximized harassment or kill power. If in a lane versus a powerful poke champion, he may suffer a bit, and instead of dominating the lane with his passives damage, will have to rely on its healing mechanism to survive. He will become relatively item dependent as the game progresses, since aside from a sweet-spotted Q, he needs AD, AS and crit to be a real threat. Lictor's ultimate can give him huge single target kill potential, but he is required to follow up with multiple attacks to maximize it's power. He is very immobile in comparison with a lot of champions, and his only movement speed buff is tied to taking damage, meaning that a skillful escape by his opponent is possible if they run away without attacking him. His army of Legion souls can make him a powerful pusher, but since each only applies his passive, all of them attacking the same target will not provide any significant burst (the bleed does not stack). Their primary use in the lane phase is to keep his passive on as many targets as possible, thus amping up Lictor's AD. The Bloodthirster is his number one core item, because its large amount of raw AD coupled with its immense life steal and defensive shield make Lictor become much more powerful in lane, with the damage increasing his bleed's kill power and heal, the life steal aiding with his health costs, and the shield negating poke from longer ranged opponents. No matter what role he is being played as (Bot, Mid, Top or Jungle), Bloodthirster is one of the single most powerful items in the game for Lictor.
Pros/Strengths: Passive allows for powerful AA trade. Q deals huge damage when sweet-spotted. W allows for potent wave clear and pushing. E grants a strong escape function, as well as high sustain. R renders isolated targets nearly helpless to escape. Strong duelist. Exceptional pushing power.
Cons/Weaknesses: Short range can be countered by poke. Limited mobility, so he requires excellent positioning. W souls' bleeds do not stack with Lictor's or their own. Q is very difficult to deal maximum damage with. E MS boost does not help with chasing unless kited. R is single target and requires follow-up to maximize damage. Limited AOE. Poor team fighting. Health costs can make a losing lane hurt even more. All-in fighting style makes engaging risky.
Animations: Auto attack: overhead lash with alternating whips. Critical attack: underhand attack with right whip, yanks hard after hitting. Run: somewhat slouched run. Fast run/in combat run: upright run and powerful stride. Q: side to side crack of both whips in front of Lictor. W: lashes both whips at the ground, before "tearing open" the area. E: red swirls around wrists R: Huge overhead swing with both whips, latching onto target champions arms. Leaps towards them, keeping one whip wrapped around them until the Rend finishes. Taunt: pulls out rocks and dirt from an area in the shape of a grave. Joke: begins making cool patterns with his whips, and then entangles his own ankles, falling to the ground. Laugh: chuckles to himself as he looks over his whips. Recall: Becomes limp and lifeless, and the earth slowly opens up and covers him over. Recall wind down: The earth erupts from around him as he is forcefully spit back on his knees, before standing again. Spawn/Respawn: Same as Recall wind down, except also draws out his whips and cracks them against the ground.
Suggested Items:
Starting:
Essential:
Offensive:
Defensive:

Duelist Build:
"Who needs mobility?" Build:
Fighter Build:

Possible Skins: Explorer Lictor (a very obviously Indiana Jones type skin, must have a fedora).
Infernal Lictor (fiery demon Lictor skin, flaming whips and abilities).
Rock climber Lictor (Wearing climbing gear, like harnesses, carabiner clips, safety helmet, kneepads, etc).
Gymnast Lictor (Wearing a male Leotard, and holding the rings in his hands in place of whips—Preferablly a skin for the 2016 Olympic Summer Games.).
Slenderman/Creepypasta Lictor (wearing a black suit and red tie, with white skin and his whips would be tentacle extensions of his arms. Must have some sort of easter egg where a giant jump scare pops up on screen if he does a special interaction with another champion. Maybe getting a kill will jump scare the champion he killed?).
January MCCC Challenges: Weapon: Dual Whips (ADC. Q, W, and R are ranged) . Element: Death (Summons tortured souls with W. Missing health bleed on R). Lore: Urgent Mission (incomplete).