[Champion Concept] Marche, the Trespasser

Villainous·8/11/2017, 1:26:03 PM·13 votes·1,217 views

And another! Once again, shout outs to everyone on the Discord who helped get Marche into a more or less reasonable state.

Name: Marchessa 'Marche' Hydrargyrum Title: The Trespasser Role: Assassin (Hybrid: Diver) Secondary Attributes: Melee Faction: The Void / Zaun Birthplace: Piltover Residence: Zaun

Summary

Damage: 3/3 Toughness: 1/3 Control: 2/3
Mobility: 3/3 Utility: 1/3
Difficulty: 3/3

#Abilities

[P] Vaccine Field

Marche is enveloped in a shield that absorbs 60% of all pre-mitigation damage dealt by minions and monsters, up to a maximum of 300 - 675 damage (based on level). While out of combat, Marche's shield regenerates by 10% each second

While near an allied turret or void tear, Marche can right-click it to travel to another allied turret or tear after a 2.5 second channel. While moving through the void Marche's shield erodes by 15 health every 100 units travelled.

If Marche is travelling through the Void and the shield breaks or either anchoring point is destroyed, the Vaccine Field suffers a Burn Out, grounding Marche for 2.5 seconds and disabling her passive for 30 seconds.

‘Out of Combat’ Timer: 1.5 seconds Travel Speed: 2000 Maximum Distance from Portal Source: 225

Notes: Marche is untargetable while moving through the void and can't be stopped by outside effects such as Cassiopeia's W. However, if her shield burns out, Marche will drop out of the void midway through her travel, wherever that might be. While afflicted with Burn Out, Marche's shield is effectively set to 0.


[Q] Incursion

Marche targets a location, which she blinks towards after 0.75 seconds. At any point before this ability finishes casting, Marchessa may re-activate this ability to queue an additional blink. After the initial Blink, Marche will execute the remaining blinks in 0.5 second intervals.

After blinking, Marche gains an O-Rad stack for 6 seconds, stacking up to 3 times. While at 3 O-Rad stacks, Marche’s basic attacks deal bonus magic damage, but attempting to blink will cause a Burn Out. If Marche attacks an enemy champion while a 3 stacks, all current O-Rad stacks are removed.

Bonus Damage On-Hit: 40 / 75 / 110 / 145 / 180 (+60% AP) Cost: 30 / 35 / 40 / 45 / 50 Mana + 15% of Maximum Vaccine Shield Health Cooldown: 9 / 8 / 7 / 6 / 5 Seconds after ability finishes executing Range: 375


[W] Ballistic Horror

Marche tosses a void grub that explodes on collision with an enemy, dealing magic damage to all nearby enemies and coating them in goo. Over 2.5 seconds, the goo hardens, initially slowing coated targets by 20%, gradually increasing to 95% over the duration.

Damage: 60 / 100 / 140 / 180 / 220 (+60% AP) Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 12/ 11 / 10 / 9 / 8 Seconds Cast Range: 775 Explosion Radius: 225 Projectile Speed: 1600 Projectile Width: 75


[E] Dimensional Tear

Marche rips a tear in space at target location. While open, the tear corrupts nearby flora and fauna.

Blightweed Polyps grow periodically near the tear, prioritising brush and confined spaces, slowing nearby enemy champions by 50%. Enemy champions can destroy polyps by standing on them for 1.5 seconds or by placing a ward on top of them.

If Marche kills a non-epic monster near the tear, a corrupted monster will spawn to replace it. Corrupted monsters gain bonus movement speed and deal 8% of the target’s current health bonus on-hit magic damage, but lose 20% of their maximum health each second while in combat.

If all nearby Polyps and Corrupted Monsters are destroyed, the tear collapses. Tears must be at least 2000 units apart. Marche can open a maximum of 4 tears at one time.

Maximum number of Polyps per Tear: 1 / 2 / 3 / 4 / 5 Bonus MS for Corrupted Monsters: 10% / 15% / 20% / 25% / 30% Cost: 60 Mana Cooldown: 50 / 45 / 40 / 35 / 30 Seconds Cast Range: 250 Corruption Range: 1500 Polyp Slow Radius: 375 Polyp Destruction Radius: 75

Notes: Corrupted monsters appear exactly as regular monsters when un-aggro’d. They will chase the first champion that damages them, ignoring ‘leash range’, and de-spawn when the normal monsters respawn. Polyps will not spawn within 850 range of another Polyp. The tear will spawn a polyp once every 4 seconds, starting on cast. Corrupted monsters give no gold or experience. Does not affect the scuttle crab


[R] Worlds Apart

Marche locks herself or target enemy champion in a Void Pocket, preventing them from interacting with anything outside. Enemy champions inside the pocket are silenced and suffer magic damage over time.

After 3.5 seconds or if the target escapes the area, the pocket collapses, releasing the target and dealing magic damage to nearby enemies.

Damage over time: 100 / 140 / 180 (+80% AP) per second Collapse Damage: 80 / 120 / 160 (+60% AP) Cost: 100 Mana Cooldown: 100 / 90 / 80 Seconds Range: 450 Pocket Radius: 425

Notes: For the purposes of clarity, any champion locked in the void functionally are untargetable, invisible, ghosted, ‘super near-sighed’ (units and terrain that aren’t inside the void pocket aren’t visible) and can’t apply effects to other units (no damage, no cc, no heals; nothing) until they leave, in addition to being pacified and damaged if they’re an enemy. Worlds Apart grants untargetability like Vladimir’s Sanguine Pool; effects already in mid-air or already affecting the target will continue to affect the target. Casting Worlds Apart on a champion that is CC immune (or if a champion gains CC immunity/purges CC while in the pocket) will cause the pocket to collapse immediately.

##Stats

Health: 495 – 2069 (+92) HP Regen: 7 – 16.4 (+0.55) Mana: 334 – 1184 (+50) Mana Regen: 7 – 20.6 (+0.8) Range: 125 Attack Damage: 56 – 107 (+3) Attack Speed: 0.625 + [0% – 59.5%] (+3.5%) Armour: 20 – 88 (+4) Magic Resistance: 32.1 – 53.4 (+1.25) Movement Speed: 350

#Meta Information

Overview

Marche is an AP Assassin/Diver focused around controlling the map from the jungle, with unique mechanics that encourage invading and counter ganking. Despite the eclectic mix of utility she brings to a team, Marche is ideally played as a greedy, carry jungler who rewards the combination of confidence and skill like few existing champions.

Marche's Q, W and ultimate make up the basis of her moment to moment gameplay. While capable of pulling off the sort of Zed/Kha'Zix/Rengar style of 'Dive through the enemy team and delete a carry' by hitting her abilities in sequence, Marche will often fall short on this, as her abilities require her to put in far more work than such champions. Instead, Marche's greatest strength during conventional fights is her ability to change tactics into a makeshift peeler or catcher with her ultimate and W respectively.

Despite some unusual traits in combat, what truly makes Marche is her ability to play the map. If Marche manages to successfully invade the enemy jungle, she not only makes a nuisance of herself with vision and time consuming wall destruction, but unlocks the ability to move around the map in ways most wouldn't expect, letting her continue to roll over an enemy jungler if she has their number. Marche is also a very strong ganker with the caveat that they also bring a lot of risk, as she's often left open to being outplayed.

Designer's Notes

Though there's the obvious surface level theme of 'Void Champion', the driving forces behind Marche's kit are the intertwined ideas of 'Spectacular Success v Spectacular Failure' and 'the Temptation to Overreach'. Each of Marche's abilities have notable potential in the right situation, or when mastered. On the flip side, Marche's kit isn't particularly forgiving to those who misplay; with her mobility requiring proper forethought and a lack of defensive options (barring her ultimate), Marche is easily punished when played wrong. This is combined with the fact that, for the most part, Marche's abilities have 'the safeties turned off' for the most part. Though she has the option of pushing them far past what a normal champion would get, Marche is one of the few champions who is capable of legitimately pushing her abilities too far, leaving her stranded without some of her defining features. Marche's abilities are made with the intention of giving her enough rope to hang herself.

There's a couple of other notable points about Marche's character that I tried to emphasis through her kit. As a person, Marche is often selfish and inadvertently harms those around her, either through carelessness or apathy. This is somewhat echoed in her kit. Between the untargetability of her ultimate and the monster buffs on her E, Marche will sometimes give her teammates a hard time (though the latter will more often be a thorn in the side of the enemy jungler). Additionally, though she sometimes appears crass and uneducated to others, she's actually quite intelligent (enough that she can maintain experimental equipment by herself), which is expressed through the thoroughly technical side of her playstyle.

#Lore / Bio

Quick Lore

“Peeps say the only things that come from the Void are madness and death. Morons.”

For most who encounter the void, the only options are to either recoil in horror, forever scarred, or exalt it, forever enthralled. Neither option appeals to Marche. Not when there’s far more productive responses. Equipped with a personal shield to (mostly) protect her from its corrupting influence and her mother's portable ‘Reality Opener’, Marche regularly dives into the Void adjacent to Zaun, bringing back horrific creatures and enigmatic artifacts to sell on the black market. Though some would say she’s just as mad as any other touched by the Void, Marche would never let a little insanity get in the way of progress.

Full Lore

Only a few weeks after her seventh birthday, Marchessa's parents revealed they were leaving their home in the familiar, affluent Bluewind Court, for a small lab in the uglier part of Zaun. When questioned on the matter, her mother smouldered silently, while her father was frustratingly vague:

"There's been a disagreement between your mother and the board of directors at the university, Marchessa."

It was one mystery, of many, that occupied her mind. As her life alternated between rigorous home-schooling and tear-inducing boredom, her own curiosity was her only reliable companion. She had little interest the puerile games of her peers, nor what sinister flashes she’d seen of the adult world. Perhaps her favourite fantasy was to imagine the subject of her parents' research. Sometimes, she imagined them crafting towering robots, capable of crushing armies. Other times, she imagined them pouring over ancient tomes of strange and remarkable power. With her parents tight-lipped as they were, Marchessa could only speculate.

As it often is, knowledge came riding upon tragedy.

They came without warning, clothed in purple robes. Upon the authority of blade and black magic, Marchessa and her family became prisoners in their own home. They coveted the fruits of her parents’ research; a way to rend asunder the fabric of reality, so that they might bring forth those lurking beyond. Though the practical applications had never progressed beyond discarded prototypes, her parents toiled without rest, as Marchessa could only watch on as a helpless hostage.

A pair of devices were forged; one to open the way, and the other to protect the equipment from the dangerous, corrupting energy of this other world and thus keep the portal open. It was not long before their more eager captors insisted upon a demonstration.

Knowing their lives were likely forfeit regardless, the engine was sabotaged, everting the portal. Instead of disgorging the creatures inside, the house itself pitched into the void, with all occupants still inside. The family clung to the device and its protective field, which fizzed and sparked under the pressure of its maiden voyage, slowly giving out under the strain. With a fit of desperate strength, her father shoved her Marchessa, her mother and the device protecting them to safety, before vanishing into the abyss.

The ensuing weeks contained little but grief and despair, as Marchessa managed drag her mother into finding elsewhere to stay. The voices did little to help matters.

With her size leaving her less exposed, they were little more than an indistinct nuisance for Marchessa. For her mother, they were both ever-present temptation and unending torment. Sometimes, they came with impossible promises, honeyed words hiding sickly poison. Sometimes, with horrifying threats that would send her stomach churning. Sometimes they’d hurl insults and accusations, born of her most private doubts and regrets. Worse of all, sometimes her husband’s voice would echo through the darkness, begging for salvation.

With little left to lose and something that might’ve looked like a hope from a distance, the Professor began her work anew. She would reassemble the portal, perfect the shield, and find her husband. Without her other half, the only available assistant was her daughter. Though the child had been kept well away from her work in the past, she had no other choice left.

The girl would learn quickly.

At first, it was a sombre yet calm affair. Though Marchessa had little confidence in her father’s survival, it was all she could do to help salve her mother’s grief. Slowly but surely, however, her mother grew obsessed. In her eyes, that minuscule hope transformed into an absolute certainty and the house became as a coffin; suffocating and claustrophobic. As materials and living costs wore into the remaining savings, it fell to Marchessa to support the house, regardless of the recriminations her mother had begun to throw at her whenever she wasn’t helping.

For the following few years, Marchessa’s world remained stable yet bleak, as she slowly acclimated to the rough and tumble streets of Zaun. She occasionally picked up odd jobs, or scavenged for sellable scrap where she could. When she couldn’t, raiding old labs for valuables was a risky, but lucrative fall-back that she’d learned out of necessity. She was insulted, ripped off, robbed and occasionally even beaten up. With time, she became acquainted with some of the more prominent kids on the street, though she kept herself distant. She was still a ‘Pilty’ at heart. She accepted the inevitable shortening of her name to ‘Marche’, before eventually embracing it. All the while, progress on the devices slowed. Screaming matches with her mother became increasingly common, as her temper shortened and she picked up that naturally disrespectful manner associated with the Zaunite lower class.

Only a few weeks before her seventeenth birthday, Marche returned home from her latest scrap hunt, to find the supposedly incomplete portal device already active. Both her mother and the shielding device had vanished. It didn’t take a genius to figure out what happened. With barely a thought, Marche frantically cobbled together a rig to stabilise and carry the still (barely) working original prototype that’d saved her so much years ago, and chased her mother into the void.

The land she found herself dropped into was quiet and dark, yet full of life. Creatures crawled and scuttled, mercifully oblivious to her. With little else to do, Marche pressed forward towards the only semi-familiar landmark; the house they’d once lived in. It was there that she found her mother, weeping openly. Her face gaunt and despairing, she’d probably been here for hours. Long enough that even the ‘perfected’ device had begun to spark and flicker.

Beneath her was a thing that might once have been her father’s body. So long had it been, that the body had been infested by whatever energy permeated the world, and that infestation had also run its course and ended. Uncertainly, she embraced her mother, who reciprocated silently, despairingly, for the first time since the tragedy had occurred. How long they stayed like that, she could not say.

A week later, Professor Amelia Hydrargyrum checked herself into North Piltover Psychiatric Hospital. Her body and mind ravaged by the void, the doctors doubted she’d ever recover enough to leave.

Her mother wasn’t the only one scarred by this latest experience. The prototype’s inferior shielding meant even her short incursion left the fingerprints of the void upon Marche. Most notably, her eyes now shone a deep, unnerving purple, which she resolved to conceal with a cheap visor. Unmoored from her last remaining responsibility, and gifted with the fantastical inventions of her parents, Marche found her new life bittersweet, yet optimistic. Two whole worlds of untapped potential and she had one of them all to herself.

Short Story - No Problem

SKRRT-ZIRT-SHKIRT

Look, shut up, you prick. You wanted a sound effect. There it is. That’s the exact onomatopoeia for the sound of reality being ripped open. I’m the expert on this, and that’s what it sounds like. I hear it at least twice a day.

Today, it’s been more like…Thirty?

...

Stop judging me.

If you had the option, you’d do it too. With how messed up spacetime is in there, a five minute walk can take you from one side of Zaun to the other, if you know how to navigate it. If you don’t…Well, you run a mile one way, open an exit and find yourself fifty feet from where you started, in the opposite direction.

No, I can’t explain how it works. S’like trying to explain ‘green’ to someone who can’t see colour.

Thankfully, as someone secure enough in my day-to-day finances that I don’t have to worry about shit like working an actual job, or figuring out rent, I had plenty of time to figure it out. Now, whenever the cash box under my bed’s low (…shit, now I have to move it again), I go out and do something awesome.

Case in point, today I’m getting paid to break a dude out of maximum security. Corporate maximum security; none of the pansy crap they have in Piltover. We’re talking full on Exclusion Field cell blocks, O.M.A.T. Alarms and enough build-a-cops to conquer Noxus. Can you believe that? Sneak into highly guarded facility, blow up a generator, find and save a guy who’s been imprisoned for knowing too muchand get paid for it.

In a couple of years, I’m gonna be a regular god damn folk hero.

Those first two steps were so easy I legitimately can’t be bothered recounting the details. The lab was guarded pretty well…Assuming your infiltration plan involved moving through Euclidean space. All four external entrances were pretty well guarded, including the one on the roof. In a massive oversight, however, nobody thought to guard the broom closet on the second floor. With the floor plan well in mind, it was only maybe three more jumps to the generator room.

The prison guards lying in a pile behind me, in varying shades of horrifically injured, were slightly more difficult. The first guy, with the lump on the back of his head, was the lucky one. He was closest to the door, so he got the Main Street Special. I swear the swathe of blistering, purple-red skin on the second guy's face wasn't deliberate; I was just going to clock him on the back of the head like the first guy, but he turned around at the wrong time and the next jump put me right on top of him.

Third guy was too far away. He made the poor decision actually draw a bead on me, so he had a grub thrown at him. S'long as they get him to a leech in a few hours, he should be able to keep his skin. Dunno if they can fix that sort of mental trauma, though.

I look across to the cells. Looks like my rescuee was the only one being held here. Bit odd to have so many people guarding him, but I guess prisoners are out of season. As you’d expect, the dude looks like shit. S’what happens to anyone who gets put in the quiet box. While you probably wouldn’t pick him out of a crowd of boffins on a good day, it looks like he’d been barely fed, let alone allowed a change of clothes or a wash. He stares up at me with this wide-eyed apprehension like I was about to cut his balls off.

I grin reassuringly at him and he recoils. He’s lucky I don’t take offence to that.

“You Doctor Marrick?”

The nod is a quick, terrified motion.

“I’ll be your representation for today.”

The awkward pause is deafening.

“…I’m here to get you out.”

His face lights up with a desperate kind of hope, as let the Reality Opener rest. The jumps I’d been doing previously weren’t exactly calibrated for multi-person travel, so to actually get him out of here, I’d need to open a proper, stable tear. And I wasn't going to try that with the ominous ticking sound the metal was making.

“Anyway, gimme five minutes for this heap of junk to c-.”

He squawks like a parrot.

“Five minutes? FIVE MINUTES-!?”

Acts like a parrot, too. I roll my eyes at his irrational panic.

“You've been in here, what? A week? Five minutes more ain't gonna kill you."

“-The warden will be here any moment! We’re dead. You’ve gone and gotten me-us both killed!”

I roll my eyes at the distinct lack of faith.

“Relax, there’s no probl-”

It’s about that point that I turn around.

Oh.

Holy shit.

Rather than your run of the mill aug-thug, this dude’s been juicing hard. He’s like eight feet tall, sixty percent metal and probably like thirty percent booster cocktail. I’d crack a joke about what’s been replaced to his face, but I’m way too god damn terrified for any sort of wit. He cracks a grin that'd make a shark piss itself, and lunges for me. If I were slightly less amazing, he might've pasted me, but the rig was already charged, and I was already behind him before he managed to follow through. The rig whirs again as I fire up another jump and-

Then, there’s the worst sound.

Bwomf

I snap my head around, and watch a plume of purple smoke waft mockingly out of the rig’s transformer. The momentary distraction nearly kills me, but my legs react before my brain registers the incoming fist. I dive for my life, narrowly avoiding the siege weapon on the end of his arm. Rolling to the side turns a rib crushing strike into ‘just’ a bruise down my entire side. Before I can get my bearings, I'm hoisted into the air by my neck. There's a moment, as I struggle to breathe, as I praise the fact I'm fighting a sadist.

I smash the underside of the rig on my arm into his.

Reality briefly forgets where it is for a moment, as I overlay a very small pocket dimension on the space immediately in front of me, dousing the room in eerie purple light. With the hand supporting me suddenly gone, I drop to the ground, before slowly pulling myself backwards. Even just looking at the swirling impressions on space that exist yet don’t makes my eyes water.

There’s a couple of seconds of silence, as the universe slowly figures out what just happened and pulls itself back together. Unfortunately for big, dumb and ugly, it seems his physical structure hasn’t figured out the same trick. As the universe remembers how light’s meant to work, for the briefest of moments, it looks like nothing’s happened…Then, the warden just kinda…Comes apart. He doesn’t quite melt, so much as all his solid bits are suddenly not actually connected any more, and what’s left collapses under its own weight, into a vile looking solution of flesh, bone powder and metal particles.

The pansy behind me drops to the ground, dry heaving. Pretty sure even I was looking a little green after that, but I smother the feeling with a too-wide smile.

“…Y-Yeah. See? No problem...”

I pull myself into a sitting position, then swing my rig around to check the damage. The heat doesn't seem to have warped anything, and I cautiously touch th-YEOWCH -yeah, I ain't resetting that until it cools all the way down.

"...Think they'll just let us walk?"

Quotes

[Under Construction]

Selection “Reckless is a word for little babies.”

Ban “Woo. Yay. Great. Bugger off.”

First Time Moving “Took you long enough.” “Hurry up and wait.” “Fi-na-LEE.”

First time moving (If a on a team with Malzahar) Deep breaths “Just until this is done, Marche. You can hold off on the brutal retribution that long, right?” “Stay the hell away from me and maybe, MAYBE I’ll cut your head off without flaying you first.”

Movement “Fine. FINE.” "Yeah, sure, going." sighs “Yeah. This is how it is, isn’t it?” “Please tell that sound wasn’t Capacitor G104 breaking again.” “Tomorrow? That’s way too far away for me to care.” "There has to be a faster way." "Oh, shut up already...Not you, the other voices." “It’s a good day when the voices stay inside my head.” “Wait, who said that?”

Movement (While Shields are Burnt Out) “Not now. NOT NOW.” “It’s always at the worst goddamn time.” “Why does this never happen when it’s NOT BLOODY CRITICAL.” “Oh my-groans” “For f-WHY” “Is it G104? WHY IS IT ALWAYS G104?!” voice muffled “Is that what’s-no, it’s not.” "I'll will be SO pissed if it's the coolant."

Attacking “Oh, I just hate resorting to violence *snort*." “They’re gonna have to clean you up with a chisel.” “Now you’ve done it!” “Say that again to my face!” “Hey! Can your mother sew?” "Don't think I didn't see that!" "The voices want you dead. You know what they say about stopped clocks."

First Time Attacking a Large Monster "Oi! Ugly!"

Casting Ballistic Horror “Where do you think YOU’RE going?” “You aren’t getting away that easy.” “Sick ‘em!” "Free sample!"

First time moving near an enemy Malzahar “You...You SON OF A BITCH.”

First time moving near an enemy Ekko “Ekko, Ekko, Ekko… Ekkoooo.” (Response: groan “First time I’ve heard that one”)

First time moving near an enemy Vi “Aren’t you...Eh, it’s none of my business.”

First time moving near an enemy Jinx “Holy crap, what happened to you?”

First time moving near an enemy Kassadin “Oh great. Here comes the fun police.”

Joke "Your face! Hah hah...Uh...I got nothin'." "Uh...Yeah...Jokes...I'll get back to you on that." "Oh! There's one about the...Uh...No, that can't been it...." "Look, you don't hear many jokes in tentacle world... Stop judging me."

Near Ekko "So, Ekko, you feeling alright? You're looking a little...Lost." cackles "Why such a rush Ekko, guy like you should have plenty of time on your hands." cackles

Near Malzahar "..."

Taunt "I'm gonna rip out your heart and show it to you before you die. No, seriously, I've been practising!" "You're only still alive 'cus I've got a busy schedule."

Near Malzahar "..." (Ally) [Under Construction]

Near Ekko "Not everyone wants to be part of your gang, Ekko. Some of us don't need you." "Take it from me, Zaun's crap, just like Piltover. Stop pretending it ain't."

Near Kled “Yeah, I’m trespassing. YOU GONNA COME OVER HERE AND DO SOMETHING ABOUT IT?!” “YEAH, WELL, I DIDN’T SEE YOUR NAME ON IT.”

Near Tahm Kench “World Peace, unlimited power and a pony. Huh? Huh? I DIDN’T THINK SO.”

Near Zac “Do you even listen to yourself? How are you such a dork?”

Near Vi “I wasn’t doin’ nothin officer, I swear.” (Ally) "Come on, arrest me! Try it!" (Enemy)

Near Caitlyn “I wasn’t doin’ nothin officer, I swear.” (Ally) "Come on, arrest me! Try it!" (Enemy) "Holy crap, what's that creature sitting on your h-Oh, it's just your hat." (Enemy)

Trivia

Years ago, Ekko offered Marche a place as part of the Lost Children, which she turned down. Having crossed paths numerous times since then, Ekko has since (in good humour) rescinded the invitation.

Marche has a... rather frosty relationship with Kassadin, what with her, let’s be charitable and say ‘questionable’, use of the Void for her own benefits.

Description

There’s two things that are immediately striking about Marche. The tangle of long, unkempt, dark purple hair running down her back, and the rig that covers the top half of her face and most of her torso.

Marche’s rig includes a thick helmet plus opaque visor, connected to a heavy suit of gadgets and scaffolding that runs down her back, and across her stomach, secured with a jury-rigged harness across her chest. Beyond this, her left arm carries a gauntlet with a glowing display, which she operates with her right hand. The rig is a mess of unprotected wiring and whirly bits of mysterious purpose, held together with junk metal plating and an assortment of trash. A single, purple, glowing mass (something halfway between metal and bone) is mounted on her right shoulder and powers the rest of the rig. As she walks around, the rig shakes and bounces with her movement slightly. Above 450 MS, she breaks into a run, causing her rig to move violently (forcing her to adjust the harness and gear’s position every couple of seconds whilst she’s in this state).

At 100% Shield health or when regenerating integrity, the energy source on her shoulder has a dull purple shine and the moving parts turn slowly.

At 50% - 99% Shield health, the cogs and gears and whirly things on her rig speed up, and Marche is covered in a full body, purple glow. While not exactly stable, the rig’s animation is regular and ‘safe’.

At 1% - 50% Shield health, things start getting dicey. Purple sparks jump across the rig and the veil around her occasionally flickers and dims. The moving parts seem to oscillate in speed, unable to keep to a steady pace.

If the shield drops to 0% naturally, the glow will completely falter, the power source on her arm loses its lustre and everything on the back of her rig goes dead (leaving only the stuff on her arm working).

If Marche suffers a burnout, there’s a sudden POOF of purple smoke from the rig’s backpack, and it becomes clear that something’s gone wrong. ‘Normal looking’, electric-blue sparks occasionally run across the moving parts, which jitter and shudder. The energy source on her arm goes black. Smoke continues to waft out of the back of the rig while her passive is disabled.

When idle or moving, Marche will interact with the mechanics on her arm, with her emotions/mannerisms tied to the state of her shield. At full, she fiddles absently, obviously bored. At 50%-99%, she appears to press buttons in a purposeful, businesslike manner, which becomes more focused and ‘engaged’ at sub 50%. If she reaches 0% naturally, she’ll make frantic adjustments, working to get the shield back online. If her shield is burnt out, she’ll occasionally hit a button or two before bashing it with her hand (as it becomes obvious that it’s not working).

Beyond her rig, Marche isn’t a particularly impressive looking girl. She’s short, thin and frail, even more so than someone like Jinx. Her melee attacks involve trying to punch her opponent with her unencumbered right arm (which switches to a pulse of energy from her left arm for critical hits).

Despite this, her often dour or ill-tempered expression leaves her arguably older looking than she should. The dress underneath the rig might once have been fashionable in Piltover, but has been noticeably worn. The blue dye has faded, leaving the cloth nearly grey and much of the skirt is ripped (though not enough to be unrecognisable). Though her eyes are always obscured by her visor, looking under it would reveal they’ve been corrupted, and glow with an unearthly, purple light; a lasting souvenir from her first trip into the void.

CCOS Stuff

Outreach Posts Hope, the Last Descendant Scryr, the Mindmancer Mek, Neural Auguerrilla

Changelog 11/8/17 - Posted! 12/8/17 - Description of appearance added. 13/8/17 - Adjusted specifics of passive; now functions by redirecting damage rather than granting a strict damage reduction + integrity loss. Range & Damage nerf to first hit of Incursion. Added first set of quotes. 14/8/17 - Added Full Lore. Reworked Dimensional Tear (See Below). 17/8/17 - Added Short Story. Reworked Ballistic Horror (See Below). 18/8/17 - Reworked Incursion (See Below). Ballistic Horror now only slows (instead of snaring or slowing and snaring)

7 Comments

HalcyonDweller8/11/2017, 4:23:11 PM2 votes

Nice design! Compelling and unique, and seems fun to play! I also like how the kit is consistent with the character's lore.

Raxistaicho8/13/2017, 1:49:43 AM2 votes

Oohhh, we've got a very interesting concept here. Like most of the champions based around the Void, Marche seems to be all about corrupting the normal gamestate of League. In this case she does this by posting "I wuz here! xp" signs all over your jungle.

Passive: Since she's a jungler anyways, I would suggest having minions tear down the shield fairly quickly (having a shield that reduces minion damage would be a huge deal in trading in lanes). This passive is a pretty creative and thematic way to let her clear without taking much damage but not giving her more bruiser-like qualities that would make her unusually-annoying to deal with (:cough:Rengar:cough:) for enemy champions.

The warp component seems more useful for just getting her across the map, easing her jungle pathing. Unless enemies are being almost humorously careless about clearing your tears, this won't be that useful for ganks. Not to mention you'll usually be arriving without much of a shield left. Just your classic application of Void-style dimension-hopping.

Q: This actually is a little less interesting than the older version I saw. It's an interesting version of Kassadin's void-hopping, mercifully nerfed due to being a basic ability. This is one of the most "fair" burst abilities I've seen from a concept, as it requires forethought (or a comically unaware enemy) to get the most use out of it. ideally you'd set your mark while an enemy doesn't know where you are, then try to get a couple activations on them. Realistically you'd be lucky to get 2 just with this ability alone, since you're also revealing where the mark is to enemies once you've jumped once. Still, setting it up in an enemy's escape route gives you a way to get in AND burst them in one skill. This skill also absolutely ravages camps (except for Krugs anyways) since monsters obviously won't try to dodge it.

W: But here's the ability that really enables her Q. If she can manage to just walk up to enemies instead and land this she can easily get two Q landings, and potentially up to 4 (not gonna do the math on that). Since that entails her walking up to you and THEN landing a skillshot without any mobility or stealth shenanigans along the way, she's definitely earned the easy kill if she can do all that. "Fair" as her Q is, this also gives her a nice fallback option for catching enemies out by landing this on somebody important. As a last nice touch, it's also handy if she needs to get away from somebody.

E: Ah yes, the graffiti skill. It definitely rewards her for being able to have her way with your jungle, but since it's got a long setup time she can't just use this to help her escape easily. It's also decent for defending her own jungle, making it a nice ability on the whole for a jungler to have. It's also highly unique and creative.

R: Reminds me of Lissandra's ultimate, but jacked. It gives her another unique play avenue both, giving her a catching and self-protection tool all in one.

Marche's definitely got a lot of interesting things going on, but I'd honestly hate to see people using her on my team XD she looks like she'd be very easy to screw up but very rewarding when done right, but she's got a few options to help her team even if she doesn't do so well herself, giving her a decent safety net. Counterplay is generally pretty clear - she's very vulnerable to enemies who can just stay in her face and beat on her, since her major spells operate under the assumption enemies will be trying to move one way or another. Since she's AP, she's also ridiculously vulnerable to getting caught with her pants (or rather, cooldowns) down when clearing or ganking.

Nice concept overall, lots of creative applications for the alien nature of the Void beyond the usual "Is super evil and gross D:" stuff.

Villainous8/14/2017, 8:22:18 AM1 votes

14/08/17

So, I've added the full lore for Marche, plus I reworked her E. For the sake of posterity the version as it currently stands will be recorded here.

[E] Dimensional Tear

Marche tears open a hole in reality at target location, revealing the area around it and warping nearby flora and fauna. Over 15 seconds, the tear spawns 3 walls of blightweed which enemies cannot walk through. Blightweed will attempt to block the free space between the two closest walls in the area, covering up to 950 units. Blightweed will not spawn near existing blightweed.

If Marche kills a non-epic monster near the tear, the next monster that spawns will be corrupted, increasing its attack speed by 50%, but amplifying the damage it takes from Marche.

Once all corrupted units are destroyed (including those that are yet to spawn), the tear collapses. Each tear must be at least 2000 units apart.

Damage Amplification: 30% / 35% / 40% / 45% / 50% Maximum Number of Tears: 2 / 3 / 4 / 5 / 6 Cost: 80 Mana Cooldown: 50 / 45 / 40 / 35 / 30 Seconds Cast Range: 250 Effect Radius: 1500 Vision Radius: 550 Minimum Spacing: 450 between any point of two blightweed walls Grass Health: 3 HP (1 damage/champion basic attack & 3 damage from turret shots)

Notes: Upon spawning, blightweed will start at 1 health and climb to 3 health over 1.5 seconds. Placing a tear near one that already exists will destroy the older tear. Placing a tear when at cap will destroy the oldest tear. Blightweed is destroyed if the tear it’s linked to is removed. If blightweed would cause minions to deviate too far from their pathing, they will attack it, dealing 1 damage per hit. Blightweed blocks enemy vision, but does not obstruct ally vision.

Villainous8/17/2017, 11:38:27 AM1 votes

17/8/17

In addition to adding a short story bit, I've decided to rework Marche's W. Here's the pre-rework version for the record.

[W] Ballistic Horror

Marche tosses a void grub that travels in a line, latching onto the first enemy it collides with. After 2 seconds, the grub screams, dealing magic damage and blinking the target back to the location of the initial hit.

Damage: 60 / 105 / 150 / 195 / 240 (+80% AP) Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 12 / 11 / 10 / 9 / 8 Seconds Cast Range: 775 Projectile Speed: 1600 Projectile Width: 75

Notes: Grubs will remain stuck to an enemy hit by Marche’s ultimate. Counts as a displacement for the purpose of CC immunity.

Villainous8/17/2017, 11:07:14 PM1 votes

18/8/18

Completing the rework of Marche's basic abilities ( :| ), here is the original version of Incusion.

[Q] Incursion

Passive: Marche stores a charge of Incursion periodically, up to 2 charges. Hitting a large monster or enemy champion with Incursion will reduce the recharge timer by 80%.

Active: Marche places an invisible mark at target location. After a 1.5 second delay, Marche consumes a charge and blinks towards that location, dealing magic damage to nearby enemies.

As long as a location is marked, Marche may re-cast Incursion any number of times, reducing the damage and range by 20%. If Marche attempts to blink with no charges remaining, her shield suffers a Burn Out.

Damage: 50 / 75 / 100 / 125 / 150 (+50% AP) Recast Damage: 40 / 60 / 80 / 100 / 120 (+40% AP) Cost: 40 / 45 / 50 / 55 / 60 Mana + 10% of Maximum Vaccine Field Health Cooldown: 8 / 7.5 / 7 / 6.5 / 6 Seconds Recharge Timer: 6 Seconds Cast Range: Infinite Blink Range: 550 / 440 Effect Radius: 225

Notes: Incursion’s mark is only visible to allies. Re-casting Incursion will cost the same amount as the initial cast. No cast time. Unlike most charge based abilities, Incursion is not hard gated by charges remaining; it can be cast with no charges remaining and will go on cooldown if all blinks queued have resolved even if there are charges remaining.

Incursion has a 0.25 second re-cast lock out (to prevent inadvertent double taps)