[CHAMPION CONCEPT] Mechna, The War Machine

TheDirtyMango·12/31/2015, 6:47:41 AM·2 votes·847 views

LORE: Zaun is undoubtedly Runeterra's capital of technology. Still the city of progress is not without its' dark underground, where technology is abused and unholy, horrific, and evil is crafted. It is in this underground where a machine of such malevolent desire was designed. This machines designer never wished to see this creation manifest realizing that if ever completed it had the potential to devastate all of Runeterra, but before he destroy the blueprint his workshop was raided, he died, and the plans were stolen. 10 years later the machine has been completed....

POWER UP PROCEDURE [STATUS]:// ACTIVATION SEQUENCE INITIALIZED......

SYSTEM DIAGNOSTIC [STATUS]:// RUNNING....

CORE:// 99% EFFECTIVE

MAIN SYSTEMS:// 100% EFFECTIVE MOBILITY [LFT]:// 100% EFFECTIVE MOBILITY [RT]:// 100% EFFECTIVE TARGETING SENSORS:// 100% EFFECTIVE

WEAPONS:// 98% EFFECTIVE MAIN CANNON [LFT]:// 99% EFFECTIVE MAIN CANNON [RT]:// 99% EFFECTIVE SECONDARY POD:// 98% EFFECTIVE HEAVY CANNON:// 100% EFFECTIVE

SYSTEM DIAGNOSTIC [STATUS]:// COMPLETE [RESULTS]:// ALL CONDITIONS ACCEPTABLE POWER UP ACHIEVED

SYSTEM [STATUS]:// ACTIVE FULLY OPERATIONAL PRIMARY DIRECTIVE:// SEARCHING...... DIRECTIVE DERIVED:// TERMINATION SEQUENCE 01.347.007.... PRIMARY DIRECTIVE:// TERMINATION 01.347.007 DIRECTIVE TARGET SEARCH..... SCAN [STATUS]:// COMPLETE TARGET LIST.,.,.,.,.,:;:;:;:;eRRoR........ MARK FOR TERMINATION.... SYSTEM SELECTION {TERMINATE ALL BIOLOGICAL ENTITIES} R.O.E. :// TOTAL ANNIHILATION VIA. ANY MEANS

SYSTEM START UP PROCEDURE [STATUS]:// COMPLETE PROCEED WITH PRIMARY DIRECTIVE OPERATION INITIATED...BEGINNING TASK...

Runeterra was not prepared for what was to come and no one was aware of the danger presenting the world. Mechna, The War Machine has become operational and its' only task...the total elimination of all life. LORE END.

CHAMPION SUMMARY: Mechna is a mechanical being resembling a tank with a slew of weapons attached. Its main body is a rectangular central mass with a trapezoidal tread on its' left and right sides. Attached to each tread fixed to the center mass is a 3 barreled Gatling gun. These 2 Gatling guns fire Mechnas' basic attack alternating with each shot and rotating upon firing additionally while moving the guns will aim toward Mechna's target swiveling to position and are even able to fire while Mechna is retreating and on the move. Attached to the top of Mechnas' center is a long barreled cannon which stays fixed and parallel to Mechnas' treads. This is the heavy cannon and it fires Mechnas' Ultimate ability. Placed on the backside of Mechnas' center just behind the heavy cannon is an 8 barreled missile pod. This pod fires small homing missiles and Mechnas' E: ability.

Taunts: "Pain tolerance determined, yours is far below the average value." "Resistance is futile, you will be annihilated." "Your legend will end once your species is extinct."

Unique Taunts: Blitzcrank, "Target determined non-biological, add to bottom of priority list." Urgot, "Target biological, physical makeup unnatural, course of action..vaporize." Void Champions, "Scanning Error system unable to determine composition, course of action...ignore existence of similar abominations." Baron, "Target biological, Threat determination:...Error value exceeds logical values..course of action...exterminate offspring until natural death." Dragon, "Target biological, Threat determination:...Extremely High....Course of action...expend tons of damage!!!!"

Joke: "Running Sequence...Category...Humor...This unit recognizes irony as a representative term."

Dance: Spinning continuously while shooting Gatling guns and launching missiles in time to "MR. Roboto - STYX"

Laugh: Gears meshing and white noise/static

Alternate Skins for later release

Warpath Mechna [Sold as Champ release bundle skin] Mechna is covered in blood spatter, green and purple oozes and other chemical spatter along with scratches, dents, bullet holes, arrows, and burn marks.

Golden Guns Mechna Mechna is plated totally in gold accented with silver Gatling guns and missile pod, and leaves a trail of diamonds behind it when moving. Basic attack projectiles are replaced with rubies, pod missiles are replaced with flaming emeralds, heavy cannon blasts are replaced with large sapphires.

Construction Crew Mechna Mechna is skined to resemble a back-hoe. The Gatling guns are replaced with nail guns, the heavy cannon is an excavator bucket and hurls a mound of dirt for the ultimate, the missile pod is replaced with an air tank hosed up to a rivet gun and fires steel nuts.

ABILITIES:

First and foremost Mechna is a Marksman, through clever itemization but can also become a relentless Tank or a fear inducing Assassin. Mechna scales mainly off of attack speed, attack damage, critical damage. Again though through clever itemization Mechna becomes a bulky and disruptive Tank. Tank build paths should focus on armor and magic resist over health for reasons that will be made apparent below. As a Tank items that add durability and utility are optimal and allow Mechna to bulldoze right over other front-line Tanks and open a path for the rest of it's team to engage the enemy ADC. So without further delay....I present the KIT.

Mechna, The War Machine

Health: 560 - 575 + (80 - 85 Per. Level) Health Regeneration: 6.4 - 6.9 + (0.7 - 0.8 Per. Level) Armor: 24.5-26.5 + (4-6 Per. Level) Magic Resist: 22.5 - 24.5 + (1.2 - 1.3 Per. Level) Movement Speed: 365 - 380 Attack Speed: 0.73 - 0.75 + (0.02 - 0.03 Per. Level) Attack Damage: 56.2 - 57 + (3.4 - 3.6 Per. Level) Base Attack Range: 620 - 630 units (to compare Caitlyn has 650) Energy: 200 Energy Regeneration: 50 (over 5 seconds)

Innate Passive: Target Sensor Array

HOW IT READS: Enemies damaged by Mechnas' basic attacks and abilities will become marked. Damaging a marked target 4 more times while the mark is active will weaken the target for 3 seconds. The next damaging attack or ability(excludes item actives) will deal double damage.

HOW IT WORKS: Enemies damaged by Mechnas' attacks and abilities are marked with a circular target reticule over them. Each successive strike on a marked target fills in the reticule, 1 hit a red ring, 2 hits the west line, 3 hits the east line, 4 hits the north line, 5 hits the south line. Now the target is "Targeted" and has a completed target reticule above them this mark lasts for 3 seconds (1.5 seconds if the targeting reticule is incomplete). While "Targeted" Mechnas' next damaging attack or ability (not including item actives) will deal double damage and apply Grievous Wounds(a LoL status where the affected has all healing recieved reduced by 50%).

Q: Incendiary Ammunition

Toggle: While active Mechna will fire Incendiary Ammunition instead of its' usual basic attacks at the cost of a constant energy drain. Enemies struck will burn for bonus damage over time. A target hit 8 times in a row with Incendiary Ammunition will become Panicked for a short duration.

HOW IT WORKS: When toggled active Mechnas' Gatling guns will begin spewing flames similar to a blow torch. These flames are constant even when not attacking so that the summoner and all other summoners can tell by appearance that this ability is active. The burn effect will be dealt as magic damage over 2 seconds and can be stacked infinitely. After an enemy has been hit 8 times consecutively with Incendiary Ammunition attacks they become Panicked for 1.5 seconds during which champions will move away from the point where their summoner clicks and cannot attack, use abilities, or use summoner spells, minions and monsters(excluding Epic monsters Baron, Dragon, Rift Herald) will move away from Mechna. Panic is similar to Fear in many ways.

ABILITY STATISTICS Energy Cost: 2/3/4/5/6 per second while active Cooldown Time: 1/1/1/1/1 Damage: 100% of Attack Damage + (3/4/5/5/5% of Bonus Attack Damage over 2 seconds) Panic Effect: Upon 8 consecutive hits the target is Panicked for 1.5 seconds Range: Self & Basic Attack

W: Intelligent Defenses

Passive: Upon taking damage Mechna gains increased resistance to that form of damage until Mechna takes damage of another form. Can change once every second.
Active: Mechna Transfers a portion of incoming damage into energy and gains immunity to damage penetration effects.

HOW IT WORKS: The passive effect increases Mechnas' Armor or Magic Resist based off of which type of damage was taken last. In cases where hybrid damage is taken the resistance is applied to the higher damage source. Armor for attack damage, Magic Resist for magic damage. The active takes the value of any damage blocked by Mechnas' armor and magic resist and returns a percent of the blocked damage as energy the moment that the damage source is blocked.

ABILITY STATISTICS Energy Cost: No Cost Cooldown Time: 14/12/11/10/9 seconds Passive Resistance Increase: 10 + (1.4% of total * champion level) Energy Returned: 3/4/5/6/7% of all damage blocked by armor and magic resist Range: Self

E: Wasp Missile Swarm

Passive: Mechna launches a homing missile from the missile pod at a specified target or the target with the highest percent of their maximum health. This effect is inactive while on cool down. Active: Mechna launches all 8 of the homing missiles at a target location or a "Targeted" champion if selected.

HOW IT WORKS: The passive works like a second basic attack essentially allowing Mechna to strike 2 opponents at one time. It will automatically attack the target with the highest percentage of their total health. If the summoner controlling Mechna uses the Shift key and then left clicks on an enemy then the missiles with target that enemy until it dies or leaves the missile's attack range. Similar to controlling a pet, i.e Shaco's Clone, or Annie's Tibbers. The active fires 8 missiles to a selected location. When the missiles reach the location they explode dealing small area-of-effect damage. However if a target is marked as "Targeted" by Mechna's Sensor Array passive then Mechna's summoner can select the "Targeted" enemy and the missiles will track the target until they reach it. Missiles tracking a target will continue their chase beyond the missiles normal attack range.

ABILITY STATISTICS Energy Cost: (Passive: No Cost, Active: 30/40/45/55/65) Cooldown Time: 8/8/6/6/5 seconds Missile Passive Range: 680 - 700 units Active Missile Swarm Range: 720/730/740/750/760 units Active Missile Swarm Area-of-Effect Size: 280/280/330/330/360 units Passive: Rate of Fire: 1 missile every 3 seconds (the fire rate of the missiles can be increased by investing in attack speed items which will increase the missile fire rate by 30% of the items statistic increase.) Passive Missile Damage: 30/40/50/55/60 + (35% of attack damage) Active Missile Swarm Damage: 55/65/75/85/95 + (25/25/30/35/40% of Bonus attack damage)

R/Ultimate: Mass Accelerator Cannon

ABILITY STATISTICS: Energy Cost 110/100/90 Cooldown Time: 30/25/20 seconds Projectile Speed: 30/40/50 units per. second + (100% bonus attack speed %) Damage: 180/220/260 + (45% Bonus Attack Damage) + (60% Ability Power) Range: Global

Now you know what it does here's what it is :).....

Upon activation Mechna roots itself in place and is unable to use other abilities, basic attacks, or item actives. After channeling for 1.5 seconds Mechna unleashes a small metal ball at tremendous speed. If an enemy champion is struck by this ball they are carried back a distance equal to the ball's movement speed and if the enemy hits a wall before they reach the maximum knock back distance they take 25% extra damage if the carried champion hits another enemy champion the hit champion begins getting carried the remainder of the first champions distance along with the initial champion hit. After the target is carried back the max distance the ball passes through and continues doing the same as it did to the first to each subsequent champion. It does not repeat on a champion struck by another champion it simply passes through. This is a very high speed global projectile Ultimate. It is very powerful and as such has a very narrow impact zone something like 3/4 the size of a tower projectile.

WELL folks that's all questions, comments, concerns, and other happily accepted as I do check and respond. I would love to see feedback and opinions in the comment section as well as some discussion over improving the concept to acceptable levels.

Thanks For Taking The Time To Read Hope You Liked It

5 Comments

FlameHalbrdOkido1/1/2016, 7:21:39 AM1 votes

Nice concept I like it and the lore, a few questions for you. Did you know that Riot was phasing Grievous Wound out of champion kits?

How will his W interact with Corki's basically attacks which deal half magic and half physical damage? Will W have a cap that it can build resistance up to, and what percent of the damage is passively converted to resistances, and what percent of the damage is converted to Energy? How long do the passive resistances last? I actually really like the W it does a lot without being too complex and it fits very well. I really do like the idea of a tanky marksman. Graves is an example, but I like the unique way that you have iterated it.

Again great job on the E I love it a lot especially how it works with the passive. Would E's passive be deactivated if the ability is on CD?

Kinda like the ult, seems abit complex, that is on paper, maybe not so in the game per say. I am worried for another global ult, does it have to be global?

Anyways I like it a lot great job

FlameHalbrdOkido1/4/2016, 1:23:59 AM1 votes

for the passive I think that "a minor slow something like 15% for 2 seconds, and a slight armor debuff for a similar duration." works better for your kit than a hp regen and heal reduction.

everything else is fine