Game Mode Idea: Onslaught of the Metal Master
Onslaught of the Metal Master Preface: Mordekaiser, the mysterious half-giant being from Noxus has finally revealed his intentions of joining the League, which is heralding the destruction of Runeterra by mysterious supreme beings from another dimension.
Mordekaiser has raised an army, inferior duplicates of current League champions accompanied by metallic contraptions and abominations from another dimension.
And now, he seek for the fall of the Runeterra by occupying and invading everything in his path. The champions of Institute of War finally decided to settle their differences to face the mutual, greater threat from the Master of Metal. The champions has to defend the Institute of War from imperfect copies of themselves, raised and created by the Metal Master himself! Beware, it seems that the Metal Master also constructed an army of metallic ghostly minions to aid the invasion.
How long can you defend yourselves against an endless army of steel beings?
Gameplay: Defend the Nexus at all costs. 10 champions have been summoned to defend a strategic Nexus that is suspected to be an attack target by Mordekaiser. The map would be a simple square-shaped field with the Nexus in the center, along with the shop. There is no fountain or obelisk to regenerate your health and mana, but there is a small platform next to the Nexus where your champions will respawn after death.
Enemies will come from all 4 corners of the square to attack the Nexus. To aid you in the initial waves of defense, 4 turrets are located in the 4 corners of your base and 2 Nexus Turrets are close to the Nexus. However, do not rely on these turrets solely for later waves!
There are a total of 10 waves of enemies, each wave bringing stronger enemies or even more of them! After all 10 waves are over, the final wave would begin, bringing in Mordekaiser himself to fight all 10 of you! beware, his magic and power have reached his full potential and he is an extremely dangerous foe.
Intel of Enemy Forces (these are ideas): The enemy forces are designed to promote teamplay instead of boring, good old fashioned PvE where you would have dedicated tanks, healers, mages, dps etc etc. Teamwork is necessary!
Steel Grunts A simple, stupid yet brutal soldier of steel. Deals mixed damage on its attacks at a melee range (50% physical, 25% magic, 25% true damage). HP: 400 + 25 per wave Attack Damage: 62 + 11 per wave Attack Speed: 1.2 per second Range: Melee MS: 400 Armor: 42 Magic Resistance: 42 Abilities: -United We Stand Steel Grunts' attacks mark their enemies for 7 seconds, each Steel Grunt can place a stacking mark. With each mark, other Steel Grunts' attacks deal 12% more damage per mark.
Steel Fletchers Iron marksmen with bows and arrows, firing cold steel agony at their foes with a mixed damage (25% physical, 50% magic, 25% true damage). HP: 250 + 15 per wave Attack Damage: 84 + 16 per wave Attack Speed: 1.2 per second Range: 500 MS: 400 Armor: 21 Magic Resistance: 21 Abilities: -Focus Fire Consecutive attacks on the same target grants Steel Fletcher 15% bonus stacking attack speed, capped at 12 stacks. All stacks are lost when Steel Fletchers switch targets.
Champions Mordekaiser has created imperfect clones of all existing League champions!
- These clones have significantly higher HP, armor and magic resistance
- These clones have maximum attack speed and 600 base MS
- These clones' attacks deal 40% physical damage, 40% magical damage and 20% true damage
- These clones gain aura items as the game progresses.
- These champions are mirrors of what champions that the players selected in the game.
- These clones cannot cast any abilities.
Giants Mordekaiser has constructed nigh invincible iron avatars as the siege machines of his invasion. Giants deal enormous damage (mixed: 40% phys, 40% magic, 20% true) and has innate abilities. HP: 8000 + 1000 per wave Attack Damage: 300 + 70 per wave Attack Speed: 1.0 per second Range: Melee MS: 525 Armor: 100 Magic Resistance: 100 Bonus Resistance to True Damage: 15% Abilities: -Bash Every 6th attack on the same target would stun the target for 1 seconds and deal a critical damage (200% damage). -Shattering Blow Every consecutive attack on the same target reduces its armor and magic resistance by 1 for 2 seconds. Stacks up to 100 times. -Cleave Every attack deals 25% damage to nearby enemies within 330 radius.
Assailants Assailants are stealthed and nimble metal creatures used to assassinate champions at the backline, dealing high damage. Kill them quickly! Assailants deal mixed damage (50% physical, 50% magic). HP: 400 + 40 per wave Attack Damage: 900 + 225 per wave Attack Speed: 1.75 per second Range: Melee MS: 667 Armor: -120 Magic resistance: -120 Bonus resistance to true damage: -20% Abilities: -Shadow Strike Passively stealths the Assailants after 4 seconds out of combat. The next attack that breaks the stealth deals 400 additional true damage.
Avatar of Steel These huge steel menaces are equipped with the best tools of destruction and annihilation. Teamwork is required to take these juggernauts down. Avatar of Steel's powers enable them to destroy even the toughest enemies with ease (100% true damage on attacks) HP: 21000 + 2250 per wave Attack Damage: 4000 + 1800 per wave Attack Speed: 0.4 Range: Melee MS: 750 Armor: 499 Magic Resistance: 499 Bonus Resistance to True Damage: 52% -Intimidating Presence An aura that reduces any damage dealt from any enemies nearby by 15% -Unstoppable Reduces the duration of crowd controls by 20%. Also renders the Avatar of Steel immune to suppressions. -Runic Armor Champions that deal damage to the Avatar of Steel is slowed by 16% (movement speed only).
Mechanics: 10 Champions vs Mordekaiser's Army 10 Waves of Enemies, Defend the Nexus at all costs!! Champions have 50% reduced respawn time Champions start at Level 3 Champions starting gold set to 2000 Champions gain 52 gold per 10 seconds
Map-wide aura: Onslaught Aura -40% effectiveness on spell vamp and lifesteal +10% cooldown reduction +10% increased AD and AP
New Items Available: Vial of Rage: (500 gold): Consume to permanently increase your Attack Damage by 3 Vial of Wisdom (500 gold): Consume to permanently increase your Ability Power by 5 Vial of Swiftness (1000 gold): Consume to permanently increase your base Movement speed by 5. Vial of Endurance (1000 gold): Consume to permanently increase your Health by 50. Vial of Rejunevation (2000 gold): Consume to permanently increase your HP regeneration per 5 by 50. The Ultimate Vial (4000 gold): Permanently increases your Attack Damage by 20, Ability Power by 35, Health by 100 and Movement speed by 5.
Summoner Spells replaced: Ignite -> Burning Rage: Ignites your own strength, increasing your Attack Damage and Ability Power by 30-75 for 10 seconds. 90 sec cooldown. Revive -> Reincarnate: Instantly revives your champion at the place where it died. 240 sec cooldown. Flash -> Blink: Instantly teleports you within 400 range. 20 sec cooldown. Exhaust can be targeted on Giants, Avatars and enemy champion clones.