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-   -   December MCCC - Christmas Cheer! (http://forums.na.leagueoflegends.com/board/showthread.php?t=2861510)

ObscureClockwork 12-03-2012 05:48 PM

December MCCC - Christmas Cheer!
 
READ THIS FIRST!
Please do not post here to advertise champions.

Welcome to December's Monthly Champion Creation Contest! This is a four-week contest to see who can create the most complete and best champion concept within a given set of parameters.

Your hosts this month are yours truly, ObscureClockwork. I will be judging you this month (hopefully) , after hosting last month and having a great time. This is a really fun contest; I hope a lot of you join in.

As far as judging goes, just like last month, we will (hopefully) have more than one judge. We will be judges, and we will try to have 2-3 more. As done before, if you wish to be a judge, review a non-winning champion from the November MCCC using this month’s judging rubric. We will be accepting additional judges, and I wont accept someone who is not a good reviewer. Remember, if you judge, you cannot compete in the competition!

Week 1: Abilities!
Contestants must come up with an Innate (Passive), Q, W, E, and R for their champion. They must relate to the theme and be unique. No numbers are required at this point, but descriptions of the ability's mechanics (if they aren't obvious) will help. AFTER WEEK 1, SIGN-UPS ARE CLOSED.

Week 2: Lore!
Write the background story for your champion, like the Lore of current canon champions. Roughly 400-500 words in a two- to three- paragraph format works best, and can be adjusted even after Prelims.

PRELIMS!
Champions who do not meet the theme and challenges will be eliminated, as will champions who lack lore or are missing abilities. Those who pass move on to Weeks 3 and 4.

Week 3: Stats!
Contestants must develop base stats and stats related to their abilities during this week.

Week 4: Judging
Judgment week! Contestants will be eliminated until the winner and runner-ups have been found; they will be judged using this rubric:

Abilities: (X/25)
Do the abilities work well together, resulting in fun combos for summoners to employ? Are the numbers balanced compared to similar abilities? Is each ability worth putting points in?

Story: (X/5)
Does the story fit sense and fit in with other champions' Lore? Does the story adequately explain the champion's abilities? Is it within a reasonable length?

Stats: (X/5)
Are the Champion's stat numbers within reason? Are they within the proper boundaries and neither too big nor too small? Do they fit the champion's intended role? Does the champions base stats fit with the rest of the champions in the league (30 magic resist, no base AP, etc.).

Gameplay: (X/5)
Does the champion as a whole make people want to play it? Is it fun to play as? Is it fun to play against? Is it different from champions that already exist in the game? Is the interface and targeting confusing or streamlined? Do enemies have some way to counterplay your mechanics, or are they dead no matter how well they play? Note: if they are dead no matter how they play, that’s bad.

Extra Credit (Up to 1 point): (possibly will be removed this month)
Does the champion have anything that makes them special? Quotes, icons, splash art, suggested items, animation suggestions, or something else like that. Each additional section that is done well grants .5 bonus points, but you can only get two of these, and your maximum score cannot go above 40. For the champion to get any extra credit, they have to have actually put time into it.

Theme and Challenges
Did the Champion and his/her abilities fit the Theme? Do they satisfy the challenges mapped out for them? Champions who cannot pass the Theme and Challenges are disqualified, and that’s that.

- - -

Week 1: December 3 – December 11
Week 2: December 10 – December 18
Prelims: December 17 - December 19
Week 3: December 18 – December 25
Judging: December 23 – December 31

There's no limit on how many people can sign up for Week 1, but champions without complete lore or abilities will be eliminated.

AFTER WEEK 1, SIGN UPS ARE CLOSED. YOU HAVE BEEN WARNED.

In addition, if you fail to complete your abilities and/or story by the time their respective weeks end, you will be eliminated. Don't argue - you've been warned. Just for clarification, however, you CAN scrap/edit a champion concept and start over after week 1 is over so long as you met the deadlines for your previous champion(s). However, you cannot do this once Week 2 has ended.

This doesn't mean you have to "come up with an idea before coming up with an idea". You can post lore and stats early, you just need four abilities and an innate up. Even if they don't meet the challenges, I won't disqualify you for that after week 1. I only check the theme/challenges part during prelims and judging.



Now, onto the Theme and Challenges!

Christmas Cheer Ho Ho Ho! Merry Christmas (if you celebrate it thats it)
Christmas is a time of gift giving and generosity. SO!!!!! As the theme! Be Generous. So create a champion that embodies Generosity and Gift Giving. Maybe you can give extra gold on kill (but if you copy that from tf, don't expect a high score). be creative!

Naughty or Nice: Hey, you know that list that Santa checks twice? you have it now, and you need to give to the nice ones, and not to the naughty ones. Your champion is not allowed to have an aura or self centered aoe effect. Furthermore, at least 1 ability must have a different effect between hitting an ally and an enemy, because not everyone is nice on the battlefield (im looking at you teemo!)

That big old sack!: So, cause you are giving presents away, your champion must have a sack right? and that sack must be big right? thus, Your champion must have at least 1 ammo system-based skill and must also derive an effect from the ammo amount


As judges, we cannot enter our own contest, neither can any of the judges, but if you have any questions about the requirements I am happy to answer them. If you want to learn how to design a good champion look here
http://na.leagueoflegends.com/board/....php?t=2099323
it contains amazing information that will revolutionize how you design champions.

Don’t forget, no using already existing champions, as that defeats the purpose.

Good Luck and Have Fun! I can’t wait to see what you guys come up with.

ObscureClockwork 12-03-2012 05:49 PM

Final Contestant List for MCCC:

1.) Strenna, the Queen Mother Strenna is also located here . by Luninareph


2.) Julianna by prototypetwo

3.) Father Beneson by fungusfingers

4.) Atnas by Crapsdivine

5.) Solarias by Katsuni also can be found here

6.) Tazi by Espy Psyche

7.) Celia by Munkey20

8.) Kush by xAsakix

9.) Yalirin by NA Rukron

10.) Sjel by Necamijet

11.) Kipawa by Sigismund

12.) Wencelas by The Red Goat

13.) Brier by Yazuka12

14.) Roxy by margnik

15.) Patrona by Green Earth Guy

16.) Maykom by Osprii

17.) Tolomy by phocomelus

18.) (unnamed) by Cha0tix

19.) Helena by SuperSulf

20.) Neshek by Raptamei

21.) Zor'Gat by Ward VG

22.) Rowan by Pisapiss

23.) Daltanous by Flintlock

Created my Moby the white

Luninareph 12-03-2012 06:01 PM

STRENNA, THE QUEEN MOTHER

Full Name: Strenna Befana Nicnevin, though she only knows herself as Strenna
Primary Inspiration: La Befana (http://en.wikipedia.org/wiki/Befana)
Age: Appears ~40; true age unknown
Role: Support, mage
Weapon: Broomstick; she fires candy out of the sweeping end like a rifle
Nationality: N/A

Function: Strenna is a CC- and shield-focused support who excels at extending a helping hand to allies from a distance.

What Makes This Champion Special: Strenna has the ability to help allies without actually being present. Her passive allows her to aid allies beyond the grave, while her Treats can benefit allies who are close by or all the way across the map. Cassonade deals damage using an ally as a focal point and continues to be beneficial afterward regardless of positioning. Somnolence has long range, and Celebration continues to affect the battlefield after being cast.

Pros:
Quote:

Low cooldown, stackable shield
Ability to shield without being present
Ability to greatly empower an ally's damage potential
Decent AOE AP damage potential
Both hard and soft CC (Sleep/ Silence, Slow)
Cons:
Quote:

High mana costs
No healing ability
Shield is weak unless time is taken to build it up
Hard CC can be easily avoided by experienced opponents
Vulnerable to ganking
Appearance:
Strenna is a lovely woman of indeterminate middle age who has an almost unearthly air of regality about her. While she is elegant, composed, and clearly friendly, she also gives off the impression that she's not entirely in contact with what's going on around her and reality might be slipping out from where she's got it tucked under one elbow. She is very concerned with the cleanliness and happiness of people around her and seems to be able to pull sweets and presents out of thin air. She is never seen without her aged broom, which has the name "Strenna" carved in the handle. I imagine she looks much like Michelle Pfeiffer.

Skins:
Classic Skin: Based off a concept of La Befana (http://4.bp.blogspot.com/_WriF8m2mVt...na_a_kusti.jpg). Her broom is mahogany-brown and tipped with a head of golden straw. Particles are predominantly silver.
Royal Wedding Skin: Inspired by Princess Cadance from "My Little Pony: Friendship is Magic" (http://fc01.deviantart.net/fs71/f/20...ma-d4v2ccy.png). Her broom is made of pure gold and has a head made from a bouquet of bright pink roses. Particles become predominantly pink.
Corpse Bride Skin: Halloween-style skin inspired by Emily from "Tim Burton's Corpse Bride" (http://images4.fanpop.com/image/phot...-2100-1133.jpg). Her broom is smooth ebony wood and has a head made of pale grey twigs. Particles become predominantly sky-blue.



Week One: Abilities

Meeting the Contest Requirements
Quote:

Christmas Cheer:
- Design: Strenna is inspired by several Christmas legends and gives food to people almost compulsively.
- Lore: Strenna was once a great queen who lived her life for her subjects and still retains her nurturing, generous nature.
- Passive, Salvation: Strenna gives a buff to an ally when she is killed.
- Q, Benevolence: Strenna gives a shield to a nearby ally or drops one on the ground to be picked up later.
- W, Cassonade: This ability grants a buff to allied champions when cast on them.
- E, Somnolence/ R, Celebration: As CC effects, these skills help to give allies kills.

Naughty or Nice:
- Design: Strenna does not have any auras or self-centered AOE effects. W's viability has been cleared by ObscureClockwork.
- Q, Benevolence: Dropped Treats will give allies shields, but will cause enemies to become visible.
- W, Cassonade: Cassonade gives an ally a buff, but damages all enemies around them.

That Big Old Sack:
- Q, Benevolence: Strenna collects Treats for the use of this spell and receives bonus MS and mana regen based on her current number of stacks.
Passive: Salvation
Quote:

Upon death, Strenna temporarily recovers her angelic powers and may gift her blessing upon a nearby ally, granting them bonus health and MS.

Salvation is a passive ability that will trigger whenever Strenna dies. After entering her angelic form, all of Strenna's ability slots are replaced with the Salvation ability, which she can use immediately to place the Guardian Angel buff on one ally within 1500 units. This ally receives bonus health equal to 100/150/200/250/300/350 + (0.5 x Strenna's AP) and 25% bonus MS for 5 seconds. Upon casting Salvation, Strenna immediately completes her death sequence. If Strenna does not use Salvation within 5 seconds, she completes her death sequence without it.

Appearance: Upon death, Strenna is surrounded in a blast of silver light and takes on a floating, translucent appearance, clad in a flowing white gown, with huge white wings bursting from her shoulders (http://media.photobucket.com/image/r.../princess1.jpg). She points at her chosen ally, who is surrounded and filled with orbs of silver light, causing them to glow for the duration of the buff. Upon casting, Strenna explodes in silver light and is gone from the field, leaving only her broom behind to mark her resting place.

Uses: Supports often must throw themselves in harm's way to let their carry escape. This passive helps a carry flee even after Strenna sacrifices herself or is ganked. In case she is caught out of position at the start of a team fight, she can use this ability on the tank instead to help them initiate on the enemy team and retaliate, or she can use it on the carry again to get them out of what is probably about to be a massacre.

Q: Benevolence
Cost: 30/35/40/45/50 mana
Cooldown: 1 sec (0.6 sec at max CDR)
Range: 600 (Treat target/drop range) 135 (diameter of Treat effect)
Quote:

Using her powers to benefit her allies, Strenna generates Treats over time. She can use them on allies to create cumulative shields or drop them on the ground for allies to pick up later. An enemy trying to pick up a Treat that wasn't meant for them will turn the present into a lump of coal! Strenna passively gains MS and mana regen for each Treat she is holding in order to facillitate her job of delivering them.

Passive: Strenna is conjuring magical Treats to gift to her allies. Every 14/12/10/8/6 seconds affected by CDR (3.6 seconds with max CDR,) Strenna generates one Treat ammo stack, up to a cap of 2 (skill level 1)/ 3 (skill level 3)/4 (skill level 5). For every Treat Strenna has, she gains 5 flat MS, up to 20 maximum MS at maximum stacks, and regenerates 0.25% of her maximum mana every second, up to a maximum of 1% regeneration at maximum stacks.

Active: Targeted ability that can be cast on allies or the ground. If cast on an ally, Strenna throws them a Treat, giving them a shield for 20/30/40/50/60 + (0.2 x AP) health that lasts for 2 seconds. This skill can be used on the same ally multiple times; multiple casts will refresh the shield duration and add to the shield's health. If cast on the ground, Strenna tosses a Treat to the targeted location. If an ally touches the Treat, they will receive the same shield they would have gotten had Strenna targeted them with this ability. If an enemy touches the Treat, it turns into a hard lump of coal and disappears, granting sight of the enemy who ran over it for 2 seconds. Treats do not grant sight otherwise.

Dropped Treats last for 2 minutes and do not disappear if Strenna dies. The maximum number of dropped Treats that can be on the field at one time is equal to the maximum amount of Treat stacks Strenna can have at her current level. For the first 2 seconds after a Treat is placed, enemies cannot affect it; this is so if you misclick and drop the Treat on the ground instead of hitting the right target, the ally can still pick it up before an enemy gets rid of it. Minions cannot be targeted by clicked or dropped Treats.

Appearance: Treats look like large wrapped bonbons. In her classic skin, they are shiny silver with yellow ribbons on the corners. In her Royal Wedding skin, they are pink with white ribbons. In her Corpse Bride skin, they are light blue with deep purple ribbons. The shield placed by them is a large, smooth, shimmering sphere the same color as the wrapping on the Treat; simultaneously, the ally in the center is surrounded by a glow the same color as the ribbons on the Treat. When an enemy touches the Treat, it morphs into a hard, black, shiny lump of coal for a moment, then crumbles into dust and vanishes. Treats have a red or green aura underneath them, as Caitlyn and Nidalee's traps do, to distinguish allied Treats from enemy ones.

Uses: Treats are Strenna's main contributions to the battlefield. As small shields that can be popped when desired, they should be placed in locations an ally might get ganked and need a quick shield as they escape or left at jungle camps where junglers can pick them up before attacking. The Treat shield is primarily used to counter DPS rather than burst damage, as it takes time to build up to full strength. Treats can be used as very inferior wards, but as they are very easy to avoid or destroy, it is unwise to rely on them for this purpose.

W: Cassonade
Cost: 90/100/110/120/130 mana
Cooldown: 11 sec (7.2 sec with max CDR)
Range: 700 (targeting range) 275 (diameter of AOE)
Quote:

Strenna conjures an explosion of candy from the location of an allied unit, dealing damage to all enemy targets within range. If the allied target was an ally champion, all damage they deal is increased for a short time.

Ally-targeted ability. All enemy units within 275 units of the initial target take 70/110/150/190/230 + (0.5 x AP) magic damage. If the initial target is an allied champion, he or she gains the buff Candy-Coated, which increases all damage they deal by 10/11.25/12.5/13.75/15% for 3 seconds. Candy-Coated vanishes immediately from all allies if Strenna is killed while the effect is active.

Appearance: A nova-like sphere of small, brightly-colored candies flies out from the initial target, pelting enemies in the area before dissolving into twinklies. The buff Candy-Coated is manifested by a bright silver (classic skin,) pink (Royal Wedding skin,) or sky-blue (Corpse Bride skin) glow over the affected champion.

Uses: This spell can be used for minion-farming with some efficacy, but its main use is its powerful damage buff. It allows for quick turret destruction and can be a game-changer when cast on a fed AD carry. However, the mana cost is high, so it should not be spammed except in specific circumstances. Fun fact: "cassonade" is another word for raw, unrefined sugar.

E: Somnolence
Cost: 100 mana
Cooldown: 10 sec (6 sec with max CDR)
Range: 1000 (range to center of AOE) 175 (diameter of AOE)
Quote:

Strenna casts a spell that will put enemies caught in the area to sleep. Sleeping targets can neither move nor take action, and the next attack to hit them will deal extra damage. However, taking damage will remove the Sleep effect.

Ground-targeted AOE ability. A 175-unit-wide sigil appears on the ground and, after a 0.75 second delay, projects a bright column of light into the air. Enemy champions caught in the pillar of light take 90/135/180/225/270 + (0.8 x AP) magic damage and are afflicted with Sleep for 1.0/1.5/2.0/2.5/3.0 seconds. While Sleeping, enemy champions can neither move nor attack, and the next attack that hits them will deal an extra 15% damage. However, taking damage from any champion-originating source applied post-Sleep will break the Sleep effect immediately. (In other words, if Teemo just attacked your target right before Somnolence hit them, the damage from his poison DoT will not break Sleep, nor cause extra damage. He would have to attack them again afterward to break Sleep and proc its damage boost.) Enemy minions are unaffected by all effects of this skill.

Appearance: A sigil appears on the ground, warning enemies of the location of the spell's cast (classic skin: silver starburst/ Royal Wedding skin: pale pink heart/ Corpse Bride skin: stylized black rose). After 0.75 seconds, a blazing pillar of silver/ pink/ blue light (dependent upon skin) erupts into the air, damaging enemies and weaving a sparkling spell of sleep around them. The Sleep effect is signified by a speech bubble (as with Silence) above the target's head with a "Z" in it, as well as translucent, glimmering strands of light that wind slowly through the air around them.

Uses: Somnolence is a powerful nuke and a very potent CC effect, but the small AOE and long wind-up time makes it easy for enemies to evade. If an ally can land CC on the target first, though, Somnolence makes for the perfect follow-up, especially if there's a burst mage around to take full advantage of the ensuing damage boost. Use with Cassonade for maximum effect.

R: Celebration
Cost: 100/150/200 mana
Cooldown: 180/150/120 sec (72 sec with max CDR)
Range: 1200 (range to center of AOE) 600 (diameter of AOE)
Quote:

Strenna attempts to stop the fighting by dropping an enormous cake onto the battlefield with much pomp and circumstance. Enemies, struck dumb at the ignomity of their situation, are Silenced and slowed as they attempt to wallow out of the mess of smashed pastry.

Ground-targeted AOE ability. After a 0.5 second delay, a titanic cake arrives from the heavens, landing on the field and suffusing it in frosting. Enemies caught under the colossal confection take 200/250/300 + (0.8 x AP) magic damage and are Silenced for 1.0/1.5/2.0 seconds. For 4 seconds thereafter, the area where the cake landed is covered in remnants, slowing enemies who are standing in or walk into the area by 20/30/40% for the duration.

Appearance: A circle of silver/pink/dark blue sparkles bursts out of the ground, marking the location where the pastry is about to fall. Half a second from then, a massive, multi-tiered cake plummets from the sky, hitting the ground with an almighty smash and covering the entire area. A moment later, fireworks go off behind the tableaux, honoring the cake's great sacrifice.

Use: This skill smashes enemies over the head with a hefty chunk of damage and a disabling Silence, then continues to inconvenience the ones who remain behind afterward. This skill serves a similar purpose in most ways to Sona's Crescendo, but can be used from a distance. Due to the somewhat high cooldown, this ult should usually be saved for teamfights where the effects can be maximized and hopefully followed by with an easier-to-land-than-usual Somnolence.

Week Two: Lore

Quote:

In days long past, when the boundaries between worlds were not as defined as they are today, a world of immortal angels knew of the land of Runeterra. Seeing the chaos of the young and primeval land, the angelic beings came to Runeterra, unifying its people within an empire centered on the continent of Valoran. Unfortunately, the home of the angels was imperfect, and a great war erupted between the angels and their fallen brethren. The angels in Runeterra returned to their home world and sealed it away from the rest of the universe, unwilling to let their conflict boil over into the lives of others. Only one angel stayed behind in Runeterra to govern the land: the Queen Mother of all Runeterra, a ruler just and pure - and eternal.

As generations went by, dissent began to simmer against the angelic queen's unending rule, and a traitor plotted to remove her from the throne. While her immortality meant she could not be killed, the traitorous Shurima - a powerful seer with ambitions of power - poisoned the queen with a mind-damaging toxin and had her spirited away to the north, beyond the mountains, to an abandoned cottage in the middle of the wilderness. When she finally awakened from the effects of the potion, she had no idea who or what she was. Alone and innocent as a child, she found only one object in the cottage to keep her company: an old straw broom with the name of the maker emblazoned on the handle: Strenna. Taking a liking to the object and how it helped her keep her house clean, the woman adopted the broom's name for her own.

Centuries passed. Civilizations rose and fell. Occasionally the woman who now knew herself as Strenna would receive visitors, who were always impressed by her devout housekeeping and the sumptuous food she could provide as though by magic. One day, such a guest told Strenna of the League of Legends, recommending that she see the great battles at least once in her life. Intrigued, Strenna made her way to the Institute of War; however, the moment the champions first closed blades with one another, instincts long dormant reawakened with a vengeance. Strenna leaped from the viewing platforms directly onto the Field of Justice and cast a spell that sent all of the battling champions into a deep sleep. Astounded, the High Council cancelled the battle and took Strenna in for questioning. When next the battles were convened, Strenna was present as a new champion in the League.

Will continued use of her angelic powers someday recover her long-lost sense of self...?

"She is of the line of Befana. A stronger, more compassionate, more honorable lineage your world has never known."
- Kayle, the Judicator

Week Three: Stats

Quote:

Range: 500
Movement Speed: 330
Health: 360 + 81 per level (Level 1: 441, Level 18: 1818)
Health Regen: 5.0 + 0.55 per level (Level 1: 5.55, Level 18: 14.9)
Mana: 245 + 55 per level (Level 1: 300, Level 18: 1235)
Mana Regen: 6.0 + 0.6 per level (Level 1: 6.5, Level 18: 16.8)
Damage: 49 + 3.0 per level (Level 1: 52, Level 18: 103)
Armor: 9 + 3.8 per level (Level 1: 12.8, Level 18: 77.4)
Attack Speed: 0.609 + 2.6% (Level 1: 0.625, Level 18: 0.901)
Magic Resistance: 30 + 0 per level (Level 1: 30, Level 18: 30)

Recommended Items
Summoner's Rift:
Faerie Charm
Ionian Boots of Lucidity
Kage's Lucky Pick
Shurelya's Reverie
Shard of True Ice
Aegis of the Legion

Twisted Treeline:
Faerie Charm
Ionian Boots of Lucidity
Kage's Lucky Pick
Shard of True Ice
Twin Shadows
Aegis of the Legion

Dominion:
Amplifying Tome
Ionian Boots of Lucidity
Kage's Lucky Pick
Rylai's Crystal Scepter
Twin Shadows
Wooglet's Witchcap

Extra: Quotes
Quote:

Champion Selection:
"...I feel as though we have met before, summoner."

Movement
"Life is just full of surprises."
"What's over there?"
"Where is my tree? Someone has moved it."
"That would be a lovely spot for a picnic."
"My heavens, what a beautiful day."


Attacking
"Fire one!"
"That's right, hit him again!"
"Would they like some candy?"
"That needs decorating."
"I am the flower, you are the bee!"


Joke
Strenna fiddles with her broom, holding the tail up to her eye to examine it. A candy flies out of the end, hitting her in the face and knocking her down.
"I can make you a chowder!" *candy fires* "On second thought...perhaps a souffle?"
"Where are the clowns?"
*candy fires* "Gracious! ...Was that them?"

Taunt
"Feed the yordles! Tuppence a bag!"
"I am sorry. But peace requires sacrifice."


Dance
While I couldn't find a video of it on Youtube, Strenna's dance would be an homage to Utu-Noranti Pralatong's famous belly-dance in the episode "Lava's a Many Splendored Thing" of Farscape: Season Four.

If you'd like to leave me feedback on my champion design--a favor I would of course return--please comment on my thread, here: http://na.leagueoflegends.com/board/...6#post32124256

Prototypetwo 12-03-2012 06:14 PM

Here's my first iteration entry with full abilities and lore. Weeeeeeeeee! This was the first time lore wasn't a huge struggle for me.

Name: Julianna
Role: mage/support
Theme: Magical Baker
Attack: Lick of flame from oven quickly thrown
Appearance: Julianna is a young adult woman who has a kind, warm face and is stockier and tougher than expected.
Overall direction: Julianna is an ammo-based mage/support who may combo abilities together and can get on a roll using up her "ammo" (food). She is decision and aim based, with more difficulty involved than a traditional support.

Lore:
Julianna grew up in a somewhat poor family, learning to work early in the family bakery. She proved talented but impatient, only making mistakes in haste.
By her early teenage years, Julianna grew weary of this craft she found tiresome and uninspired. She discovered she had some magical power mostly over
heat and energy accidentally one day while baking; she was nearly burned by the oven but turned the flames on themselves. These abilities were latent
through her childhood, she assumed. Not wanting to leave her family or lose her life, boring as it was, Julianna stifled and hid her magic, unsure how to
proceed. With surprising patience for her nature, Julianna endured this magical silence for years. Eventually, she grew curious. She began infusing her
goods with magic--just a little at first. She could change the size, texture, or even the flavor of items. While no one knew the details of her cooking,
customers were pleasantly surprised by the new variety of goods she produced.

It took considerably more focus for her to alter the very contents of her items, producing substance, flavor, and nutrition all in one simple roll. Of course,
her combinations could go wrong, and a few customers spent days sick at home wondering what hit them. But Julianna persevered, and eventually perfected
her recipes. Through her trials, she always used the same small stone oven, her favorite. She noticed it behaving strangely, mimicking her feelings, and
one day sliding it across the floor noticed it felt strangely light. Finally Julianna realized how powerful she had become, but still she wanted to hide.
She couldn't hide for long, as her specialty, delicious chocolate cookies, brought people in from blocks away with their enchanted scent. This same
scent caught the attention of a Summoner, sensing what most people could not: significant magical presence. Recognizing the potential for her use both
offensively and defensively in the League, the Summoner asked for a word with her. Julianna invited him back to the kitchen and endured his proposition,
shocked at her discovery and the idea that she could--and perhaps should--leave her family. She turned away only to see her parents cautiously enter the
kitchen. She looked into their eyes for answers, and found just one: her mother, with an imperceptible smile, whispered, "don't forget your favorite oven."



Stats Summary:
stat: base+per level (level 1/level 18)
Health: 378+80 (458/1818)
Mana: 255+60 (315 /1335)
Health Regen: 6+0.5 (6.5/15)
Mana Regen: 6.5+0.65 (7.15/18.2)
Range: 550
Attack Damage: 49+3.2 (52.2/106.6)
Attack Speed: 0.625+2.0% (0.638/0.893)
Armor: 13+3.4 (16.4/74.2)
Magic Resistance: 30 (30/30)
Movement Speed: 335


Abilities:

Passive: Oven Time
Julianna's oven heats up as it bakes her goods, increasing ammo recharge speed per item 'cooking.' Recharge speeds are otherwise unaffected by cdr.

Max stacks: 10
Cooking speed increase per stack: 6%

[For example, if she's cooking 3 rolls and 1 cookies, they'll all cook 24% faster.]

Q: Roll Roll
Julianna tosses a roll on the ground. Effects differ per roll type and allegiance of recipients. All rolls affect single targets. Both allies and enemies consuming enough rolls become "Full," rendering temporary immunity to eating rolls.

Duration: 20 seconds
Range: 650
Mana cost: 35-40-45-50-55
Cooldown: 1.5 seconds
Recharge/cook time: 10 seconds
Maximum rolls prepared: 5

Good Roll: Heals an ally and increases their movement speed, diminishing over the duration.

Ally effects:
Healing: 45 - 80 - 115 - 150 - 185 (+0.65 AP)
Movement speed increase (diminishes over 3 sec): 15 - 20 - 25 - 30 - 35%

Bad Roll: Stuffs an enemy, slowing them down and beginning to poison them.

Slow per stack: 4 - 4.5 - 5 - 5.5 - 6% movement speed
Poison damage over 3 seconds: 30 - 50 - 70 - 90 - 110 (+0.25AP)

Full: Each roll eaten grants a stack of Full lasting 6 seconds. At 3 stacks, the consumer is "Stuffed" instead, affecting allies and enemies differently.

Allies: Cannot consume rolls for 8 seconds.
Enemies: Cannot consume rolls for 8 seconds, and is briefly stunned and sickened (poisoned).

Stun duration: 1 - 1.25 - 1.5 - 1.75 - 2 seconds
Magic damage over 3 seconds: 90 - 130 - 170 - 210 - 250 (+0.6AP)


[Long description but simple gameplay. You toss a roll on the ground and someone may pick it up. Enemies may 'deny' rolls from allies but this leaves them more vulnerable to Julianna's combo including Stuffed.]

W: Just Desserts
Julianna tosses a plate of delicious-smelling cookies on the ground, enticing the nearest enemy champion to run toward them in an attempt to eat them. If they reach the cookies, they are momentarily stunned and damaged.

Cast Range: 600
Enticing Range: 300
Cost: 90 - 95 - 100 - 105 - 110 mana
Cooldown: 14 - 13.5 - 13 - 12.5 - 12 seconds
Recharge/cook time: 24 - 23 - 22 - 21 - 20 seconds
Maximum cookies prepared: 2
Max duration: 2 - 2.25 - 2.5 - 2.75 - 3 seconds
Stun duration: 0.5 seconds
Damage (magic): 55 - 85 - 115 - 145 - 175 (+0.55 AP)

E: Gravy Bowl
Splashes a bowl of gravy in the target area, scalding enemies and giving them a delicious coating. Allies moving toward coated enemies gain movement speed.

Cost: 75 mana
Cooldown: 8 seconds
Recharge/cook time: 22 - 21 - 20 - 19 - 18 seconds
Maximum gravy bowls prepared: 3

Scalded (enemy debuff):
Duration: 4 seconds
Magic damage (per second): 20 - 30 - 40 - 50 - 60 (+0.2AP)
Magic damage (total): 80 - 120 - 160 - 200 - 240 (+0.8AP)
Nearby enemies (Julianna's allies) gain up to 8 - 11 - 14 - 17 - 20% movement speed moving toward you.

R: Flamecall
Julianna channels for up to 1 second, preparing her oven defensively. It absorbs all single target damage, reduces incoming AoE damage, and grants "Furious Flames" if the oven absorbs any champion damage. Furious Flames grants maximum Oven Time stacks and releases fire plumes at nearby enemies.

Cost: 40 mana
Cooldown: 12 seconds
Absorbs all single-target damage.
Absorbs 75% of AoE damage.

Furious Flames:
Duration: 6 seconds
Provides 10 Oven Time stacks.
Fire plumes shoot out from the oven once per second and up to once more per second when Julianna is struck by an enemy. Fire Plume always damages its main target and may damage multiple targets.
Magic damage (thin cone): 30 - 50 - 70 (+0.2 AP)


Challenge Criteria:
I think the ammo system is abundantly clear (QWE all save up charges), there aren't any self-centered auras (the ultimate is a self centered...flame cone thing...but that should be ok), and she 'gives' food via all three of her basic abilities. And Q affects allies and enemies differently.


Discussion:
Julianna has a mix of single-target and multi-target magical abilities, and has only single-target crowd control. As a mage, this means she brings less CC than usual to the table, but on the other hand her damage and single-target CC are quite powerful. As a support, Julianna would be opportunistic, setting up combos potentially disabling a target for ~4 seconds. It should be noted that Just Desserts (W) may set up an almost-guaranteed Stuffed, but the enemy may never reach the cookies in that case, so that is probably not the optimal use of the combo.

Combo capabilities:
2 stacks of Full->R(making sure to activate Furious Flames)->Q->W->Stuffed->E-> finish off by chasing with R+additional Qs as they cooldown. This is probably the 'optimal' combo in terms of damage and crowd control together, although you'd want to use all Qs offensively for maximum damage.

Fungusfingers 12-03-2012 06:33 PM

Father Beneson, The Happy Brawler

Role: Melee, Fighter

Lore:

Father Beneson isn’t really a priest, in fact he isn’t really even a religious man at all. The title “Father” was bestowed upon him by the way he dresses: as a common monk. In truth Father Beneson was a monk once but his passion for brawling, drinking, and feasting got him thrown out of his order. Now he wanders Valoran going from tavern to tavern, the seedier the better; because in Beneson's mind there is nothing better than a good fight after a good meal. While not as infamous to the numerous taverns across Valoran as Gragas, his behavior and deeds are beginning to earn the good Father a reputation of his own.

Consequently, he is a huge fan of Gragas, The Rabble Rouser, and upon learning of his new brewery in Freljord, sought to become something of a spokesman for the brewery, but could never get to speak to Gragas. Left with no other option, Father Beneson set out for the League of Legends hoping that he comes into contact with the Rabble Rouser.

Appearance:

Father Beneson is a burly man, of prodigious size, who wears a simple homespun tunic with a whipcord belt. His frame, while muscular, is starting to go to seed due to his extravagant consumption habits. Has shoulder length dark brown hair, with a full beard.

Skins:

Classic: Based largely on a Catholic monk: Brown homespun robes, with a white whipcord belt.

Ghost of Christmas Present: Has holly in a circlet around his head. Wears deerskin robes while carrying a horn of ale, and a torch in the other hand.

Thane Beneson: Dressed in viking garb, since vikings were always game for a good feast and fight. Think Stoic the Vast (How to Train Your Dragon).
Stats:

Health: 463 (+98)
Health Regen: 7.45 (+0.55)
Mana: 230 (+35)
Mana Regen: 6.4 (+0.7)
Attack Damage: 56 (+3.3)
Attack Speed: 0.665 (+3.2%)
Armor: 18 (+3.5)
Magic Resistance: 30 (+1.25)
Range: 125
Movement: 350

Abilities:

Qualifiers:
Christmas Cheer Ho Ho Ho! Merry Christmas (if you celebrate it thats it)
Christmas is a time of gift giving and generosity. SO!!!!! As the theme! Be Generous. So create a champion that embodies Generosity and Gift Giving. Maybe you can give extra gold on kill (but if you copy that from tf, don't expect a high score). be creative!

Gives bonus movement speed to friendly champions with Bum Rush.

Gives health and life steal to allies with Full Plate.

Naughty or Nice: Hey, you know that list that Santa checks twice? you have it now, and you need to give to the nice ones, and not to the naughty ones. Your champion is not allowed to have an aura or self centered aoe effect. Furthermore, at least 1 ability must have a different effect between hitting an ally and an enemy, because not everyone is nice on the battlefield (im looking at you teemo!)

Full Plate deals damage to enemies while slowing them down; gives health and life steal to allies.
Bum Rush deals damage to enemies, with a true damage trigger on next attack; gives allies bonus movement speed.

That big old sack!: So, cause you are giving presents away, your champion must have a sack right? and that sack must be big right? thus, Your champion must have at least 1 ammo system-based skill and must also derive an effect from the ammo amount.

His passive Another! gives him stacks of Rowdy which he can either keep for improved AS/Damage Reduction without using skills, or use a skill for an empowered ability. (Descriptions are in the abilities themselves.)

Passive: Another!- Father Beneson gains a charge of Rowdy whenever he strikes an enemy in combat. Rowdy grants increased attack speed and damage reduction, and will empower the next ability he uses. Rowdy stacks to a maximum of 5 stacks, when an ability is used Father Beneson loses his stacks of Rowdy. He also loses his stacks if he is out of combat for, 2.5 seconds.

Attack Speed increase: 2/4/6/8/10%

Damage reduction: 3/6/9/12/15%

Empowered Ability: 5/10/15/20/25% increase

Q: Laughing Bash (Cooldown 8 seconds)(Cost 50/55/60/65/70 Mana)(Range 425)- Father Beneson gives an enemy a mighty strike, dealing damage and shattering their armor. This ability resets Father Beneson’s attack timer.

Armor Shred: 15/20/25/30/35

Damage: 70/120/170/220/270 (+50% AD)

Max Rowdy Stacks Damage: 87.5/150/212/275/337.5 (+75% AD)

W: Full Plate (Cooldown 16/14.5/13/11.5/10 seconds)(Cost 60 Mana)(Range 700)- Father Beneson tosses a plate of food to the ground, if an allied champion steps on it they gain Health and Life Steal for a brief time. If an enemy champion steps on the plate it deals damage over time, and slows their movement speed for a time. The plate lasts for 15 seconds. Father Beneson can also consume this plate.

Ally Heal: 45/60/90/112.5/135 (+20% AP)
Ally Life Steal: 1/2/3/4/5% for 3 seconds

Enemy Damage: 15/30/45/60/75 (+20% AP) every second for 3 seconds.
Total Damage: 45/90/135/180/225 (+20% AP)

Enemy Movement Speed: 35% movement speed reduction for 3 seconds

Max Rowdy Ally Heal: 55/75/112.5/140/170 (+20% AP)
Max Rowdy Total Damage: 55/105/170/225/280 (+20% AP)

E: Bum Rush (Cooldown 14/12/10/8/6 Seconds)(Cost 60/65/70/75/80 Mana)(Range 700)- Father Beneson dashes towards a target. If it is an enemy he deals damage, and his next attack deals true damage. If it is an ally they both gain bonus movement speed.

Enemy Damage: 60/85/100/115/130 (+60% AD)

True Damage: 10/15/20/25/30% True Damage

Bonus ally movement speed: 20% increase for 3 seconds.

Max Rowdy Damage: 75/105/125/145/165 (+75% AD)

Max Rowdy Bonus Movement: 25% increase for 3 seconds.

R: Rousing (Cooldown 80 seconds)(100 Mana)- Father Beneson feels that this is a particularly good fight, and is enjoying it so much that he gains enhanced prowess while fighting. He gains a full stack of Rowdy, but does not lose these stacks while Rousing is in effect.

Rousing duration: 8/10/12 seconds

Crapsdivine 12-03-2012 06:40 PM

I would like to enter, here is my concept, it still needs work and I will do everything promptly/

Atnas, The Northern Giver.


Lore
Atnas was once just a legendary entity, hailing from the far North, an entity made to satisfy children's whims, an entity made to pray for for wishes. But that was not true, Atnas, as old as the start of Valoran, took active part in the goings of Valoran. All miracles, happiness, generosity, and wishes are said to be stemmed off of Atnas. But when Atnas witnessed an overwhelming amount of despair, suffering, and anguish, he could stand it no longer. No longer were the wishes of people teeming, no longer was happiness flourishing, no longer was peace reigning. Atnas longed to become materialized in physical form to help all in need, and his wish was granted. Ionian Elder mages summoned Atnas in the midst of their suffering to bring about peace. Atnas was granted a physical body, both human and spiritual in form. Donning this new body, Atnas completely vanished from the Elders' sights. The Elders' gave up hope for summoning Atnas and tried their hardest to heal all the sick and wounded from war. But hope, beautiful and radiant, cold and glistening, came in the form of a man, spiritual and material, who healed all with his touch and gave happiness with his aura. But this was not enough, Atnas could still sense endless agony through Ionia, in Noxus, Demacia, in every corner of Valoran. Atnas decided he would have to take action, lethal action. Traveling to Pitlover City, he equipped himself with a festive mechanic sack, which could adjust its size and had its very own factory inside it, which produced countless helpful and lifesaving machines. Atnas willed it to life and together they set about helping everyone everywhere. And thus the Runic Wars were ended, because of Atnas, though noone could identify him. After the Runic Wars, Atnas was not seen again. But at the advent of the League of Legends and increased discord, Atnas once again reappeared, asking to serve the League for Peace.
-"I have seen civilizations go and pass, life be born and razed, but happiness, miracles, and life must pervade for the order of Valoran."

Special things(quotes, etc.)
To be added

Notes
Atnas uses a special resource system called Count Ye Blessings.
For every spell cast, Atnas gains one charge of this, having a max of 3 stacks, when reaching 3 stacks, Atnas's next spell will have bonus affects. Once a bonus effect spell has been used, the same spell used will have its cooldown reduced by 2 seconds.

BASE STATS
HP: 425(+9)
ARMOR: 22(+.8)
MR:17(+.9)
AS:.667
MS: 300

Passive
Giver's Energy
Whenever Atnas helps an ally(basically by using a skill lol, this passive doesn't count), he gains an aura that heals allies around him by 5% of his AP. additionally, Atnas also gains a special auto attack( Like Zigg's passive) every 3rd spell cast, called Frozen Judgement. This auto attack deals extra magic damage equal to 10/20/30% of the amount of damage the enemy has inflicted over the past 3 seconds.

Q: Present Bomb
Cooldown: 15/13/11/9/7 for one charge, a maximum of 3 charges.
Atnas throws a present at a location, which detonates when Atnas casts this spell againt, if he does not, the present automatically explodes after 2 seconds. This present will heal allies by 5/10/15/20/25% of Atnas's AP and deals 45/55/65/75/85 damage(+.5AP). After this present explodes, healing fragments litter the ground, with a total of 1/2/3/4/5 fragments, each fragment heals an ally by 2/4/6/8/10% of their current health, with the effect being halved for each fragment consumed by an ally consecutively.
Also, each time this skill is used, the sack with which Atnas throws these presents will increase in size and productivity, lowering the cooldown of creating a charge by 1 second, the 3rd last charge of the present having a cooldown of 4 seconds, second charge present 3 seconds, etc.
Bonus effect: Atnas's presents area will be dramatically increased and will freeze enemies on detonation for .5/1/1.5/2/2.5 seconds.

W: Frozen Land of Miracles
Cooldown: 16/14/12/10/8
Atnas uses his magic of life and death to create an area with 250/300/350/400/450 radius that will constantly heal allies by 2/3/5/6/7% of the damage they take, when an enemy is in this area, he will feel his sins overpowering him in the form of spectral cold which lowers his attack speed by 3/6/9/12/15% and magic resist by 4/8/12/16/20. This area lasts for 2/3/4/5/6 seconds.
Additionally, Atnas will gain 2/4/6/8/10% CDR on this land.
Bonus effect: This land will erupt with judgement after the duration, dealing the amount healed inside it in magic damage to any enemy still present inside. Additionally, after the area erupts, powdery life-giving snow floats around from the remains of this area, giving allies an effect called Northern Life, which gives them an increased 4/8/12/16/20 armor as long as they stay in this area.

E: Special Delivery
Atnas uses his flying (insert elf-like creature) to transport a special present to an ally ANYWHERE on the map. This present will at
Rank 1: Hextech Life Saver Heal the ally for 10% of Atnas's AP
Rank 2: Destructo Sleigh Team Summon 2 reindeer at the ally's location, which each heal the ally by 5% of Atnas's AP and automatically attack the champion the ally attacks and moves with the affected champion. These reindeer have 375 movement speed and deal 3* of the enemies max HP in physical damage and have .888 attack speed. These reindeers last 15 seconds and cannot be killed.
Rank 3: Generous Hail
Buffets your ally with a hail cloud composed of lifeforce, healing them by 2% of their max health per second, with the hail cloud lasting 8 seconds. Additionally, enemies caught in this hail cloud will just be hit with normal, cold, hail because they are naughty, dealing 5% of the ally's attack damage in magic damage.
Rank 4: Bots of Life-Force
Summons 4 War-Raze machines that emit cell-regenertion fields that heal all units(except enemies) by 1% of their max health per second. These war-raze machines shoot burning presents that explode on impact, dealing 5% of the ally's damage. These machines each have 250 health and last 20 seconds with a movement speed of 350 and attack speed of 1.000
Rank 5: Winter Armada
Summons one Giga Winter Present Draco, which is a semi-large dragon robot that follows the affected ally around. This Draco has a 15% chance to block any instance of damage that the ally takes. Also, this Draco shoots balls of condenced ice, which has a base power equal to 20% of the ally's AD and slows enemies by 5%. This Draco cannot be targeted. This draco has a 1.555 attack speed and lasts 15 seconds.
Empowered Effect: All pets summoned from this skill will deal 10% more damage and all healing done by this skill will be amplified by 2% of Atnas's AP.


R: Generousageddon
Note: YOU MUST HAVE ALL SKILLS LEVELLED TO USE THE RESPECTIVE EFFECT OF THIS ULTIMATE
Atnas enlarges his sack manifold, and throws it at a location, the sack, on impact, will release in random areas in a 750 AOE area,
Rank 1: 3 Present Bombs and 2 special delivery presents( Depending on which rank, different effects)
Rank 2: 4 Present bombs and 2 special delivery presents with a frozen land of miracles are applied, if Atnas uses an additional Frozen Land of Miracles on the area, the effect will stack.
Rank 3: 4 present bombs and 3 special delivery presents with Frozen Land of Miracles
Bonus effect: Everything summoned from this skill will be empowered.

ObscureClockwork 12-03-2012 08:40 PM

wow, Crapsdivine, that was fast
could you please copy that onto a post on this thread? (use ctrl + a to select all)
it makes it easier on the judges if you do so

@ prototypetwo
i actually think you should compete :) Prototype two vs Katsuni, along with rapatamei int he mix (and who knows who else)
sounds like a pretty epic face-off right there :)

if you would like to judge however, there is a slot reserved for you (seeing how you were a judge last month :)

Crapsdivine 12-03-2012 08:54 PM

Quote:

Originally Posted by ObscureClockwork (Hozzászólás 32059786)
wow, Crapsdivine, that was fast
could you please copy that onto a post on this thread? (use ctrl + a to select all)
it makes it easier on the judges if you do so

@ prototypetwo
i actually think you should compete :) Prototype two vs Katsuni, along with rapatamei int he mix (and who knows who else)
sounds like a pretty epic face-off right there :)

if you would like to judge however, there is a slot reserved for you (seeing how you were a judge last month :)

Done

Katsuni 12-03-2012 09:04 PM

10 Attachment(s)
I think this is the (semi) final version. Enjoy!

http://na.leagueoflegends.com/board/...3#post32112353
Link to the separate post is above. Shall update this post with the updated information when I finish the design for ease of judgement.

Naughty or Nice had me expecting an ability that would do something different depending on if it targeted an ally or an enemy. Just having no AoE centered on self is kind of odd of a requirement.

Ah well, anyway, I think I'll actually hop in this time. I'm super busy now that it's nearly christmas, but I think I can squeeze in enough for this ^.^


EDIT: A few minor updates. Like... uhm... everything.



Name: Mara
Title: The Dreamweaver

Criteria for MCCC(P) challenges:
Quote:

Christmas Cheer:
Mara's entire purpose is to help and teach people to become better, either by giving them inspiration and leading them to the solution to their problems via pleasant dreams, or by incurring wrathful nightmares to scare them off an inappropriate path.

Naughty or Nice:
No aura nor self-centered AoE. Additionally, her Q, Spectral Scales, significantly changes effect depending on whether allies or enemies are targeted.

That big old sack!:
Her passive generates dream orbs which allows for the use of extra effects on all of her non-ultimate abilities, with the additional effects growing stronger with the more charges consumed. Additionally, her passive also increases in damage based on the number of charges she has at any given time.

Lore

Quote:

Each living creature within the waking world has hopes and dreams. As they sleep, however, they enter into a second world, normally obscured from sight; the dreamworld. Within this realm, one's desires and beliefs become a reality, shaped and molded by the minds and emotions of those within it.

Within the academies of Piltover, one particular academic was interested in proving this dreamworld existed, and so, an experiment was conducted; over one hundred participants were guided to be part of the same dream, and each nudged towards thinking about the same thing. The experiment was a success, with each individual able to enter the same dream, regardless of location or connection to one another, soon able to commune over great distances!

During the course of the experiment, however, an oddity occurred; a familiar face in each participant's dreams, of which all recognized in the dream world, but none knew who she was outside of it. This being was Mara, formed by the collective will of the participants, a personification of their dream, solidified within the dreamworld itself by sheer force of will.

For years, Mara would sculpt the dreamworld, nudging those within it to where they needed to be. Lovers, separated by vast distances, would be guided to the same location within the dreamworld, and poets and artists given inspiration. She became a muse for the scholars and the scientists, the summoners and the champions of the world, giving advice where needed, and providing nightmares to ward off travelers of the dreamworld from ill-fated choices.

It was then, that one summoner in particular had noticed Mara in her dreams, always guiding her to victory with portents of future matches within the Fields of Justice. Eager to meet her noble benefactor, she conversed with many others, her search soon leading her to Piltover, and the experiments from years prior.

Armed with the knowledge she needed, she was able to physically manifest part of Mara's body into the waking world, who now became a physical bridge between the two realities.

Thankful for being able to see the waking world, but saddened that she could no longer help others by manipulating the dreamworld on nearly the same scale as she once had, Mara accepted an invitation from the summoner to join the League of Legends. There, she could continue her role as a dream guide, and steer the lives of those of the waking world toward their dreams once more.
Appearance
Due to technical issues with my tablet not being recognized for some odd reason, a temporary drawing will have to do for now. This was just pulled off a google search and edited to be a bit more appropriate. Hopefully I can get my tablet working again before the end of the contest O.o;
Attachment 580048
Quote:

Appearing as a woman of indeterminate age, Mara exists partially within both worlds at the same time. Her long, flowing robes are reminiscent of an oracle, muse, or perhaps an overly elaborate nightgown of some sort. The key things which mark her as distinctly not human, however, would be how she floats slightly off the ground, with various sections of her body fading in and out of reality, seemingly at random.
Optional Skin:
Quote:

NightMara
Appears as a dead woman with her face damaged and torn, as if mauled and torn by a vicious animal, the robes she wears no longer a translucent blue, but now a dull, drab grey, torn and tattered. Her dream orbs no longer appear as deep, ocean blue orbs orbiting her, but rather as tortured souls in the shape of phantasmal skulls.

Quotes

Quote:

Upon selection:
I will lead you to your dreams, summoner.

Movement/Attacking:
It's as if your muse spoke to you of this
I saw this moment in your dreams, summoner
We will weave the world as we see fit
Like the whispering winds
My eyes are closed

The dragons in your dreams are real
A nightmare upon them!
I'll send them to the dream world... permanently.
They'll be taken away by a moonlight shadow
Time to put them to sleep

Taunt:
What's that? You'd like to win this match? In your dreams.

Joke:
Oh, sorry, I fell awake for a moment there.
I am a kumquat dreaming I'm a shoelace.

Death:
The dream shall never die, so long as the dreamer lives on.

Dance:
Splits into a second copy of herself, one fully solid, the other fully ethereal, and does a ballroom dance with herself.
Purpose
Quote:

Mara is intended to fulfill two aspects of the game which I rather enjoy; "clutch play" and "on-hit proc APC". Her abilities are each set up to be at their most effectiveness when they're needed most, and when she's had time to poke an enemy repeatedly.

To this end, she's encouraged to focus pretty heavily on upping her auto-attack speed so that she can generate charges faster, both for poking enemies more often, and for dealing damage. Additional to this, she's excellent at supporting her allies in the moment they need her most, and is able to come to their aid even if she's otherwise incapacitated.

Balancing her offensive power with her defensive clutch plays can be a little tricky to master, but played well, she can either be the most potent of the on-hit APC, having been specifically designed to be on par with an ADC, or she can be a brutal set-up support artist, able to keep an ally alive and set up for kills that other supports can only dream of; the risk though, is that her windows of opportunity are far smaller, requiring far more accurate play with an abnormally high skill floor and ceiling.
Stats:
Quote:

Damage 53.6 (+2.8 / level)
Level 1: 56.4
Level 18: 104.0

Attack Speed: 0.625 (+3.25% / level)
Level 1: 0.645
Level 18: 0.991

Range: 600 (High for poking purposes in lane)
Base Movement Speed: 330 (Low due to having a +25% haste)

Health: 363 (+91.5 / level)
Level 1: 454.5
Level 18: 2010

Mana: 240 (+42 / level)
Level 1: 282
Level 18: 996

Armor: 14 (+3.5 / level)
Level 1: 17.5 (14.89%)
Level 18: 77 (43.50%)

Magic Resist: 30 (+0 / level) (23.08%)

Health Regen: 5.2 (+0.6 / level) - listed per 1 second
Health Regen: 26 (+3.0 / level) - listed per 5 seconds
Level 1: 29.0 hp/5
Level 18: 80.0 hp/5

Mana Regen: 5.0 (+0.6 / level) - listed per 1 second
Mana Regen: 25 (+3 / level) - listed per 5 seconds
Level 1: 28.0 mp/5
Level 18: 79.0 mp/5

Note: Yes, I'm aware this is a bit less base mana regen than normal. This is intentional.

Abilities
Quote:

Passive: Dreamweave
Attachment 580038
Quote:

Description: To know one's dreams, is to know their heart, and in turn, how best to aid them. Mara's physical attacks not only harm the physical form of an enemy, but also sap their dream energy, dealing 5 magic damage (+25% AP) in the process. The drained dream energy forms into an orb which orbits Mara, increasing Dreamweave's damage by 5 per orb, to a maximum of 5 orbs total. These orbs can be consumed to amplify her non-ultimate spells with dream energy, strengthening them.

Effect: Mara deals 5 additional magical damage on auto-attack (+0.25AP). Each autoattack against an enemy champion adds a Dreamsphere, up to 5 maximum. Dreamspheres increase the magic damage dealt by Dreamweave by +5 per sphere, and can be used to amplify Mara's other spells, consuming all Dreamspheres in the process.

Purpose: Allows Mara to poke harder in lane, as well as is the key backbone of her ability to be played as an APC on-hit champion. The orbs are used for extra poking power early game, and can be consumed for clutch plays later on, limiting how fast she can invoke her clutch abilities.

Notes: Levels are at 1/6/11/16

Appearance: Dreamspheres appear as translucent, ocean blue orbs which orbit Mara around her waist, parallel to the ground and are evenly spaced apart. Dreamspheres which are not available currently, are displayed as a faint, purple flickering flame which orbits where the dreamsphere would be, allowing players to quickly identify how many they have up at any one time.

Rank 1 (Level 1): Mara's autoattacks deal an additional 5 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 2 (Level 6): Mara's autoattacks deal an additional 15 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 3 (Level 11): Mara's autoattacks deal an additional 25 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.
Rank 4 (Level 16): Mara's autoattacks deal an additional 35 (+0.25AP) magic damage and generate a dreamsphere when she strikes an enemy champion. 5 dreamspheres maximum.

Q: Spectral Scales

Attachment 580040Attachment 580041
Quote:

Description: Weighing a target's soul allows Mara to judge how best to aid them; either fulfilling an ally's dreams by bestowing a shield to protect them from harm, or crippling an enemy to scare them off their current path of destruction by siphoning off part of their current health. Casting a second time within the next two seconds will consume all dreamspheres, increasing the duration of the shield and rendering the target immune to disabling effects until the shield breaks, or dealing additional, flat magic damage to the target.

Effect (Enemy): If cast upon an enemy, Spectral Scales deals magic damage equal to 8/11/14/17/20% of their current health. If cast a second time, consumes all dreamspheres and deals 12+4/level damage per dreamsphere consumed (+0.8AP flat, regardless of spheres consumed). Must have at least 1 dreamsphere active to amplify.
Effect (Ally): If cast upon an ally, Spectral Scales shields the target for 120/215/310/405/500 (+1.25AP) damage for 1.5 seconds. If cast a second time, consumes all dreamspheres and increases the duration by 0.2 seconds per sphere consumed, and renders the target immune to CC effects as long as the shield holds. Must have at least 1 dreamsphere active to amplify.

Purpose: Used to soften up enemies for an ally to kill more easily, or for a potent killing blow when used on enemies. When used on allies, able to keep a target alive for a brief period when they need it most; note that the very short duration allows for a remarkably potent shield, but can't be used as a "cure all" such as Karma's 5 second shield.

Notes: If the shield fails before being cast a second time, it can't be amplified. Due to this, there is literally ZERO cooldown on recasting this ability. Additionally, this will NOT cleanse any CC effects already present on a target upon amplifying the allied target, but will simply prevent additional CC from being applied. This will not prevent damage from things like the ignite summoner spell, but the shield will absorb the damage until it runs out, and will prevent the healing reduction aspect.


Targeting: Click on target; single target only
Targets allowed: Allies, enemies, self. Enemy champions only; Allied minions and champions both targetable.
Range: 725
Travel Speed: Instantaneous
Cooldown: 8.0 seconds from initial cast
Cost: 60/65/70/75/80 mana
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Shield Duration: 1.5 seconds
Allied Amplification (Shield duration): +0.2 seconds per dreamsphere consumed
Allied Amplification (CC Immunity): Renders the target immune to new CC effects as long as the shield holds
Enemy Amplification (damage): 12+4/level per dreamsphere consumed (+0.8AP) magical damage


Rank 1: Deals 8% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 120 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 2: Deals 11% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 215 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 3: Deals 14% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 310 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 4: Deals 17% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 405 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.
Rank 5: Deals 20% (+1% per 50AP) of a targeted enemy's current health as magic damage, or generates a shield around targeted allied unit absorbing up to 500 (+1.25AP). Amplifying this ability increases the shield duration by +0.2 seconds per dreamsphere and renders the target immune to CC until the shield breaks, or deals 12+4/level per dreamsphere (+0.8AP) magic damage.

Balance notes:
At 600 AP, this would deal 32% of a champion's current health as magic damage. This is a great early opening shot, but quickly declines in value to subpar standards. For example, with 3,000 health, this would do up to 960 damage before MR. At 1,000 health, this would only be 320 before MR.

Additionally, the shielding value is up to 1250 with 600AP at rank 5. This wears off after a mere 1.5 seconds, to a maximum of 2.5 seconds if Mara amplifies the effect. This is much shorter than most other similar shielding spells and is intended to be more of a powerful survival tool for short term burst only, rather than to last until it's depleted.

W: Astral Web

Attachment 580042Attachment 580043
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Description: Many dreamers get lost within the dreamworld, and webs of dream energy have been placed to restrict areas which are harmful or dangerous. Mara partially draws one of these astral webs into the waking world, capturing enemies who attempt to teleport through the web, rooting them in place for 2 seconds. Casting a second time consumes all dream orbs to fully draw the astral web into the waking world, solidifying it as a solid wall which must be physically broken, or wait for the energies that bind it to the waking world to fade in order to bypass it.

Effect: Creates a shimmering, spectral web at target location with targeting similar to Aniva's or Karthus's walls. Enemies which try to teleport through the wall are instead stopped at the wall and rooted in place for 2 seconds. Casting a second time while the web is up consumes all dreamspheres and solidifies the wall for the remainder of it's duration, losing it's former capabilities, instead preventing enemies from walking through it. In it's amplified form, it can be attacked with auto-attacks to break the wall down in 3 hits +1 per dreamsphere consumed.

Purpose: This is used primarily as a way to directly counter champions with high mobility, and prevent enemies from simply flashing out of combat. If an enemy runs through the web on foot, the web has no effect. Once amplified, it changes from an anti-flash ability, to a solid barrier which must be either attacked to be bypassed, or teleported through.

Targeting: Click on ground, line based AoE, causes a straight line aimed perpendicular to the caster at the mouse's location
Targets allowed: Ground
Range: 1,100
Area of Effect: Diameter of 400/500/600/700/800 units
Travel Speed: Instananeous
Cooldown: 26/24/22/20/18 seconds from initial cast
Cost: 110/120/130/140/150 mana
Duration: 5 seconds
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Amplification (Solidify Web): Can no longer prevent teleports. Instead blocks physical passage.
Amplification (Web Health): Web now requires 4/5/6/7/8 damage to break (autoattacks deal 1 damage per hit)


Rank 1: Creates a 400 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 2: Creates a 500 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 3: Creates a 600 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 4: Creates a 700 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
Rank 5:
Creates a 800 unit wide wall for 5 seconds which prevents teleporting through it by rooting enemies in the web for 2 seconds who try. Enemies can walk through the web without issue. Amplifying this ability removes the teleportation protection, but bars physical passage instead. Additional dreamspheres make the web harder to destroy.
E: Temporal Fugue
Attachment 580044Attachment 580045
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Description: The time within the dream world is considerably different from that of the waking world, increasing or slowing, seemingly at random. Mara manipulates this property to her whim, allowing her to hasten herself or an ally for a short time when they need it most. Casting Time Lapse again, converts all dream orbs into slowing charges to allow the target to slow enemies' movement speed by 6% per hit for 1.5 seconds with each attack draining one charge, stacking repeatedly. This ability may be cast repeatedly, as long as the haste is active, converting additional dream orbs into slowing charges.

Effect: Increases an allied champion's movement speed by 25%, and their attack speed by 20/30/40/50/60% for 6 seconds. Casting a second time while the haste is active consumes all dreamspheres to add an equal amount of Temporal Fugue charges to the target. Each time the target strikes with their autoattack, they consume a Temporal Fugue charge to slow the damaged enemy by 6% for 1.5 seconds, refreshing the slow duration each attack, stacking the slow effect. Temporal Fugue may be cast repeatedly to convert additional dreamspheres into Temporal Fugue charges (up to 5 maximum at any one time).

Purpose: Mara is meant to be particularly adept at clutch plays, and a 25% speed boost can be the difference between escape, or a kill. Additionally, the attack speed boost allows her target to get a kill that much easier, and specifically is especially useful for her own method of attack when played as an on-hit APC. The slowing component is not so much there for the use of a clutch play, as it is to allow her chasing potential and a dump for excess dreamspheres which will stack up quicker than she can expend them otherwise when both Gemini Volley and Temporal Fugue are active at the same time.

Targeting: Click on target
Targets allowed: Allies, champions only
Range: 725
Travel Speed: Instantaneous
Cooldown: 10 seconds from initial cast
Duration: 6 seconds
Cost: 55 mana at all ranks
Secondary Cost: All dreamspheres. Must have at least 1 dreamsphere active to amplify.
Amplification (Maximum Temporal Fugue Charges): 5
Amplification (Slow Value)
: 6% per stack (10 stack limit)


Rank 1: Increases target allied champion's movement speed by 25% and their attack speed by 20% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 2: Increases target allied champion's movement speed by 25% and their attack speed by 30% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 3: Increases target allied champion's movement speed by 25% and their attack speed by 40% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 4: Increases target allied champion's movement speed by 25% and their attack speed by 50% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
Rank 5: Increases target allied champion's movement speed by 25% and their attack speed by 60% for 6 seconds. Amplifying this ability converts all dreamspheres into temporal fugue charges. Each autoattack made by the target reduces the damaged enemy's movement speed by 6%, stacking up to 10 times. May be amplified repeatedly to convert additional charges.
R: Gemini Volley
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Description: There are times when a dreamer is so stubborn of mind, that harsher measures must be taken to dissuade them from their ill-chosen path. Mara exists both within the dream and waking worlds simultaneously, and by using Gemini Volley, she's able to strike from both worlds together, reducing her physical damage per hit by 50%, but causing her attacks to strike an enemy twice. By doing so, she cleanses any CC from herself at the time of casting.

Effect: Cleanses all CC from Mara and causes her auto-attacks to deal 50% less physical damage, but strike twice per hit, applying all on-hit effects twice.

Purpose: This allows Mara to cleanse herself so that she can perform a clutch play in the moment it's needed most as a support, and allows her to gain additional dreamspheres in a team fight quickly. Additionally, it also turns her into a potentially very potent APC on-hit champion without becoming an AD wrecking ball in the process.

Targeting
: Self cast
Targets allowed: Self only
Range: Self
Travel Speed: Instantaneous
Initial Cost: 0 mana
Cooldown: 20/16/12 seconds
Cumulative Cost: 10/8/6 mana per second, additive each extra second (10,20,30,40,50 etc)

Rank 1: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 10 mana per second. 20 second cooldown.
Rank 2:
Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 8 mana per second. 16 second cooldown.
Rank 3: Removes all crowd control from Mara and causes her attacks to hit twice, proc'ing all on-hit abilities on the secondary hit. While active, Mara's AD is reduced by 50%.Cumulative cost of 6 mana per second. 12 second cooldown.

Changelog
Quote:

Dec 12th, 2012; updated all abilities and added stats for the abilities in question. Removed previous information which can be found in a reply to this post. Updated several other sections, and added resource section.

Added ability combos section.

23rd December, 2012; updated all sections with finalized stats and character design. Removed ability combos section due to updated ability list being considerably less combo-heavy.

2nd Edit on 23rd Dec; changed cooldown of Gemini Volley from 30/20/10 to 20/16/12, and added the cooldown information in the standard location so it's easier to see.

Luninareph 12-03-2012 09:32 PM

Quote:

Originally Posted by Katsuni (Hozzászólás 32060551)
Also, a note to self, keep in mind the idea of Galaxy Stop and the Astrologer class from FFT1.

Hahaha! I loved Galaxy Stop in FFT. I was so sad when I found out that Olan/Orran would never join your party permanently...and so sad again when I found out that even by hacking him into your party, Starry Heaven only had the one skill. I was expecting a whole bevy of overpowered celestial mayhem there :P


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