December MCCC - Christmas Cheer!

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Osprii

Senior Member

12-06-2012

I'm planning on entering this month. I'm also planning on mixing things up by fulfilling the theme of gift giving as questionably as possible... with a socialist Robin Hood-esque figure. Hopefully I won't get eliminated.

Ok, here it is. Oh, and I just posted this on my own thread, because Moby said it would be easier for him. Sorry, didn't realize that. Find it at Maykom- The Scourge of Zaun.


Maykom- The Scourge of Zaun

Quote:
Dat Lore:
Maykom Zelibeck grew up as an orphan on the streets of Zaun, in and of itself an impressive feat. He had to learn at a young age the delicate arts of pick-pocket, thievery, and conning the na´ve and rich. Eventually, he became the leader of a small gang of young ruffians. Maykom developed almost paternal feelings for the group, which was only strengthened as numbers of them were imprisoned by authorities or killed by the harsh life they lead. At the age of 12 he was able to procure a job of manning the assembly line in a factory for Priggs Industries. The young boy was awed by the factory and its wonders, and was also able to use the pay to keep his gang alive. He learned all he could about industry and techmaturgy, and eventually found his calling by learning of a strange, sometimes competing source of technology with techmaturgy: “electricity”. Few knew how to work this power source, so Maykom became a highly demanded electrician. Maykom began developing new devices to assist his gang, as well, that ran solely off of electricity and used no techmaturgy whatsoever.

A few years after learning his trade, Maykom was contracted to install electrical lights in the office of a rich factory owner. Maykom saw the opulence and splendor of his employers for the first time, and was amazed, at first. Later, he thought of the plush carpet and gilded, priceless sculptures in that office, while he sat on a barrel in the plague-ridden sewer he called home. Slowly, his awe changed to disgust. How could those factory owners do no real work, and live in a state of heavenly bliss, while Maykom and his gang worked their fingers to the bone and still had to worry about starving each day? Where was the justice in that? Maykom was not the kind to sit around idly while he saw injustice in the world. He took his friends and armed them with his electrical devices, and set out that night to instill a little more justice in the world. The next day, some rich factory owner came home to find his house looted of all valuables. Maykom took all the money and valuables back to his sewer. He could live like a king on this. But where was the justice in that? Why should he live like a king while many others he knew didn’t?

A new way of life was born for Maykom and his gang. They would loot a factory or bank or any other establishment they saw stealing money off the backs of workers and distribute their spoils among the needy and destitute. He probably gave more money away than even the rich will ever see in their lives, all the while living only a modestly comfortable life with his men. The Zaunite officials searched desperately for the criminally rogue philanthropist, but no face was put to the thief until the League of Legends was established. Maykom saw in it an opportunity to publicize the plight of all the poor and all the workers in Zaun, to finally give them a voice in the world. He left his men with some electrical gadgets and the task to continue their mission, while Maykom left for the Fields of Justice, where he could hopefully find a little justice for the common man.


Quote:
Abilities:

Quote:
Innate: Rapidly Multiplicative Monetary Redistribution Wire
Description: Maykom uses the strange electrical energy from this device to pull coins right out of the enemies' pocket. It can also double as a fancy shoelace in times of need.

Every time an enemy champion within 900 units of Maykom kills an allied minion, monster, or champion, Maykom and all allies within 900 units of that enemy gain 4 gold.

Explanation of Rapidly somethin somethin Innate:
This is a good ability to counter an enemy dominating a lane. If you are dominating the lane, it won't do much for you, but if the enemy is getting loaded with the monies, you won't fall so far behind. I think it would be a good way to balance out those annoying early game dominators in the League, whether Maykom is in top or bot or maybe even mid lane.
Quote:
Q: The “Fazer”
Description: Maykom’s new invention with the questionable name of the “Fazer” launches dart-tipped strings at an enemy and shocks them and all enemies touching the strings. Additionally, it charges itself and Maykom’s other equipment.

Passive:
The Fazer grants 1 stack of “Charged” every 5 seconds, affected by cooldown reduction. Stacks of “Charged” grant bonus effects to Maykom’s other abilities. Stacks up to 4 times.

Active:
Maykom launches 2 dart-tipped strings at an enemy within 500 units, which deal 10/20/30/40/50 (+60% AD) physical damage and stick to that enemy. They will only fall off if Maykom targets a different enemy with this skill or if the enemy moves more than 850 units away from Maykom. If Maykom reactivates this ability on an enemy that already has the strings stuck on them or double taps this ability while the strings are attached, then Maykom will consume a stack of Charged to shock all enemies touching the strings for 30/50/70/90/110 (+40% AP) magic damage and grant Maykom a stack of Empower. Empower will stack up to 4 times, lasts 4 seconds, raises the mana cost of this ability by 5, and increases the base damage by 10%. Upon reactivating this ability with 3 stacks of Empower, the Fazer will stun all enemies it hits for 1/1.25/1.5/1.75/2 seconds and consume all stacks of Empower. Maykom can cast this ability while moving.

Cooldown: 1 second
Cost: 15 mana


Explanation of the "Fazer":
This ability fulfills the ammo portion of the requirements, of course. It is a spammable ability similar to Evelynn's Hate Spike, but with a shorter cooldown, longer range, crowd control and less damage. Also, unlike Evelynn's Hate Spike, it isn't completely spammable, running out of ammo quickly. It is also built into a combo, granting it a similar effect to Nocturne's Unspeakable Horror, where if Maykom stays in range for the completion of the initial shot of the darts and 4 consecutive shots, he will afflict the enemy with crowd control. It is a good way to poke enemies in lane, whether as a support or in top lane. It is also a good way to stop an enemy chasing or running from you, while getting some damage out. It allows Maykom to fight better while alone than most supports.

Quote:
W: Power Transfer
Description: Maykom uses his handy-dandy modified jumper cables to drain the energy from an enemy and grant it to an ally. Make sure to never touch the red and black sides, or you will get a nasty shock... literally! HAHAHAHA*snort*HAHAHA. I crack myself up sometimes.

Maykom selects an ally (or himself) and an enemy that are both within 700 units of himself to link with Power Transfer. The allied target will heal for 10/14/18/22/26% of all damage the enemy deals for the next 5 seconds, while the enemy will take magic damage equal to 10/14/18/22/26% of all damage the ally takes for the next 5 seconds. For every stack of Charged that Maykom has upon casting this ability, the allied target will also steal 3% of the enemy's movement speed for the duration.

Cooldown: 17/16/15/14/13 seconds
Cost: 80 mana


Explanation of Power Transfer:
Power Transfer is loosely based off of Nasus's Wither and Hecarim's Spirit of Dread. This ability is a powerful way to change the outcome of an engagement with the enemy, but is too costly and takes to long to be a good guard against poke. If you have the mana, Maykom can use it to heal his ally or himself somewhat, or force the enemy to stop farming if they don't want to heal their enemies. I thought it sorta fit with Maykom's whole "steal from the rich, give to the poor." Like with his passive, he benefits from the work of others... *insert joke about communism or socialism here*

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E: Electromagnetic Charge
Description: Maykom throws a charge at a champion that detonates after a brief delay, releasing a cloud of confetti and deadly electricity.

Enemy Cast:
Maykom throws a charge at an enemy champion within 675 units. After .5 seconds, the enemy and all enemies within 500 units of them will take 60/110/160/210/260 (+80% AP) magic damage. For each stack of Charged upon cast, enemies within 500 units will be pulled towards the location of the main target by up to 100 units.

Ally Cast:
Maykom throws a charge at an allied champion within 675 units. After .5 seconds, the ally will be shielded for 60/110/160/210/260 (+80% AP) and all enemies within 500 units of them will take magic damage equal to that. For each stack of Charged upon cast, enemies within 500 units of the ally will be pushed towards the edge of the charge’s radius by up to 100 units.

Cooldown: 10 seconds
Cost: 60/70/80/90/100 mana


Explanation of Electromagnetic Charge:
This ability is fairly simple. It is a mix of an AoE and single enemy targeting or a shield and damage in an area. However, I think it gains far more depth and utility with a few stacks of Charged. Suddenly, it becomes a way to bunch up enemies for your allies' AoE ult and pull in the ADC hanging in the back, or to get those fighters that are about to initiate away from your front line. It can also be used to push enemies away from an ally in trouble while shielding them. I think this allows Maykom to scale better in mid and late game as a support for the whole team, not just for an ADC in a lane.

Quote:
R: The Maykom Coil
Description: Maykom uses a device that bears no relation to the Tesla Coil to arc electricity through the air to damage enemies and empower allies. The Maykom coil uses its own charging system, and thus will not benefit from Charges by The "Fazer".

Maykom activates the Maykom Coil to arc electricity that hits two random champions within 750 units each second, including himself. Champions will gain a vastly improved chance of being hit by electricity for each percent of health they are missing, and champions targeted by Maykom's abilities within the past 3 seconds will also have an increased priority. When the electricity hits an enemy champion, it deals 60/90/120 (+25% AP) magic damage, grants Maykom a stack of High Voltage and removes a stack of Alternating Current, if he has one. When the electricity hits an ally, it heals them for 50/70/90 (+20% AP), grants Maykom a stack of Alternating Current and removes a stack of High Voltage, if he has one. Maykom will start with 3 stacks of both Alternating Current and High Voltage upon first gaining this ability, and stacks will not be lost with time, only by hitting an enemy or ally. They stack up to 6 times each. The first stack of High Voltage Maykom has will increase damage The Maykom Coil deals to enemies by 4%, the second stack will increase it by 6%, the third by 8%, the fourth 10%, and the fifth 12%. The same stacking system is also true for Alternating Current, but for the heal to allies. The Maykom Coil costs 5/6/7 more mana to sustain each second it is active.

Cooldown: 8
Cost: 25 mana per second


Explanation of The Maykom Coil:
This ability is based off of Swain's ultimate, but made for team-wide support. Unlike Swain's ultimate, it strikes twice instead of 3 times a second, and doesn't heal Maykom for 75% of the damage. However, it has better base damage and increases the damage it deals by a percent with stacks on Alternating Current and High Voltage. The reason that the heal is less is because it practically has 100% magic penetration. While the damage will be doing less when enemies have magic resist, the heal does the same no matter what.Anyway, this stacking system is meant to balance out the damage vs. healing Maykom does as well as adjust itself to his needs. As allies lose health, the Maykom Coil will strike them more often, and he will gain stacks that grant him increasing amounts of healing power at the expense of damage. As allies lose health, Maykom will want to deal more damage to them before they escape, so he... will. Of course, this also depends on the positioning of Maykom. With a range of 750 units, he won't be able to hit all allies or enemies at once in a team fight. He will have to adjust his position to hit the targets he wants repeatedly.

Quote:
Statistics:
Health: 422 +81/level
Health Regen: 8 +.35/level
Armor: 12 +3.75/level
Magic Resist: 30

Attack Damage: 46 +3.75/level
Attack Speed: .650 +3%/level

Mana: 180 +50/level
Mana Regen: 3.25 +.25/level
Movement: 345
Range: 500


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ObscureClockwork

Senior Member

12-06-2012

Quote:
Originally Posted by Osprii View Post
I'm planning on entering this month. Im also planning on mixing things up by fulfilling the theme as questionably as possible. Hopefully I won't get eliminated.
well, generally, if it is too questionable, i would tell you


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ObscureClockwork

Senior Member

12-06-2012

@ redgoat i dont see a ammo system, could you point that out to me?

and i think he fulfills all challenges, and that is around the extent im allowed to speak on the matter


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Fungusfingers

Member

12-06-2012

like to double check that my champ fulfills all of the challenges too. Pretty sure he does, just want to be sure. Father Beneson on pg 1.


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Moby the White

Senior Member

12-06-2012

Quote:
Originally Posted by ObscureClockwork View Post
what part do you not like?
i use something different

i don't like rating abilities and what not on scale of 5 because i feel there is 5 criteria that is important to it. That is just what i use to review. It isn't perfect but it lets me freely dock points by allowing each aspect of the 5 crucial factors to be judged on a scale of 1-5


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ObscureClockwork

Senior Member

12-07-2012

Quote:
Originally Posted by Moby the White View Post
i use something different

i don't like rating abilities and what not on scale of 5 because i feel there is 5 criteria that is important to it. That is just what i use to review. It isn't perfect but it lets me freely dock points by allowing each aspect of the 5 crucial factors to be judged on a scale of 1-5
fair enough
for the sake of the mccc tho, i would like it if you stuck with the grading that is already there.
if you really really wish to do your way, convert your score into a score of 40, and round it.


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Moby the White

Senior Member

12-07-2012

Quote:
Originally Posted by ObscureClockwork View Post
fair enough
for the sake of the mccc tho, i would like it if you stuck with the grading that is already there.
if you really really wish to do your way, convert your score into a score of 40, and round it.
well i did do it your way
gotta play by the rules if you want to participate
was just saying i do it differently elsewise
but for mccc all your way


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The Red Goat

Senior Member

12-07-2012

Quote:
Originally Posted by ObscureClockwork View Post
@ redgoat i dont see a ammo system, could you point that out to me?

and i think he fulfills all challenges, and that is around the extent im allowed to speak on the matter
I understand that you can not really say much but that was all I was wanting to know. I had thought (/hoped) that the money giving power would count but I can just as easily change it. One other question, does it need to be an ability with an ammo count like Teemo's "Noxious Trap" or like Volibear's "Frenzy"? Or can a different secondary bar like Tryndamere's Fury bar? Sorry for all the questions but they bug me a little not knowing. Also thank you for answering my post.


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ChristoFurocious

Senior Member

12-08-2012

OK here is my re-submission I think it fits alot better then the last one, sorry if this causes problems.

Tolomy, The Alchemist

Description: statuesque brunette woman in a grey sleeveless monks robe with gold skin and glasses - think like an angry librarian.

Role: Bruiser, Jungler, Off-tank

Lore: While most of the greatest chemists and scientists seem to come from Zaun or Piltover that is not allways the case. However no one would have suspected A chemist to rival the genius of Singed to come out of a small town in the Ionian Countryside. And then Tolomy came along.
Tolomy orginally worked as the local medic in a small farming village. As she studied her craft she learned how to manipulate metals to help strengthen bones and aid healing. Soon She began to study her trade diligently learning more about the craft of alchemy and all it's uses untill one day Tolomy was able to fulfill one of the more sought after goals of Alchemists, the ability to turn any object into gold. While others would have reveled in this discovery, Tolomy just went along with her work and studies caring more for the injured farmers then of material gain. (Though there was an increase in profit that year at market). However it wasn't long untill her gift turned into a curse. Tolomy found that the more she used her gift the harder it was to "shut off" so to speak, untill eventually she turned one of the farm animals to gold. too worried that she might turn an actual person into gold Tolomy sought Isolation in the woodlands. Eventually Tolomy was discover by Udyr who brought her to the Hirana Monastery. There Tolomy learned how to control her "gift" and discover even more applications of her craft and it wasn't long until Udyr convinced Tolomy to join him in the League.

Damage 52 (+3.5 / per level)
Health 455 (+96 / per level)
Mana 0 (+0 / per level)
Move Speed 345
Armor 19 (+2.7 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 7.45 (+0.75 / per level)
Mana Regen 0 (+0 / per level)
*does not use mana

(Innate) Golden Knowledge: Tolomy fights using her alchemy creating potions that enable her to create gold or grant longevity. Every 7 seconds (Reduced by Cool down reduction) Tolomy gains a stack of Alchemy Potions (Max 5) and uses one each time she uses an Ability. Tolomy also gains 1 bonus gold for each stack of Alchemy Potions whenever she kills a unit..

(Q) Metalic Transfer: Tolomy's Next attack deals 35/50/65/80/95 (+.6 AD) bonus physical damage and Tolomy gives the target new armor, adding there old armor to her. For 4 seconds Tolomy reduces the targets armor by 10/20/30/40/50% and gains an equal amount of armor.
Cost: 1 alchemy potion Cool Down: 6 seconds.

(W) Quick Silver: Passive- Whenever an allied champion (Within 1500) is dealt physical damage Quick Silver's cool down is reduced by 1(while on CD).
Tolomy melts into a puddle of silver and reapers through another puddle of silver at target area and both puddles stay for 3 seconds. As long as Tolomy or any of her allied champions stand in a puddle they are coated in silver granting them 20/25/30/35/40% damage reduction.
Cost:1 alchemy potion; Range: 900; Puddle Size: 350 diameter. Cool Down:10 seconds

( E) Spread The Wealth: Tolomy Throws out a spray of gold in a cone. If the gold hits an enemy champion they take 45/70/95/120/145 (+ 1 per gold spent on ability) physical damage and become shocked, slowing them by 50% for 3 seconds. If the gold hits an Allied champion they gain (1 gold per gold spent on ability) and become ecstatic gaining 40% bonus movement speed for 3 seconds.
Cost: 1 alchemy potion + 10% of gold Cone Length: 900; Max width;450: Cool down: 20/17/14/11/8 seconds

( R) Golden Touch: Tolomy uses her knowledge to turn a champion fully to gold for a short period of time. If Used on an enemy she viciously transmutes there skin to gold Dealing 200/300/400 (+.7 AD) and suppressing the target for 1/2/3 seconds. IF Used on an ally or herself she uses a gentler touch putting the target in to stasis for 1/2/3 seconds.
Cost: None; Range: 500; Cool Down :70 seconds.

recommended items

Starting Items: Hunter's Machette potions x5

Essential: Madred's Razor, Glacial Shroud, Brutalizer

Offensive: Trinity Force, Black Cleaver, Yomumu's Ghost blade, Ice Born Gauntlet

Defensive: Frozen Heart, Randuins Omen, Runic Bulwark, Maw of Malmortius



ok Rukhron
Christmas Cheer: Met by Mettalic Shift by giving "New Armor",Quicksilver giving Damage reduction, Spread the wealth by giving away gold, and i guess technically golden touch by giving people golden skin.

Naughty Or Nice: Both Spread the Wealth and Golden Touch effect allies and enemies diffrently, and I don't believe she has a self centered aura

Big Old Sack: Her passive creates ammo, her abilities use the ammo, and how much bonus gold she gets is dependent on the ammo she has.

i think this all works please let me know if it doesn't

oh and i wasn't sure but I went with season 3 itemization and recomendations


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NA Rukhron

Senior Member

12-08-2012

Quote:
Originally Posted by ObscureClockwork View Post
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

I just noticed it the other day.
With recent modifications of "Naughty or Nice" "Christmas Cheer" has became a little redundant.
If I have a spell like Infuse (Soraka) to meet "Naughty or Nice" I have a spell that gives mana to my allies thus I qualify for "Christmas Cheer". One of the few exceptions to the redundance is to have a spell like Leap Attack (Jax) or Shunpo (Katarina), but even with exceptions "Naughty or Nice" and "Christmas Cheer" still feels redundant.


---- x ---- x ----
Also:
Can anyone tell me if it meets the challenges?
http://na.leagueoflegends.com/board/...3#post32080433