January MCCC - There Will Come Soft Rains

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NA Rukhron

Senior Member

01-13-2013

Xugurlna’Quar

Lore

Deep within the heart of the Howling Marshes a creature defies the rule of its self-proclaimed sovereign. Xugurlna’Quar lurks through the death-filled waters of the marsh unhindered by the natural and magical hazards. While the origins of this creature are rather unknown it’s evident that it’s extremely well adapted for its environment. A scavenger by nature Xugurlna’Quar wanders the morass in search of dead creatures to feed. Strangely enough it often regurgitates its food back to the waters and soil of the Howling Marsh, just to come back and repeat the process, spreading the rotting results of his digestions all over the mire. It’s indeed true that this makes him responsible for the maintenance of the swamps soil and water condition to bear new life forms, as twisted as they may be, but Xugurlna’Quar is a cruel predator that stalks its pray maiming and infecting it with a strong disease that he grows in its own body. He then leaves his dying prey to rot out in the open attracting other scavenger so that he can add them to the mass of the mire, in fact he is responsible to attract wildlife into the Howling Marsh so often that he even lure prey for another predators to act as bait for bigger sources of food. Travelers speak of treasures left unchecked throughout the marshes and whole groups of plunderers vanishing in the night.

Some scholars, often survivors of the expeditions, firmly endorse the theory that Xugurlna’Quar has somehow evolved to contain its environment, that is: having the swamp be part of him as opposite to being a part of its wildlife. They affirm that the abomination is somehow able to know the position of others creatures within the marsh with senses fair more keen than sense of smell or hearing, in fact it’s able to react to creatures entering its territory from miles away, usually tracking them down to know it and leaving it be until it decides to maim it and leave to rot. In fact several disturbing reports depict him as an extremely hard to find and suspicious creature that seemed to act more freely grew easier and more fascinating to study as days passed. Those reports tell of a Xugurlna’Quar that’d go on with its habits and even speak with enthusiasm of how the beast seemed to show off, as if by some form of sentience it could recognize their effort into document the way he lived; sadly, those reports where commonly found near puddles of rotting remains by the rescue squads who successfully left the Howling Marshes.

Even with that Xugurlna’Quar was viewed as an exotic wild beast that was twisted by magic and ended up leading the unprepared scholar to maddened claims over unclear evidences. This until the constant requesting of Karthus' presence in the Fields of Justice left him unhindered to act and a significantly large increase on the size of the Howling Marshes was perceived. The summoners realized that Xugurlna’Quar had to be summoned away from the Howling Marshes regularly to balance the effects. It was then that they were greeted by an unnerving truth, not only the abomination was sentient, but it was able to communicate and understand the environmental impact of its actions. With origins still unknown and an unclear living habit Xugurlna’Quar is now summoned to fight into the field of justice and to keep the greater forces of the Howling Marsh in a state of balance. It seems undisturbed by the summonings, but in its behavior a clear intention can be perceived – for Xugurlna’Quar everything shall become its territory, its marsh, its maw.

“When crossing the Howling Marshes, touch nothing, follow nothing and do no noise, just cross it and leave a horse.” – Travelers’ Saying


Rotting Disease
Enemies around you are granted a stack of Rotting Disease every half second.
Rotting Disease lasts 5 seconds, every second 1 stack of Rotting Disease is consumed to deal 4 (+2*Level) (+0.1*AP) (+3*Current number of stacks of Rotting Disease).
An enemy that dies while infected releases a fog in its place that has the same number of stacks and loses 5 per second; it infects each enemy inside the area with 1 of the lost stacks, unused stacks are simply lost.

Drag to the Swamps.
Passive: Every 12/11/10/9/8 seconds your next attack is a sweeping strike with extended range that hits all enemies in a cones and pull then closer and inflict Rotting Disease.
Active: Operates with Charge – Rested Tentacles; can hold 2 and refresh at the rate of 1 every 24/22/20/18/16 seconds (lowered by cooldown reduction).
Stretches one of the tentacle-mouths in your back to take a bite of enemies in target area dealing damage and applying 1 stack of Rotting Disease; flings the innermost one toward you.
Cost: 120 mana
Cooldown: 3 seconds

Digestive Morass
Active:
Cast Self (Alt+W)
The various mouths around your body start puking and oozing over 3 seconds covering a large area around of you in a Thick Digestive Ooze every half second.
Cast Skillshot
Puke violently in a straight line dealing magic damage to the first enemy hit and stunning it by from the impact; applies one stack of Rotting Disease. A small area around him is turned into an area of Digestive Ooze.
Violent Puke Damage: 40/70/100/130/160 (0.4*AP)
Violent Puke Stun duration: 0.75 second.
Digestive Ooze [and Thick Digestive Ooze] stats:
Duration: 3 [7] seconds
Damage per second: 10/18/26/34/42 (+0.1*AP) [20/30/40/50/60 (+0.2*AP)] + 1 stack of Rotting Disease
Slow: 30 [45]% movement speed
Radius: 135 [250] units radius.
Activation Cooldown: 15 seconds
Activation Cost: 100 mana

Maiming Entanglement
Extend your tentacles in a cone and rake enemies inside dealing an initial damage and applying 1 stack of Rotting Disease and a damage of time that slows their movement and attack speed by 30%. Enemies bleeding that way are more prone to infection and gain 1 stack of Rotting Disease for every 4 stacks gained through regular forms.

Devouring Plague:
Instantly consumes up to 4 stacks of Rotting Disease from all enemies infected by it in a huge area to deal 120/135/150% amplified damage plus 75/100/125 (+0.4*AP) magic damage and 10(+10 per stack consumed)% movement speed slow for 3 seconds (recovering over the duration). Xugurlna’Quar is healed by 50% of the damage done this way.


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Sulfuric

This user has referred a friend to League of Legends, click for more information

Senior Member

01-13-2013

He said the list should be up today, be patient.


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Dom too OP

Junior Member

01-13-2013

Does anybody know of a contest where I can drop this bad boy?


http://na.leagueoflegends.com/board/....php?t=2998157


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ObscureClockwork

Senior Member

01-13-2013

Quote:
Originally Posted by Munkey20 View Post
Question about last month. A few of us requested more detailed judging and I never saw where they got posted. I would have liked to know what areas from Celia needed improving or refining to make her a better champion. If we could get a word on that I'd appreciate it.

And my entry is posted. My take on Red Riding Hood.
ok, here is for celia
Passive; i don't like dodge, and while this implementation isn't random, it isn't that active either. it also has very unclear optimization, as she seems to be a assassin, but you gave her something that probably belongs more to a melee carry/bruiser or a tank.
Q: does not go on cooldown till target is hit, is bad, imo for an on-hit proc. Also, a teamwide gold boost, for any target killed, is overpowered. Tf's passive is a 2 gold boost for cs for his team, and even that is considered a rather good gold passive. I find this too strong
W: It seems odd to put such a strong cc move on an assassin. It messes up the enemy team's positioning, while getting you to the carry. It is a good dash effect with counterplay, however, so i'll give you that, but the knock-away should go.
E: its an ok spell, but packs a lot of utility for an assassin. Personally, i think its a bit too strong, but it really fits more on some utility mage than an assassin.
R: I'd say the passive portion is really hard to countrol. thats about it
the active seems odd on an assassin champion, seeing she already has a knockback, a team buff and a teamwide gold buff. I don't like ranged stuns on assassins.

And thats the gist of it. The champion doesn't feel like an assassin, its more of an amalgam of a melee utility mage with assassin qualities. The skills do explore effects that aren't commonly found int he game, yes, that was good, but the execution make up some rather op combination.
one good thing was that it had counterplay. That was good. Overall, it was a decent champion and i feel it faltered only because of the large amounts of effects on it


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GabrielaSiete

Member

01-13-2013

I've finalized the abilities for Nesyrith and I was wondering if I could get a judge to determine if she fits the challenges. She's on page 5. Much appreciated.


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DryRun

Senior Member

01-14-2013

Hey, i made a contestant for this challenge but did not see him on the lists,
http://na.leagueoflegends.com/board/....php?t=2974896
Hopefully he meets all the requirements?

thanks

-EDIT-

It's completely my fault. This is my first MCCC entry and I misunderstood "please don't post to advertise champions here" and "post on this forum page" as just post in the forum with MCCC in the tag not into this thread. Would it be too late to post champion over this post? Or just leave the link? I was excited for the contest and he was basically complete by day two of week one! Please let me know if I can still get him in. Thanks.

-SECOND EDIT-

Thank you ObscureClockwork, he is posted below.


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Mookomaan

Senior Member

01-14-2013

Lore on "Kelvin" is up


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ObscureClockwork

Senior Member

01-14-2013

Quote:
Originally Posted by DryRun View Post
Hey, i made a contestant for this challenge but did not see him on the lists,
http://na.leagueoflegends.com/board/....php?t=2974896
Hopefully he meets all the requirements?

thanks

-EDIT-

It's completely my fault. This is my first MCCC entry and I misunderstood "please don't post to advertise champions here" and "post on this forum page" as just post in the forum with MCCC in the tag not into this thread. Would it be too late to post champion over this post? Or just leave the link? I was excited for the contest and he was basically complete by day two of week one! Please let me know if I can still get him in. Thanks.
fine, becuase the champ was made a week ago, so it should fit in the registration period, ill let it slide
post it here


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ObscureClockwork

Senior Member

01-14-2013

@grim, i think it works


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DryRun

Senior Member

01-14-2013

Stil, the Desert Shaman


Overview:
Gender - Male
Race - Human
Origin - Shiruma Desert
Alliance - Uknown (seemingly good)
Class: Fighter
Subclass: Tank/Jungle
Weapon: Crystal dagger
Attack Type: Melee
Energy Source: Energy

Description
Stil is a jungle capable top lane champion who is well equipped for the grueling battle of attrition that is well known in both roles. He combines a ranged harass with a strong shield to stand up in skirmishes. His third ability can be used as a way in or a way out, giving him either a strong escape or a solid gank assistance. He scales well with HP and AD items. Note that Stils abilities give him lots of in game presence, he is tailored to have an ability for most situations, a damaging ranged harass, a shield and a gap closer/escape tool. Depending on the game leveling up the correct ability gives him flexibility on the team that is further complimented by his ultimate. His final ability allows him to cast any other ability but with much greater effect.

Quick Ability Overview

Passive - Extra attack damage for each nearby enemy.

Q - Ranged single target damage with light slow, can be fired multiple times with decreasing effect.

W -Shield that if not destroyed casts an Aoe defuff when its duration is up.

E - Passive damage reduction, Activate for a movement and attack buff.

R - Empowers next ability with additional effects.


Abilities

Passive - Crystal Knife - Stils weapon is an imbued crystal knife. It grows stronger as needed by increasing his attack damage by 5/7.5/10 (at level 1/7/13) for every enemy champion nearby or 3/5/7 (at 1/7/13) for each nearby neutral monster (200 range). The knife glows an ever brighter blue as this buff takes effect. Note, once a stack is established by enemy or monster a stack of Crystal Knife persists for five seconds (example monster dies or enemy leaves range).

This has a number of uses on Stil. It makes him stronger depending on the size of the teamfight, it allows him to jungle effectively, and because of the glowing effect he can check brush for nearby enemies without walking into them (just not so well in the jungle!).

Q - Clockwork Pistol - Stil fires a magic dart out of his spring loaded pistol applying a Thumper debuff revealing the target and slowing them by 20% for 3 seconds. The targeted enemy also takes 15/40/65/90/115 (+0.8 ad) as magic damage. The clockwork pistol can be fired up to two more times during its regular cooldown, with each consecutive shot dealing 33% less damage and at 33% less range, each additional hit applies or refreshes the Thumper debuff for an additional 1.5 seconds. Firing the pistol this way adds 4 seconds to its cooldown. Stils attacks against an enemy effected by Thumper refund him 25 energy per hit.
Costs - 75 (then 25 for each additional shot)
Cooldown - 8 seconds (up to 16 seconds.)
Range - 600 (then 400, then 200)
This is Stils ranged harass in lane. It is also the beginning of his combo (see below with thumper). If used at the right time, it will allow you to get off all three spells much faster by refunding enough energy for his third ability in a combo. If played correctly Stil can slow you then use his speed burst to catch up enough to land his second (and thus shorter ranged [/I]Clockwork Pistol after that auto attacking to make up for the huge energy cost.
As for how this spell would work; You fire it normally and the icon begins its normal cooldown blueish cycle but with the number 2 superimposed over it. If you choose to fire it again that number becomes a one, and the cooldown grows by four seconds, after firing for the third and final time, its a normal spell on cooldown (with another additional 4 seconds).

W - Hardsuit - The harsh reality of Stils native environment has made his people strong. His armour doubles as a survival suit and when needed can supply a rejuvenating boost. Stil activates his amour gaining a shield that absorbs 70/140/210/280/350 (+0.8ap) for 3 seconds. If the shield dissipates without being broken, the quick ionization of the surrounding atmosphere lowers nearby enemies attack speed by 70% that slowly decays over 3/3.5/4/4.5/5 seconds.
Costs - 100
Cooldown - 20/18/16/14/12 seconds
Range - Self
Range (AS debuff) - 300This ability allows Stil to trade damage in lane or in the jungle. One point is very effective in the jungle. By late game this shield allows him to soak up even powerful bursts on his way into battle. It also works as an indirect taunt, making enemies want to attack your shield, this can be powerful in a team fight pulling damage towards your shield and away from your teams primary dps champions.

E - Sand Walker - Shurima nomads are hardy, agile fighters used to braving the myriad of dangers south of the barrier.
Passive: Each level of Sand Walker blocks 1/2/3/4/5 physical damage per stack of Crystal Knife from each attack on Stil.
Active: Stil attacks with renewed vigor. For the next 3 seconds he gains 25% movement speed, 25% attack speed, and, 25% tenacity. Additionally, his first auto attack after activating this ability knocks the target back.
Cost - 50
Cooldown - 12/11/10/9/8
Range - Self
Range (knockback) - 250
A stat buff, the move speed and cc reduction help him get into the fight where he needs to be, the attack speed makes you more a threat once you get there. The knock back makes you scary coming in for their carry. Correctly used - between your speed boost your rapid fire slows, and your cc reduction you should get into position to get their carry...out...of....position. The passive is another jungle superiority to make up for his lack of early Aoe or low cooldown high damage spells. It also has great lane potential, effectively mitigating a portion of minion damage during exchanges. As it scales it remains a helpful tanking tool.

R - Sand Wyrm - In moments of need Stil can summon one of the great sand Wyrms from the depths of the desert. On cast a swirling aura of broken ground surrounds Stil for 6 seconds revealing that the Wyrm has arrived. All of stills abilities have their cooldowns refreshed by 3/4/5 seconds. Any spell cast during the duration of Sand Wyrm is empowered:
Costs - 0
Cool down - 60/45/30 seconds
Range - Self

Clockwork Pistol - Increases damage by 10/20/30% as well as doubling the slow and amount of energy refunded by auto attacking a the target.
Once a target is affected by Thumper Stils summoned wyrm rushes towards them leaving a trail of broken ground then erupting from the earth knocking up enemies for 0.5 seconds and dealing 200/300/400 physical damage (+1.5 ad).
Up to 30% more damage. The energy return is much more potent in later levels because of the global cooldown reduction of the ult allows him to cast much faster in the heat of a battle as long as he has the energy. Launching the Wyrm is a great initiation move, players should try to time it to hit as many enemies as possible.

Hardsuit - Increases the shield amount by 30/40/50%. Stils summoned Wyrm attunes itself to his shield, and when it breaks or reaches the end of the duration the Wrym attempts to swallow him, disintegrating into sand at the last moment. All enemies within the Aoe around Stil are knocked towards him taking 200/300/400 physical damage (+1.5 ad). Also, Stil is healed for 5% of his maximum health (+5% for each enemy caught in the effect).
I chose a shield instead of a heal because healing from energy would be nightmarishly close to unlimited self sustain. This is an alternative initiation, better in the tank role, but less damaging and harder to hit. This is a fairly large shield with a moderate cooldown, it is a spell that requires perfect timing to maximize because to get the most out of it you want the enemy to just be able to pop it without doing any less damage or much more.

Sand Walker - As long as Stil is standing on the Wyrms broken ground, the movement speed buff from Sand Walker is increased to 50%. Additionally, as long as Stil is standing on the broken ground, the effects of Sand Walker will continually refresh. Casting Sand Walker will not prevent the empowered version of either Clockwork Pistol, or Hardsuit.
Choosing a different spell to augment gives Stil flexibility, bigger shield for tanking, more damage and slow, plus energy return for dps, or AoE damage and a much longer MS buff from the Wyrm

Stats

Health - 428 (+85)
Hp 5 - 6.25 (+0.7)
Energy - 200
Energy Regen. - 50
Range - 125
Attack Damage - 52.8 (+3.2)
Attack Speed - 0.647 (+3.1%)
Armour - 16 (+3.7)
Magic Res. - 30 (+1.25)
Mov. Speed - 340
Thanks for taking a look, this is my first contest entry and i found it very fun. 1 point to the person who can guess the inspiration for this champion lol. Lore is here, hopefully a regional apocalypse is enough, i found it much easier to merge with lol canon with the league of legends still existing.

Appearance -
Height - Rather tall, 6' 6" or so
Physical Build - Strong but thin almost looks dried out...been in the desert awhile he as.
Hair style and color - Long and unkemp (bearded), very unimportant right now for him.
Eye color - Blue on blue of course
Weapons - Crystal knife grows brighter blue the more enemies around him.
Attire - faded and worn brown/sandy/reddish leathery armour with greyish\sandy cape.

Lore

Prophets and doomsayers have long heralded the end of the world. Ask any nomad who ekes his existence from the Shurima Desert, however, and they will tell you the world ended eons ago. Very little is known about the current inhabitants of this once great empire. That is no great surprise as successful crossings of the great barrier are as infrequent as their attempts. There remains though, a particular magic in that scarred land. The people live unnaturally long lives, there are even rumors that some of the greatest tribe leaders have been alive since the runewars first scourged their ancient kingdoms. Every aspect of tribe life is focused on conservation. From their spring fired pistols and their water conserving hardsuits, nothing in the desert is wasted. Even their sacred crystal daggers are bonded to each warriors life force, never breaking or growing dull. One undeniable fact of the desert is that hard lives forge a hard people, and despite their limited numbers and resources Shurimian tribesmen are considered superb warriors. As could be expected due to the ruin brought upon them by magic, the people of Shurima are suspicious of mages and most obvious uses of magic are preformed in secret and ascribed as natural phenomenon or religious rites. Regardless, most tribe leaders have some grasp of magic.

Stil had been chieftain of the largest Shurimian tribe for as long as living memory. Any living memory that is, except his. Born a prince to the greatest kingdom south of the barrier, Icathia, Stil survived is destruction and all the following cataclysms brought by the rune wars. He has lead the remnants of his people for untold generations, the harsh reality of survival consuming his every moment. One day, however, he sensed a changing in the air, something he had not felt for ages. Something dark that he had thought the world long since ridden of. After conferring with the great prophet of this age, Malzahar, Stil took on a grim demeanor. He made arrangements with his tribe and crossed the barrier. He comes with a message, a dire warning of things to come. He will not let the rest of Runeterra suffer like his lost Icathia. Once across Stil found the soft wet landers did not heed his warnings as seriously as he hoped. After some time wandering and learning about the northern lands the solution became clear, make his way to the League of Legends, win his way into a position of power and acclaim then do what is necessary to prepare.

"The land did melt, the sea did swell, the sky did fall...and again they are coming..."
- Stil, the Desert Shaman

Speech

Champion Selected
"Heed my Words."

Movement
"Naturally."
"Yes."
"Do you think that wise?"
"For you summoner."
"Walk without a rhythm."

Attacking
"I'll finish them."
"Icathia!"

Casting Ult
-Incoherent mumbling until next spell is cast.-

Taunt
"The Shurimian wastes would make short work of you!"
-Inspects his dagger, flourishes it then sheaths it-

Joke
"Summoner, does your name happen to be Paul?"


Challenges:

There will come soft rains - Stils people have endured their own personal apocalypse, with their lands desolated and their once thriving civilization driven to the point of extinction. The survivors are rallying, but its taken generations and what has emerged is a tough, rugged people who wait and pray for the day it may rain again.

Scavengers - Stil gains attack damage from each nearby enemy champion, additionally, he needs an enemy to break his shield in order to maximize its usefulness and exploit its heal, which also scales with the number of nearby enemies.

Adaptation - He is all about adapting to the situation, Stils ultimate ability changes any one of his regular spells into a much more potent form, allowing him to get more of what he needs in any circumstance.

And if you don't get it, Stil is based roughly on Stilgar, a hero of the Fremen of Dune.