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November MCCC - The Inside is Bigger than the Outside

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Espy Psyche

Senior Member

11-05-2012

Made some changes to Carla Lynn.


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Asakyun

Senior Member

11-05-2012

Santiago, the Seer of Truth



November MCCC entry



Lore

Quote:
Santiago was once one of Malzahar's closest friends. It was said he had talents of foresight similar, if not greater than his friend Malzahar. Of course, back then, he hid this fact, as he would rather play than train to be a Seer. As was true of most Seers, he was loved by the spirits, but he personally had an especially good affinity for conversing with the fire spirits. At the time, he was content to let his friend undergo the rigorous training required of a Seer, while he was out playing in the sands with other Shurimian youths.

One day the Seer Malzahar disappeared from Shurima. The people prayed for his return, for Shurima was nothing without their Seer. The Seer was both the religious and military leader of the people of the Shurima desert. One day, Malzahar did return. For a time, the people rejoiced. However, they soon discovered that he had been altered in the time he had been gone, now preaching the eventual takeover of Valoran by the Void. At that point, the people knew that Malzahar was lost to them, and that they needed to find another Seer.

By now, Santiago had lost his childish ways, and was already an adult. When the people called upon him to become their new Seer, he obliged. He would fully stretch his mental and physical capabilities at great risk to his life, to complete the training that normally took years in only months. In this short time, he would learn history, swordplay, politics, and of course, magic. As was shown in his childhood, his greatest strength was in calling upon the powers of the fire spirits. He became the Seer that Shurima had once lost, and has now regained. After hearing Malzahar had joined the League, Santiago had to follow, in order to prevent the spread of Malzahar's teachings.




Concept
Quote:
In accordance to being a great leader, the logical conclusion is that in game, he must lead the team into battle. This means that he is an initiator... but his concept also lends to being a support type champion.
The people of Shurima believe in a religion similar to Islam, and thus Christianity and Judaism (Muslims believe in Jesus and Moses)


Visually, the champion is an Arabian Nights styled character, with a turban and a magic carpet.

With these ideas in mind, I will create a skill kit that fits this idea, and hopefully easily incorporates the ideas set forth in the November MCCC.



Appearance
Quote:
He rides a magic carpet, wears a turban, is surrounded by spirits (could be portrayed by small orbs of light around him) and wields a lantern, from which he draws his fire.

I'm also taking advantage of the fact that there's an image on Google that fits this concept perfectly :P (except for being surrounded by spirits)



Quotes

Quote:
Selection:
- "The path will be shown."

Movement:
- "The sands never lie."
- "The truth has been shown."
- "I bring the truth."
- "Follow me."
- "We will be enlightened."
- "Malzahar, my old friend." (if Malzahar is within 1200 range of Santiago)
- "I grieve for you, Malzahar." (same as above)
- "The path has been revealed."

Attacking:
- "Our sins are many."
- "I will enlighten you."
- "Atone for your sins!"
- "I must show you the right way."
- "I do not wish to hurt you."
- "I will set you on the right path."

Joke:
- "The truth cannot joke!"

Taunt:
- "You are not worthy!"
- "Only noobs cannot accept the truth!"



Character class
Quote:
Tank, Jungler, Support?, Top, Mid?
Support and Mid is slightly doubtful, the first because he doesnt't have great buffs, and the second because he doesn't have great AP scaling and is melee.
He does however, have great CC and protection, so that may be his saving point, playing him as a support.




Base stats
Quote:
Health: 446 + 100/level (546 at level 1, 2246 at level 18)
HP/5: 8 + .65/level (8.65 at level 1, 19.7 at level 18)
Mana: 255 + 55/level (310 at level 1, 1245 at level 18)
MP/5: 7 + .6/level (7.6 at level 1, 17.8 at level 18)
AD: 56 + 3.375/level (59.375 at level 1, 116.75 at level 18)
AS: .685 + 3%/level (.70555 at level 1, 1.0549 at level 18)
Armor: 16 + 4/level (20 at level 1, 88 at level 18)
MR: 30 + 1.25/level (31.25 at level 1, 52.5 at level 18)
MS: 315
Range: 150




Abilities


Innate: Fulfills 1st requirement: Santiago heals more (of the ally's damage) if they stand in his path, rather than outside of it.
Quote:
Passive: Light the Way
Santiago is surrounded by spirits, and leaves a trail of spirit energy behind him which "lights the true path". This trail lasts for 5 seconds. He is empowered by his followers, healing for 6/7/8/9/10% (levels 1/6/11/16/18) of all damage dealt by allied champions within 1200 range of him and double that for champions standing in his path. While Santiago is in the fog of war, the path is only visible within a range of 600 around Santiago. (to enemy champions, still visible to allies)

Note: Allied champions also refers to Santiago himself, and his damage always regenerates the "double" to himself (if he is the only allied champion in a 1200 radius, he heals from only his own damage at a 12/14/16/18/20% rate, if there are 2 allied champions, himself and another, and the other is standing outside of his path, then he regenerates 12/14/16/18/20% of his own damage, while regenerating 6/7/8/9/10% of the ally's damage)

Note 2: Santiago is the one gaining regenerative effects from his and his allies' damage, and no one else.

Range: radius of 300 around Santiago, lasts 5 seconds.

Challenge 1 requirement, he heals for x% of damage dealt by allied champions within a 1200 radius, but damage dealt by allies inside his trail deal 2x% damage.
(inside > outside requirement, those inside the path give more healing to Santiago than those outside)

Visually, this looks like the dusk trail of Nocturne's Duskbringer, though the path is wider, and has a white/yellow glowing effect, maybe with orbs periodically rising out of the surface, to represent spirits. The leading section has a radius of 200 around Santiago. These specifics on path vision are necessary, or Santiago will be highly susceptible to counterjungling or counterganks, and will get caught very easily while counterjungling himself.

Not sure if the path should grant vision, may be broken, but then again, maybe not.




Quote:
Q: Burning Sands
The spirits recreate the burning sands of Shurima, which deals deals an initial 40/55/70/85/100 (+ 0.3 AP) magic damage and slows enemies by 30/35/40/45/50% for 1.5 seconds to enemies in the path. The path continues to burn for 3 seconds at a rate of 15/25/35/45/55 (+ 0.2 AP) magic damage per second. If the mark from Flame Surge is procced, Burning Sands deals 150% damage and stuns enemies for 1.5 seconds.

The DoT does not slow.
Trail created after spell cast will also burn, but only for the 3 seconds after cast.

Mana Cost: 20/25/30/35/40 mana
Cooldown: 5 seconds all ranks
Area of Effect: the entire area of the trail


Visually appears to have the trail flaring up, then smoldering.







Quote:
W: Flame Surge

Santiago charges forward, ignoring unit collision. Enemy units Santiago passes through (trail counts too) take 60/90/120/150/180 (+0.5 AP) magic damage, are slowed by 50% for 1.5 seconds, and gain a mark which lasts 5 seconds, which can be procced by Burning Sands.

Note: Santiago must pass by or through an enemy for them to be slowed, if they are behind Santiago at the start of the cast of this spell, they will not be slowed.

Cooldown: 9 seconds all ranks
Mana Cost: 60/70/80/90/100
Range: 800







E: fulfills 2nd requirement in two ways. 1st, cooldown is reduced passively for every enemy champion within a 1200 radius of him (does not count enemies not within sight). 2ndly, Shield strength is determined by # of allies in a radius around Santiago.
Quote:
E: Conviction

Santiago's strength of will is increased by his adversaries and his allies.

Passive: Base cooldowns are reduced by .2/.4/.6/.8/1 second for every enemy champion around Santiago, up to a maximum of 3.
Active: Santiago has the support of his followers, gaining a shield of strength (40/45/50/55/60 + 0.2 AP) * # of allied champions within a radius of 1200 of Santiago. Minimum shielding: 60/75/90/105/120, shield lasts up to 4 seconds.
Cooldown: 10 seconds all levels
Mana cost: 60/70/80/90/100
Range: 1200 (passive and active affected only by champions within 1200 of Santiago)

Passive is visually shown by a gradual increase of the amount of light balls that rise up around Santiago.
Active is shown by a shield of light, with flames licking the bottom of the shield? (like Karma's shield, except instead of Karma's "things" revolving around the bottom of her shield, we have flames, and the shield has the light orbs hovering around.
Similarly to Santiago's innate, he himself also counts as an allied champ.




R: Fulfills both 1st and 3rd requirement.
1st requirement: Allies within path gain 1.5x increased damage absorption
3rd requirement: In this case, spatial manipulation is defined by area control (locks enemies and allies within an area, and, damage dealt to allies within this area is absorbed and redirected to Santiago).
Quote:

R: Atonement

Santiago uses the spirits' power to create a reality marble, within which he atones for his allies' "sins".

The reality marble lasts for 10 seconds, during which time no allies or enemies within the marble at the time of the cast may exit. Santiago and his allies gain vision of the entire area enclosed by the reality marble. Allied units may enter the reality marble, but may not exit until after the effect ends. Enemy units may also enter the reality marble, but will be slowed by 85% for one second upon entry. In addition, enemy units must enter the reality marble through the edges (thus they cannot directly teleport into the marble.) Similarly, they cannot exit until the effect ends. Within the area, a percentage of damage dealt to allies is absorbed by Santiago. This percentage is increased by a modifier of 1.5x if the ally is within Santiago's trail. Cast R again to cancel, delayed until 1 second after initial cast (to prevent double cast cancel)

Note: An enemy Shen, for example, may not ult into Santiago's reality marble, nor can any enemy use teleport into the marble, while an enemy Nocturne may ult into Santiago's reality marble, as Nocturne enters through the edges. The slow upon entry may be negated by spellshields (pops banshees, Sivir's shield, Noct's shield, etc. upon entry), and may be cleansed, either by QSS or Cleanse. However, it is impossible to exit the area until the effect ends. (no flashes, no spell shields, no dashes, nothing) However, an allied Shen can ult into Santiago's reality marble, and allies may teleport in.

Note 2: At rank 3, for example, if an ally takes 600 damage (includes true damage, ignite ticks, any form of damage) before resists, Santiago absorbs 40% of the damage, or 240 damage. If true damage was dealt to the ally, true damage is dealt to Santiago, physical damage becomes physical damage, etc. If the enemy directly attacks Santiago, he takes normal damage. (think about it, if Santiago absorbs 40%, or even 60% of the damage dealt to him before resists, and it is channeled back into him, he still takes 100% of the damage he would have normally taken)

Note 3: The area affected is visible to enemies and allies, by a red line marking the boundary in the game, and by a change of the area visuals on the minimap (normally blue/gray/green, full area will become yellow/brown on minimap upon ult cast)

Note 4: The ult effects persist for 3 seconds after Santiago's death, or until 10 seconds have passed (which ever comes first), minus the damage absoption. If Santiago were to use Zhonya's Hourglass, the same damage absorption applies, even though he does not get damaged himself, as the following theory applies: If someone were to AoE a mage under stasis, the mage under stasis does not take damage from this AoE. However, Santiago cannot be healed from his passive while under stasis.

Cooldown: 180/165/150 seconds
Mana cost: 200/250/300
Damage absorption: 10/25/40%
Damage absorption for allied champions within trail: 15/37.5/60%
Diameter of AoE: 3000 (radius = 1500, i.e. the radius is 3/4 of Noct's ult's range at level 6)


Santiago will probably die in most teamfights, but that's the role of a tank, right?

Visually could be shown as the ground turning to sand dunes, possibly with broken swords in the ground
The edge is bounded by "cyclones", or a wall of fire?. To prevent the wastage of flash (removal of burden of knowledge) Flash and Arcane Shift is disabled within a certain range of the boundary. Dashes are repelled by being stopped if you attempt to cross the boundary, similarly to how dashes are stopped if you try to jump over a wall that is too thick to jump over. Fizz's pole is also repelled by the boundary, and for all other cases, such as Vlad's pool, or spell shields, the boundary is considered impassable terrain, similarly to Jarvan's ult.
The best example of how the ult boundaries will work (in terms of not being able to get out) is the barrier around your fountain at the start of a dominion game.

The fact that this is truly impassable terrain is somewhat balanced by the fact that:
1. It has a massive cooldown, 90 seconds rank 3 with 40% cdr
2. It has a massive mana cost
3. It deals no damage to enemies within
4. It has a massive area, allowing people to freely roam the area enclosed by the boundary.
5. The fact you can cancel the ult if things go wrong is balanced by the fact you just wasted an ult with a 150 second cooldown (90 w/ 40% cdr)

Fulfills 3rd requirement




Hidden goodies

Quote:

Spells buffed 1% (CC, damage, duration, effects in general) when Wriggle's Lantern is in inventory
Special quotes when Malzahar in enemy team




a picture I stole from google that somewhat fits the concept
Yep, someone riding a magic carpet. Santiago would have a flaming sword, or whip, or a lantern like the picture? (I wanted to give him fireballs, but he would then be ranged, and thus not a very good tank.)


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matrixEXO

Senior Member

11-06-2012

Quote:
ObscureClockwork:
thats good, ill go add you in


Thanks. People need to be more active in judging as well. I like the CCFC Council, but most have studies and life to live too.


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Sigismund

Senior Member

11-06-2012

My Entry Vacc can be found at the link below:

http://na.leagueoflegends.com/board/showthread.php?p=31113372#post31113372

Vacc, The Exterminator Extraordinaire
Appearance:

Quote:

Vacc is a young Yordle who wears dark-grey coveralls, can always be seen chewing on a strand of wheat, and wears a makeshift cap. He carries an enormous backpack, which is noticeably larger than he, and from it extends a large tube that connects to his "suck-o-matic pest inhaler," a twin barreled vaccum (one barrel to suck in, the other to suck out) whose tremendous power and incredible storage capacity defies reason.

Short Version: A Yordle in a pest control uniform who uses a Vacuum in a manner similar to ghostbusters/Luigi's Mansion, but for critter collecting.
Lore:
Quote:
Born on the outskirts of Bandle City, Vacc had always been fascinated by the wildlife, be it the insects that skittered unseen, the cows who calmly munched on grass, or anything in-between. He wanted to collect them, study them, and would spend hours trying to catching any critter he could get his hands on, but repeatedly found himself with no way to catch critters that were bigger than he, and with no where to put the smaller ones, no way to keep them. His frustration grew with each passing day, and Vacc decided to do what any self-respecting Yordle would have done; he built himself a solution. Locked away in his basement, he toiled away with barely contained vigour. Each day spent below only served to increase his desire to collect, to the point that it became an obsession, but he knew that what he was building was worth having to wait a little longer. It was only have weeks of work that Vacc emerged with a most curious contraption. Consisting of an enormous, physics defying, containment unit that strapped on to his back and was enormous double-barrelled Vacuum, the "suck-o-matic pest inhaler" provided Vacc with the means to catch any critter, regardless of speed or size. The containment unit's ability to warp the space within meant that it had an infinite storage space meant that Vacc would never have to worry about making room for the critters he caught, and he eagerly went on the hunt, using it to "inhale" any critter that caught his eye.

Even collectors need an income, and Vacc's weeks of work on the suck-o-matic had left him with little coinage to his name. Sensing an opportunity to both feed himself and his obsession, he created what would soon be one of the most successful (and notorious) pest control businesses in all of Bandle City, and Valoran for that matter. The business allowed him to feed his obsession by catching critters of all shapes and sizes, and to him, the money was just a plus. There was of course a few minor setbacks, a few clients had their entire house inhaled by the suck-o-matic, but these incidents only served to increase his publicity. Vacc found himself restless once more, despite the thriving business. There was a whole world out there, full of different kinds of critters, and he grew tired of always catching squirrels, termites, and the occasional bandersnatch. Vacc took it upon himself to travel across Valoran, going as far as the jungles of Kalamanda, The Frozen Frejlord tundras, and even beyond to the Shadow Isles. Monster Hunter, Exterminator, and Collector of great repute, Vacc set his sights on the only two monsters that had yet to be added to his collection, Baron Nashor and Vilemaw, and headed towards the League of Legends.
Role:
Quote:
Vacc is meant to be a medium ranged caster who excels at focusing down a single target in team fights, and keeping them within range of his allies. He has limited mobility, but makes up for it with two pulls - one of which is AoE - and with exceptionally high damage when fighting at close range. Both his E (Critter Barrage) and his R (Catch Them All!) deal significantly greater damage at close range, and provide him with a significant team fight presence, but his low range makes him dependent on the shield that his E (Manic Determination) gives him, in order to weather the enemy team's attacks. Although he his equipped with two powerful CCs, his Q (Inhale) and his R (Catch Them All!), he lacks an effective means of fleeing from his opponents because they both involve pulling the opponent closer to him, and his onlyform of mobility, his E (Manic Determination), is short duration move speed boost that requires he continue casting his abilities in order to be maintained. Vacc would likely be played top lane where his low range would be less of a detriment, or possibly as a jungler, where he can make use of the high damage on his E (Critter Barrage), and the bonus damage from his Innate (Critter Surprise) to quickly clear the camps.

Stats
:
*stat values are ordered by base (level 0) + per level -> level 1 -> level 18*
Quote:
Max Health: 400 + 87 -> 487 -> 1966
Health Regen (per 5 seconds): 6.2 + 0.65 -> 6.85 -> 17.9
Mana: 240 + 55 -> 295 -> 1230
Mana Regen (per five seconds): 6.8 + 0.65 -> 7.45 -> 18.5
Range: 400
Attack Damage: 50.4 + 3.2 -> 53.6 -> 108
Attack Speed: 0.625 + 2.25% -> 0.639 -> 0.878
Armor: 13 + 4 -> 18 -> 85
Magic Resist: 30
Move Speed: 315
Vacc's stats were balanced to be slightly higher than Morgana's. He's meant to be a close ranged caster, but was given slightly higher stats (some of which are closer in line with Rumble's) because he lacks the sustain mechanic and doesn't have as effective a form of ranged harrass as Morgana or as effective an escape as Rumble.

Abilities:

*Note: all AoE numbers indicate the ability effect's diameter, and not their radius.*
Quote:

[Innate] Critter Surprise: Vacc carries critters of all shapes and sizes within his suck-o-matic's container, and will occasionally launch "projectiles" that are significantly bigger than what his opponents expect.

Passive: On-hit damage increase. Every fourth attack will launch a massive critter that deals additional magic damage and slows the target's attack speed.

Damage: 14 + (Vacc's level *7) + (AP*0.4)
Attack Speed Slow Amount: 25%
Attack Speed Slow Duration: 1 seconds

Vacc shoots out a random critter (be it a squirrel, a sheep, a bunny, the occasional turtle, etc) or even a piece of debris whenever he attacks, and every fourth attack will instead launch a larger critter (a sheep, cow, wraith, and sometimes a piece of furniture) that strikes the target and slows them.
This ability gives Vacc a mean to hit hard whenever he gets close enough to trade with his opponent, and has a large thematic component to it. The thought of having him be able to suddenly shoot a significantly larger animal such as a pig or a cow instead of a porcupine or the odd chair amused me quite a bit, and I found that it added a lot thematically to the champion.
Quote:

[Ability] Inhale: Changing the setting on his suck-o-matic, Vacc attempts to draw the target into the suck-o-matic

Active: Point & Click/ Single target damage + Pull. Pulls target enemy towards Vacc over 0.15 seconds, and damages them. Pull Strength is based off of the target's missing HP.

Cast Range: 500
Base Pull Strength: 135 + 1.5 per 1% hp target is missing (285 max)
Base Damage: 60/100/140/180/220 + (AP*0.55)
Mana Cost: 50/55/60/65/70 mana
Cooldown: 6/5.5/5/4.5/4 seconds

Opening up the suck-o-matic's intake valve, Vacc creates powerful suction that drags a target enemy towards him.
Vacc's staple damage skill, it provides him with a low cooldown, moderate damage nuke that allows him to keep his foe in range for both his spells and auto-attacks, and synergizes well with both his ultimate and his W.

Quote:

[Ability] Manic Determination: Vacc's desire to acquire all these cool critters and champions gets the better of him as he embraces the challenge and enters a collecting frenzy.

Passive: Gains additional move speed on spell cast. Does not stack. Move Speed gained is a flat amount.

Duration: 1.5 seconds
Bonus Move Speed: +24/33/42/51/60 move speed

Active: Self Buff. Vacc gains a shield that blocks incoming damage. The shield regenerates its HP at a rate based on the number of nearby enemy champions. Stacks up to 3 times.

Detection AoE: 700
Duration: 3 seconds
Initial Shield Amount: 60/100/140/180/220 + (AP*0.4)
Shield Regeneration (Per Second): 6/10/14/18/22 + (AP*0.04) per nearby enemy champion [18/30/42/54/66 + (AP*0.12) at 3 stacks]
Mana Cost: 50/55/60/65/70 mana
Cooldown: 14/13/12/11/10 seconds

Vacc revs the suck-o-matic's engine, lets loose a maniacal laugh, as his obsession takes the form of a visible sphere of energy that protects him from his opponents.
Vacc's only form of escape, and of damage reduction, this ability yields the highest result when used in the thick of a teamfight in order to withstand the enemy's barrage of abilities, and allow Vacc to quickly close the gap on his foes.
Quote:
[Ability] Critter Barrage: Vacc launches three short salvos of critters towards his hapless foes

Active: Variable Distance AoE. Deals damage in three AoEs that are equally spaced out between Vacc and the targeted point. Units that are struck by more than one AoE will only 30% damage from the subsequent salvos.

Cast Range: 900
Delay between Salvos: 0.2 seconds
Salvo AoE: 300
Damage per Salvo: 70/110/150/190/230 + (AP*0.60)
Max Damage: 112/176/240/304/368 + (AP*0.96)
Mana Cost: 60/70/80/90/100 mana
Cooldown: 12/11/10/9/8 seconds

Three salvos containing a variety of critters are launched in a line. The first salvo will always land immediately in front of Vacc, while the second one will land so that it is of equal distance from Vacc and the targeted location
, and the third salvo will land so that the tip of its AoE touches the targeted point. This means that Vacc can sacrifice a longer cast range in order to make the AoEs overlap.
Vacc's main for of harass in-lane, Critter Barrage gives Vacc the option to either focus on close range, heavier damage or longer ranged, ligher damage. This ability benefits from his ability to pull enemies closer to him, and proper timing can devastate the enemy team.
Quote:

[Ultimate] Catch them all!: Stretching suck-o-matic's capability's to the limit, Vacc laughs maniacally as he attempts to "collect" everyone, and everything, in front of him.

Active: Channeled AoE DoT + Pull effect. Vacc stuns and pulls all units in a cone towards him, dealing damage over the duration. Enemies Closer to Vacc take 30% more damage.

Duration: 1 second
AoE Length: 525
Max Damage AoE Length: 250
AoE Width: 150 - 375
Damage Interval: 0.1 seconds
Damage per Interval: 18/26/34 + (AP*0.08) damage [23.4/33.8/44.2 + (AP*1.04) at close range]
Maximum Damage: 180/260/340 + (AP*0.8) damage [234/338/442 + (AP*1.04) at close range]
Pull Strength: 350 units over 1 second
Mana Cost: 125
Cooldown: 120/105/90 seconds

By completely opening the suck-o-matic's intake valve, Vacc unleashes its full capacity, and creates an effect similar to opening a hole in a pressurized environment. Enemies are forcefully pulled towards the suck-o-matic, with increasing force as they approach it.
A powerful AoE CC ability, Catch Them All! brings afflicted units in range for a max damage Critter Barrage, and allows Vacc to single out a target for harrass with Inhale. Manic Determination allows him to better place himself for an optimal cast, and this ability can significantly affect the flow of a battle.

Recommended Items:
Quote:

*Note: The suggested items were done in a format similar to the season 3 recommended items currently on the PBE, and includes season 3 items*
[quote]
Starting:
  • Boots of Speed
  • 3 Health Potions
or
  • 2 Faerie Charms
  • 3 Health Potions

His starting setup depends a large part on the opponent that he'll be facing. Boots of speed will be necessary for him to engage on a longer range opponent, and the health potions will grant him some staying power, but at the cost of mana regen. This starting choice will require that Vacc return to base sooner, but offers him the best odds of closing in on his opponent, and laying down the hurt. Faerie Charms + Health Potions will, on the other hand, grant him greater staying power in lane, in terms of mana, and it builds into Athene's Unholy Grail. Lower ranged opponents will be hard pressed to deal with this setup because it will allow him to bombard them with abilities whenever they move in to farm, and will likely give Vacc the mana required to outlast them.
Quote:
Essential Items:
  • Athene's Unholy Grail
  • Sorcerer's Shoes
  • Haunting Guise
  • Rylai's Crystal Sceptre

Both Chalice of Harmony and Athene's Unholy Grail help Vacc deal with his early game mana consumption, and the added magic resistance helps him weather the enemy caster's harass.
Sorcerer's Shoes and Haunting Guise give Vacc the magic penetration necessary to bypass his opponent's magic resist, and to force them into buying magic resistance in order to deal with the threat that he poses.
Rylai's is probably the most important item because of its interaction with his Q (Inhale). Being able to pull and slow enemies at the same time makes it a lot easier for Vacc to keep them within range, and it significantly increases his teamfight presence.
Quote:
Offensive:
  • Liandry's Torment
  • Rabaddon's Deathcap
  • Void Staff
  • Lich Bane

Liandry's Torment builds out of Haunting Guise and gives Vacc a potent increase to his sustained damage that synergizes very well with Rylai's because its damage is increased against enemies who are afflicted by a slow.
Rabaddon's Deathcap gives Vacc significantly increase ability power, and makes every other Ability purchase, both prior to and after purchasing it, more cost effective.
Void Staff works very well with Sorcerer's Shoes, Haunting Guise, and Liandry's Torment due to the fact that percent penetration is now factored before flat penetration instead of the other way around.
Lich Bane works well on Vacc because the low cooldown on his Q (Inhale) allows him to get multiple procs, and because its move speed allows him to better close in on his opponents.
Quote:
Defensive:
  • Frozen Fist
  • Abyssal Sceptre.
  • Zhonya's Hourglass
  • Banshee's Veil

Frozen Fist gives Vacc defensive stats, mana, and a powerful AoE slow that all work well with hit kit. Hit ultimate pulls enemies towards him, and causes them to bunch up, which allows him to slow them all with a single auto attack, and the cooldown reduction allows him to better focus down a single target.
Abyssal Sceptre gives him both additional magic resistance that allows him to weather the opponent's AoE, and a powerful aura that synergizes well with Haunting Guise and Sorcerer's Shoes.
Zhonya's Hourglass gives Vacc a powerful mix of ability power and armor as well as an active that allows him to force enemies to switch their focus when he inevitably becomes targeted due to his high impact in fights and his low range.
Banshee's Veil grants Vacc additional Health, and a spell shield that allows him to block CC that would otherwise shut him out of the fight.
[/QUOTE]Challenges:
Quote:
The inside is bigger than the outside!: In terms of abilities, Vacc meets this requirement because his W (Unload) has the option to make the AoEs overlap in order to deal increased damage, and his R (Critter Barrage) deals greater damage to enemies who are closer to the center of the cone than to enemies on the edge.
In terms of lore/fluff, Vacc's "suck-o-matic creep inhaler" uses a containment system the size of a large backpack that allows him to access an infinite amount of space within it, and he uses it to hold the thousands of critters that he shoots at his opponents.

Relative Dimension: Vacc fulfills this requirement with his E (Catch Them All!), which grants him damage reduction based on the number of nearby enemies, and his Q (Inhale), which has increased pull strength based on the % HP the target is missing.

Time and Space!: Vacc fulfills this requirement with his Q (Inhale), and his R (Catch Them All!) because they pull enemies towards him as he tries to suck them into the "suck-o-matic," in order to be added to his collection. More specifically, he uses dimensional storage to create an unlimited space from which to suck in or pull out critters.
Fun Stuff:
Quote:
Release Skin: Vacc's release skin would be "Ghost Hunter Vacc" which would include different particles, a different voice over (don't cross the streams!), and would use ghosts as projectiles, instead of critters.


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matrixEXO

Senior Member

11-06-2012

Quote:
Sigismund:
My Entry Vacc can be found at the link below:

http://na.leagueoflegends.com/board/showthread.php?p=31113372#post31113372

I'd like to have confirmation that he fits the criteria for the contest because it would suck (for me at least) if the prelims came around and he were disqualified because of it.


It doesn't pass Challenge 1. It passes Challenge 2. It doesn't pass Challenge 3.


Basically, Challenge 1 has only one skill that exists to slightly fulfill the requirement, your R. You need 1 more.

Challenge 3 is not passed since it is used in saying only but not represented in real time onto an enemy.


Just a reminder of the challenge requirements to you, and all other people since it had been updated.

Quote:
The inside is bigger than the outside!: The theme this month is this quote, which some may recognize from Doctor Who. Your champion must have at least 2 abilities that fits this theme [the inside is bigger than the outside] (including passive). be creative!. Maybe its a spell effect where the center does more damage than the outside? Or have a slow that extends past its detection radius (like if you go inside, you will have to walk farther out to not be slowed) I will be looking forward to your expression of this theme
Tell me if this is too harsh. ill happily lower it if it is the consensus

Relative Dimension: To have the inside bigger than the outside, you must have a dimension that is expressed inside the outside! Your champion must have a dimension to it expressed relative to another factor! this includes effects like Irelia's passive, or Darius's movement speed buff from bleed. Have fun!

Time and Space!: Imagine how much space i could fit into somewhere if the inside was larger than the outside! Manipulating dimensions such as these and the dimension of time is a difficult task. Your champion must master this art and have an ability related to spacial manipulation and/or temporal manipulation. maybe you can displace enemies? or you can create zones of larger space, causing champions to be slower? up to you!


Also, would like the thoughts of the other judges about this. Doubt I am wrong but best we all get it to an agreement.


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Sigismund

Senior Member

11-06-2012

Quote:
matrixEXO:
It doesn't pass Challenge 1. It passes Challenge 2. It doesn't pass Challenge 3.
Basically, Challenge 1 has only one skill that exists to slightly fulfill the requirement, your R. You need 1 more.
Challenge 3 is not passed since it is used in saying only but not represented in real time onto an enemy.
Just a reminder of the challenge requirements to you, and all other people since it had been updated.
Also, would like the thoughts of the other judges about this. Doubt I am wrong but best we all get it to an agreement.


Thanks for the reply.

His Q has an effect similar to his ult, in that it has a reduced effect on enemies near the primary target. wouldn't that satisfy Challenge 1? It also has a spatial displacement effect because it pulls an enemy towards him, and I was assuming that the pull would be enough to fulfill criteria 3. Thoughts?


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SilverNinjaShado

Senior Member

11-06-2012

Quote:
matrixEXO:
It doesn't pass Challenge 1. It passes Challenge 2. It doesn't pass Challenge 3.


Basically, Challenge 1 has only one skill that exists to slightly fulfill the requirement, your R. You need 1 more.

Challenge 3 is not passed since it is used in saying only but not represented in real time onto an enemy.


Just a reminder of the challenge requirements to you, and all other people since it had been updated.



Also, would like the thoughts of the other judges about this. Doubt I am wrong but best we all get it to an agreement.


Can I get a confirmation on if mine fits the requirements? He should be up on the first page of this. Also, do I have to make a separate thread with the concept in it and relink the thread here?


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matrixEXO

Senior Member

11-06-2012

Quote:
Sigismund:
Thanks for the reply.

His Q has an effect similar to his ult, in that it has a reduced effect on enemies near the primary target. wouldn't that satisfy Challenge 1? It also has a spatial displacement effect because it pulls an enemy towards him, and I was assuming that the pull would be enough to fulfill criteria 3. Thoughts?


No. Your Q has a field expansion but it doesn't fit the "Inside is BIGGER than the Outside" requirement.


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Sigismund

Senior Member

11-06-2012

Quote:
matrixEXO:
No. Your Q has a field expansion but it doesn't fit the "Inside is BIGGER than the Outside" requirement.


The primary target takes both greater damage and is pulled to a greater extent, this is essentially the same as the criteria listed below from ObscureClockwork's clarification. The spell is single target, but I could make it have a 50 AoE for 100% strength, and have it retain the 225 AoE for 70% strength (which would make it functionally the same as its current form) if that would make it fit the criteria.

Quote:
ObscureClockwork:
Inside bigger than the outside!
  • detection radius smaller than effect radius
  • mixed aoes = stronger effect (that means overlapping aoes give a stronger/different effect)
  • aoe slow (can fit theme by stating stretches space inside location, so its bigger than the outside)
  • center radius = more effect than outer radius
  • passive effect that grants allies smaller effect (you are inside, allies are outside)
  • damage increase the closer you are


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matrixEXO

Senior Member

11-06-2012

Quote:
Sigismund:
The primary target takes both greater damage and is pulled to a greater extent, this is essentially the same as the criteria listed below from ObscureClockwork's clarification. The spell is single target, but I could make it have a 50 AoE for 100% strength, and have it retain the 225 AoE for 70% strength (which would make it functionally the same as its current form) if that would make it fit the criteria.


Ah, I might have missed that. My bad. Being sleepy isn't good. And there is Silver's to read up on... and my AC3 game to finish. URGH! Yes, it does complete Challenge 1 then. But Challenge 3... I actually am still debating whether it is completed or not. While AoE increase does have something to do with spatial manipulation... I don't think it does fit. Which is why I'm asking for the other judges' decision on this as well.