May MCCC- Power in Numbers

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Elithik

Senior Member

05-02-2012

Do we have to come up with both lore and abilities for the first week? This wasn't clear to me.


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kaotics2075

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Senior Member

05-02-2012

Thank you Prototypetwo, you are correct that already made champions are excluded from this contest. All champions must be new works.

@DeepWater Dragon: This first week is just about lore. The second week is about abilities. The weekend of the second week will have preliminary judging based solely off lore and abilities so if someone has stats up, those will not be judged.


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LeBIink

Senior Member

05-02-2012

http://na.leagueoflegends.com/board/...highlight=mccc

Mazuk, the Tribute of the Void

Quote:
Lore: Before it all ended, before it all started, Mazuk caught one last glimpse of the evil sneaking out of the void, and disappeared in the crowd of people. As the most powerful mages in Noxus, they sealed the entrance/exit to the void, or at least one of them. Many believed that it was the age of peace, and they celebrated for this great event. Mazuk fell into silence, he knew it was not over, but it might be worse.

Night after night, Mazuk looked through books and documents about the void and rumors of it, trying his best to figure out what left the void. On the very night, where the moon meets the sun, and there would be twenty four hours of night, no one was on the streets. Mazuk still left his house and went to the library to study about the void. He believed that every minute counts. As a dark cloud covered the full area of Noxus, a massive lightning storm occurred. As Mazuk reached for a book with out a name, flipping it from page to page, he found the familiar shadow appeared as an image on the book. He then knew what it was, "Well, we meet again," as a deep, quite voice flew around the library. Shivers go through Mazuk. He turned as quick as he could, and there it was...it was in front of his eyes. Before he could even scream out the name, the spirit possessed into his eyes, powering Mazuk as if it was it's own body. Then, Mazuk's eyes turned into pure darkness, leaving no face expression on him. He grabbed the nameless book and placed it into his hands, casting out a spell. The dark clouds above Noxus then spread out, and what hid behind it appeared. The dark purplish portal to the void covers the sky of Noxus. As the cries of those who had fallen into it, screams from victims who had felt the pain of it, reaches on to the streets. Everyone in Noxus was terrified. "It's now over..." as the toneless voice repeats itself in Mazuk's mind, if it was still his...

"I look for him, but he found me first." - Mazuk, the Tribute of the Void.
Quote:
Innate- Wipe out: When Mazuk uses an ability, he receives a calling stack. When Mazuk have 5 stacks (Max 5stacks), Mazuk's next basic attack will call out Dacar, the evil void spirit inside Mazuk. Dacar will dash to the target from Mazuk's body and grabs the target to Mazuk. Dacar will then start attacking the target for 2 second, dealing 20/40/60/80 damage to the target and halved splash damage to surrounding enemy each second. Mazuk will be healed for 50%/60%/70%/80% of the damage dealt by Dacar. Enemy champions will not receive splash damage from Dacar.

Q-Void carrier: Mazuk sets a deadly disease form by void energy to a unit he can control. The unit will then run in a straight line, ignoring unit collusion, and infecting all enemy units that are in the range of 300 from the disease carrying unit. Infected units will be dealt damage of 1%/2%/3%/4%/5%+(1% per 100 ability power) base of unit's maximum health. The disease carrying unit will die after 3/4/5/6/7secs. If the disease carrying unit is killed from being attacked and run out of health, it will explode and deal 35/55/75/105/125+(45% of ability power) of true damage to all enemy in a area of 350. Enemy units already infected will not take the damage from explosion.

Cost:50/60/70/80/90
CD:10
Range: 600

W-Break down: Mazuk masters Dacar's power, allowing Mazuk to break down neutral monster's mind and take control of them as one unit. Epic monster's mind can only break down when they are weak (below 50% health). Baron and dragon can not be control. However, Mazuk limits the amount of power Dacar can use inside his body, so the monsters will eventually wake up in 55/65/75/85/95 seconds and disconnect from it's mind and die. (Cap 3/5/8/10/12) They will also die if they run out of health.

Cost 55/70/85/100/115
CD:14/12/10/8/6 sec
Range:200

E-Bless of the dead:
Passive: When Mazuk kills a enemy unit in anyway, he will collects the soul of those dead unit and convert it to void energy to use it as a shield. The shield can block 35/40/45/50/55+(20% of ability power), and the shield can stack up in order to block 250/300/350/400/450 damage.

Range:700

R-Void calling: Dacar forces Mazuk to unleash his true purpose, creating a portal on top of a targeted area with a range of 600/650/700 and all minions in it, turning them against Mazuk's enemy. (Cap of super minions that can be possessed is at 3/4/5). Neutral monsters and Promoted minions will not be possessed. The possessed minions can be control as one unit and will be granted with 15%/20%/25% bonus movement speed for a short duration of 2/4/6 sec. Mazuk can no cast this spell again until all possessed minions died. Possessed minions still grant exp and gold, but it will be halved.

Cost:200/250/300
CD:150/120/90 sec
Range: 2000
Quote:
Stat:
Health 350(+75)
Mana 300(+30)
Health regen 3.95(+0.55)
Mana regen 8(+0.6)
Range 550
Attack damage 45(+2.1)
Attack speed 0.622 (+1.5%)
Armor 10(+2.1)
Magic resist 35 (+1.25)
Movement speed 310
Quote:
How to play:

Mazuk is a exceptional early game jungler who can dominate the game, but turn a lot weaker late game.
Mazuk should max out break down first to jungle and create an army to gank. 2 golem and 2 lizard can deal a lot of damage early game. Mazuk max out bless after to create durability so he doesn't die from jungling monsters, which is stupid. By late game, where he can have a giant army, but his enemy might be tanky or can snap shot Mazuk, Mazuk sends out his army to damage, use Q to damage all enemy champions in team fights. Wait, it that OP? not really, if Mazuk got caught in the team fight and dies, his army dies with him, which makes the Mazuk's team lose a huge advantage.
Wards are the key to detect and destroy the squishy Mazuk, so Mazuk will also use Oracle to defend himself Half tank Mazuk will be awesome, with CC items, he can be amazing too in late games.
Quote:
Update:
05.08
I read some lore and abilities of some champs, completely fascinated, and realize mine isn't that special. I will need to make some important changes.
05.09
Did some small changes on caps and some more detail, because my friend said some skills are op so need to cap it and make it weaker.
05.17
Got some comments, major change in abilities, fixed the quote, add in rules, and changed explanation to a short clear, game play style explanation.
Quote:
Ruling:
Break downed Epic monsters will grant enemy champions buffs if killed by them. Break downed monsters also grant exp and gold as normal if killed.
Mazuk do not get buffs from break downed Epic monsters if they died from the timing of break down.
Mazuk gets the full exp and gold of any break downed monsters who died from timing.
Possessed minions and break downed monsters will be control as one unit together.
If the amount of break downed monsters are at cap, then the spell can not be cast until a monster died so there will be space.
Souls can be collected from anywhere from the map even it's kill by break downed monsters or possessed minions, however, Mazuk will only receive the shield or the stack up when the soul arrives to Mazuk from where it died.
Break downed monsters and possessed minions can not be healed in anyway.
If a disease carrying unit hits a wall, it stay and will not move again. However, enemy units in range will still be affected.
If Mazuk dies, all units he controls dies too.


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LeBIink

Senior Member

05-02-2012

Quote:
Originally Posted by kaotics2075 View Post
Thank you Prototypetwo, you are correct that already made champions are excluded from this contest. All champions must be new works.

@DeepWater Dragon: This first week is just about lore. The second week is about abilities. The weekend of the second week will have preliminary judging based solely off lore and abilities so if someone has stats up, those will not be judged.
question, if I have stats, I am disqualified? or do u mean, it doesn't matter if I have it or not?


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kaotics2075

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Senior Member

05-02-2012

You can have stats, you just wont be judged on them for the prelims... those are judged during week 4.


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Espy Psyche

Senior Member

05-02-2012

Fransisca, the Demacian Siege-breaker

Appearance: Fransisca has a thin frame and stands about 5'6”. She wears a green visor over her eyes that has a short, thin antenna on the left side. She carries a rifle with a similar antenna on its side. She wears thick black pants that appear to be armored with a futuristic material, and a police-style bulletproof vest over a black shirt.

Lore: In the city-state of Demacia, skill at arms is needed for the ongoing battle against Noxus. Fransisca came from a line of warriors, and was supposed to become a great warrior in her own right to fight for Demacia. She showed great promise, and her parents were quite proud. However, she was blinded when she was hit in the face by a fire spell during a training exercise. With their prized daughter unable to fight, Fransisca's parents, very patriotic Demacians, left Demacia for Piltover to find a way to restore her sight so she could fight for their home.

Heimerdinger, the Revered Inventor, and his yordle colleagues were up for the task. Heimerdinger built for Fransisca a visor that granted sight across the entire electromagnetic spectrum and created a device that could be wired directly into her brain to receive the wireless signals from the visor. After an operation to install Heimerdinger's receiver in Fransisca's head, the girl was able to see better than any other being on the planet while wearing her visor.

Heimerdinger warned Fransisca that her visor was extremely vulnerable to attack, and if it was destroyed she would be blind again. She opted for a ranged weapon, a rifle, instead of the warhammers of her family. She showed skill with the weapon, but not as much as her parents had hoped for. And so they paid Heimerdinger to upgrade Fransisca's visor, giving her a targeting reticle for her rifle and calculating in environmental effects, as well as a zoom feature amd a laser designator. With the modifications to her visor allowing her near-perfect accuracy, she became truly effective with her rifle.

Fransisca, after training in Piltover until she reached age of majority, returned to Demacia with her equipment to fight for her homeland. In battle, she stands far behind the lines of Demacian warriors and cuts down enemy fortifications with well placed shots. Her visor's calculations provide her immediate detection of weaknesses in enemy armor and machines, allowing her to shoot the perfect place against armored foes.

“When the day comes that I face down Zaunite war machines, I would trust Fransisca alone to guard against them.” – Garen, the Might of Demacia

Innate – Visor Calibration: Fransisca's visor calculates every attack she makes, and gathers more information about a target's weaknesses as she attacks it. Fransisca gains 1% chance to critically strike on every auto attack made against the same target.

Q – Bio-Energy Blast: Fransisca loads and fires special round that draws energy from its targets. For every target hit in the line, damage to the next target is increased by 8%. This ability can be blocked by walls and structures, including abilities that generate terrain, but if an enemy structure blocks this attack it will take damage as if it were a unit.

Damage: 60/105/160/215/270 (+1.0 per Bonus Attack Damage)
Cooldown: 11 seconds
Mana Cost: 80 mana
Range: 1200

W – Exploit Weakness: Fransisca's attacks cause the target to bleed. While bleeding, they take 7% additional damage from all sources other than Exploit Weakness, and take 1% of their maximum health as physical damage every second for 3 seconds. Does not affect structures.

Cooldown: 20/18/16/14/12 seconds
Duration: 5 seconds
Mana Cost: 50 mana

E – Calculated Aim: Fransisca activates her hyper-sentry function on her visor, increasing her sight range by 600. During this time, Fransisca can attack enemy structures from 900 range, but still has her normal attack range against non-structure units.

Duration: 6 / 8 / 10 / 12 / 14 seconds
Cooldown: 30 seconds
Mana Cost: 75 mana

R – Siege Engineer:

Passive: Fransisca's auto attacks made against turrets gain the ability to critically strike, benefitting from 33%/66%/100% of Fransisca's critical strike chance.

Active: Fransisca fires a long range siege-breaker shot at a weakness on an enemy structure. The round deals 100%/200%/300% of Fransisca's Attack Damage as true damage to the structure, but does not damage minions, champions or neutral monsters. Fransisca must have sight on the structure to use it. Fransisca cannot use this to attack a structure that is currently unattackable. This ability cannot be used on a nexus.

(Dominion: This ability will immediately neutralize an enemy point or capture a neutral point.)

Cooldown: 80 seconds.
Mana Cost: 100/150/200 mana
Range: Global

Base Stats:

Health: 400 (+85)
Mana: 235 (+30)
Health Regen: 4.6 (+0.5)
Mana Regen: 6.5 (+0.5)
Movement Speed: 305
Attack Damage: 49 (+3.3)
Attack Speed: 0.655 (+3.0%)
Armor: 18 (+4.3)
Magic Resist: 30
Range: 625

Rulings:

Structures are unattackable if the structure before them in the lane has not been destroyed. The outer turret in a lane must be destroyed first, then the inner turret, then the inhibitor turret, then the inhibitor, then the nexus turrets and finally the nexus. Fransisca cannot use Siege Engineer on a structure if it is not the currently attackable structure in that lane.

Fransisca's Hextech Visor does NOT restore ally vision. If Nocturne uses his ultimate, which removes ally vision, Fransisca still loses her sight of her teammates. Nocturne's ultimate, however, does not reduce Fransisca's sight range as it does any other champion.

The range of a tower is 800. Fransisca's Calculated Aim DOES allow her to attack turrets while remaining out of range of their attacks, much like Twitch's Spray and Pray.

Fransisca requires sight on a turret to use Siege Engineer. This sight can be provided by Fransisca herself, an allied champion or minion, or a Sight Ward, Vision Ward or Clairvoyance cast.


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ObscureClockwork

Senior Member

05-02-2012

O.o lore first? i thought traditionally, it was abilities first, then lore?

I guess you are trying to input a prelim, meh


also, isnt the 2nd challenge really subjective? it just feels a lot more subjective than previous challenges. Is there an objective way to actually observer "uniqueness"

Furthermore, the theme seems really odd as well, but meh, it seems doable. It really doesn't seem as clear as previous themes.
Just the 2nd challenge seems subjective, because when you think about it i can describe teemo shrooms as maokai saplings with lower activation range and longer duration. Or skarner pull as a constant taunt that increases enemy movespeed to your speed.

skarner is unique yes, but there are other ways to describe it to make it "non-unique"

well, thats my only concern. after that gets cleared up, ill enter. gonna be odd starting with lore though


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Rukhron

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Senior Member

05-02-2012

When we factor the existance of Bushwack in the game we can argue about Teemo's Mushroom's uniqueness. Both are traps that gives dot+reveal on enemies around when stepped, the difference being the presence/absence of slow/defense shred and being visible&untargettable/invisible&destructible.

That'll be hard for judges unless it is more clear.


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ObscureClockwork

Senior Member

05-02-2012

Quote:
Originally Posted by Rukhron View Post
When we factor the existance of Bushwack in the game we can argue about Teemo's Mushroom's uniqueness. Both are traps that gives dot+reveal on enemies around when stepped, the difference being the presence/absence of slow/defense shred and being visible&untargettable/invisible&destructible.

That'll be hard for judges unless it is more clear.
dont you also think the theme this time is rather vague as well?

just numbers... numbers can be anything. how is one champion number-themed (unless overly so) and the other is not number themed?


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kaotics2075

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Senior Member

05-02-2012

wow, debate over the theme... When I came up with the theme, I was thinking of champions like Graves, Wukong, Hecarim and the like.. Hec gets a bonus based on his bonus move speed, Graves gets AR and MR the more he stays in combat, Wu gets bonus AR and MR for enemy champions near him. Hence, larger numbers equals more power... as for the uniqueness aspect when concerning ultimates, I obviously need to reword it to say that an ultimate should not be like any current playable champions on the League roster.

Skarner's ulti is unique in the way it performs. Yes blitzcrank does something similar in the sense he removes a single target from their current location and sets up a gank with it. But the reason Skarner's is unique is that no one else has that as an ulti. Shyvana and Nidalee both transform, not unique. Teemo has super traps that are basically free wards. Yes, Cait and Nid also have traps but neither provide half the things Teemo's shrooms do. Lulu's is by far unique in the sense that no one else does what she does with hers. You would have to combine abilities to make an equivalent of hers. That is what is meant by unique.


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