Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

MOBAFire's second Mini Guide Contest of Season 14 is here! Create or update guides for the 30 featured champions and compete for up to $200 in prizes! šŸ†
's Forum Avatar

CAC 1 - Part 3c - Skillset Concept Poll 1

Creator: Jebus McAzn April 15, 2011 5:35pm

This thread is locked

PLEASE NOTE: This thread has been locked by the moderators. You cannot reply to it.

1 2 3 4
Jebus McAzn
<Retired Moderator>
Jebus McAzn's Forum Avatar
Show more awards
Posts:
7017
Joined:
Sep 30th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 5:35pm | Report
In this thread, we will vote on ideas for the skillset of this champion.

Remember, community, the skills are the single most important part of the champion, and it's important that we get this part right!

CAC 1 is a ranged DPS champion.

Our concept is Jet's Anti-Support Debuffer.

Jet wrote:
o hey im having a go at this

Name: Anti-Support, Debuff, DPS

General Description: A squishy DPS damage dealer that synergises with team support and is designed to work with on hit effects to cripple the enemy team and their support, through applying mass debuffs to the enemy that affect positioning and regeneration.

Justification: We have 4 strong support champions (Janna, Taric, Shen and Alistar) that once they get itemised, along with good player skill, they are almost impossible to take down while they provide excellent advantages for their team.

This would allow for new team compositions, such as Carry/Mage/Support/Tank/Anti-Support which could bring otherwise neglected champions back into viability, such as Kayle, Sona, Soraka, Nasus, etc, by allowing them to have their undervalued effects on level with the enemy's output.

This would bring some use to the useless items we currently have (by useless, I mean you cannot compare them to other items, such as Nashor's Tooth, Executioner's Calling, Malady).

Additionally, bringing new compositions and stronger debuffing presence would be a strong counter to the current metagame of Tanky-DPS, and would allow for new metagames to be balanced around having a strong balanced composition than having a team full of powerhouses with one strong tank and one support babysitting entire teams.

Explanation:
With this champion you would be able to pick on their team forcing their support to waste skills undoing what you just did to that enemy, debuff them making them more vulnerable to your team's damage output and allow yourself, as this debuffing DPS, to make laning, harassment and solo fighting much more effective for your entire team. Since you're going to be using auto-attacks to apply debuffs, as well as skills, on-hit items would synergise extremely well with this champion, allowing for more varied builds depending on what you need to counter and what your team would benefit the most from debuffing.


This will be an Instant Runoff poll, meaning that you can vote for as many options you like, in order of preference. However, I would urge you to have no more than 4, if that many, choices in your vote.

Vote from the following entries:

FINAL SUBMISSION

Passive - A passive skill that promotes a stronger champion based on how many enemies are present. Kinda like Irelia's passive, but offensively oriented.

Q skill - A ranged knockback meant for disruption. Targeted, but only a small knockback.

W skill - An area of effect spell that causes health degeneration in a certain area.

E skill - A debuff that prevents a target champion from being targeted by the skills of other champions for a certain amount of time.

R skill - A long-range skillshot that roots enemies.


caucheka wrote:
passive:
enemies affected by this champions skills receive grievous wounds(reduced healing/regen) for a few seconds

q:
a basic damage ability that stuns the target, with the stun duration increasing depending on how many enemy champions are in a radius of the stunned enemy.

w:
a form of 'anti-shield', enemies shielded will take increased damage for a few seconds or until the shield breaks

e:
a small aoe burst that includes a minor knockback.

r:
an aoe that deals damage and slows depending on how many buffs the targeted enemies have active.


TehGus wrote:
Passive: Becomes ->briefly<- stealthed when many enemy champions are near.
Note: the duration is really brief - enough to run to the back of the enemy team or to run from the dragon's corner thingy to the nearest bush, for example.

Q: Short range (like Pounce) AoE Knockback + self speed buff + AoE damage. Can still run while using it.
Note: this can't really be used to initiate/gank, only to slightly separate a single target from the rest of his team, and to escape.

W: Passive "bonus magic damage on attack" steroid that scales with AP. Can be activated to increase the passive amount and to apply a debuff that disables usage of any friendly buffs on his target on his next attack (self-applying skills will not be disabled). Also cleanses all current similar buffs.

E: Medium-long range target skill that slows and damages the final target champion, damages champions on the way and has the slow % and duration increased on the final target according to how many champions were hit on the way.
Note: the slow can slow maybe even as much as Wither if it hits many champions on the way.

R: A single target DoT that also steals a % of healing effects from champions the DoT is applied to. Spreads between enemy champions like a flu, but with only half of the effect.


HuntrKilr wrote:
innate:
CAC 1 deals DoT damage instead of instantaneous.
this is to reduce healing efforts.

Q: toggle: deals true damage for a percentage of your attack (e.g. 80% physical 20% true)(costs mana)

w: chain reacting physical splash damage (think chain lightning)
similar to http://www.youtube.com/watch?v=aYb-8k1fpQY but less powerful/gamebreaking.

E: silencing skillshot (physical damage)

R: skillshot that steals one buff from an enemy for a period of time and deals magic damage.
(for example, this could take the damage feedback off of thornmail, but not the armor)


Read wrote:
Passive
- All Buffs/Heals are X less effective for Y seconds upon being hit by this champs spells or AA

Q
- Release a time delayed blast dealing X damage (similar to Lay Waste)
- Lowers AD/AP of an enemy by Y for Z seconds and spreads it to nearby allies dividing it % wise (3 allies 33%, etc.)

W
- Passive: All CC and Debuff's duration are increased by X% per Y enemy champions
- Active: steals X% of the enemys heals or buffs (This includes Lifesteal and Spellvamp). HP stolen is converted into mana. Excess mana becomes HP.

E
- Deals X damage per level +%AP and fears the target for X seconds
- If another target is Y distance away the fear jumps to them as well as lowering their MR by X * number of jumps
- Max Jumps per level Z (I would suggest 1/2/3/4/4 without being able to hit a target twice)

R
- Drops a Totem in an area
- Enemy champs within X distance take Y magic damage
- Enemy champs within X distance are tethered to the totem and cannot move more than Y distance from it for Z seconds (cleansable)
- Enemies tethered are effected by darkness like Noc's ult


Trojan995 wrote:
Passive: CAC1 is immune to knock-ups and other uncleansable crowd control abilities.

Q: Passive: Every (x)th attack, CAC1 deals extra damage and silences the enemy for (short) duration.

Active: CAC1 launches a projectile that deals physical damage (scaling on AD) and silences the enemy for (longer than the passive) duration.

W: CAC1 tethers enemy champion to (him/her/it)self with (decent) range for (long) duration. if enemy champion leaves the range of the tether, the enemy is slowed (significantly) and (other CC?) for (medium-long) duration.

E: CAC1 inflicts damage over time and a debuff upon the enemy for (medium-long) duration. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.

R: CAC1 fears (or some type of CC) target enemy for (very short) duration. If, after the duration of the fear, (x) amount of enemy champions are nearby target enemy, the fear is renewed. Max (long) duration.

I tried to keep this up to interpretation and make it flexible so that others can participate in the skill-making process. Please, feel free to give constructive criticism on my skills and offer advice!

I'm sort of worried about my champion - 2 projectile spells (most champions only have one), and 2 CC's.


EvilDice wrote:
Passive: For every unit slain, CAC1 gains x attack damage and x attack speed for 5 seconds. Stacks 3-5 times(scales with level)

Q: Mortar - Fires a mortar from the sky to a target aoe location. This mortar does damage and blinds for 3 seconds. This blind time is divided amongst enemy champions hit. e.g. if it hits two champions, both are blinded for 1.5 seconds.

W: Point Defense Drone - Yes... This is from SC2 :P Basically the concept here is it is going to absorb spells until it is destroyed. It will have an X damage spell shield and all abilities(including heals) damage the drone. Lasts 5/7.5/10 seconds.

E: Rocket Jump (Yeah, it's the name of trist's W... I can't make up names so deal with it :P) - CAC1 jumps away from mouse cursor(like cait's jump, it's backwards), dealing AOE damage in the small area it jumped from and stunning all enemy units in the area for .5 seconds.

R: Confusion - Passive: Reduces healing on the enemy team by 5/10/15%. The passive is not in effect when the active is on cooldown.
Active: Removes one target enemy champion from its allies' vision(or makes that champion untargetable for allies) for 3/5/7 seconds. This includes the minimap. The champion is marked with a cloud(something) above its head so allies know who is being confused. The range will be roughly the same as CAC1's attack range.


Mastarwe wrote:
Passive:
Makes allied CC/debuffs stronger the more enemies are nearby (aura, pretty small area)
or the opposite:
Makes enemy cc/buffs less effective the more allies are close (would need a bit larger area)

Q:
A skillshot, resulting in a pool slowing people under the feet of the target hit.

W:
toggle: burning mana(maybe energy aswell) when hitting a target (may damage, depending on the balance). Can not be active at the same time as E.

E:
toggle: melting armor and magic resistance on hit (debuff, short duration). Can not be active at the same time as W.

R:
Hits splash (or maybe target units, giving onhit-effects to all of the shots). This would make the toggle powerfull even in teamfights.


Passive:
Makes allied CC/debuffs stronger the more enemies are nearby (aura, pretty small area)
or the opposite:
Makes enemy cc/buffs less effective the more allies are close (would need a bit larger area)
(actually like this passive, good one Mastarwe).

Q:
Multichain: Slows down the target and allies nearby and deals damage to the first target(damage increases by mana and ap like ryze).

W:
Blockdown: Creates an spellshield on an enemy which blocks buffs and heals on the target currently debuffed by this shield.


E:
Buff Feedback: destroys a buff on the target and deals damage to the target (+ dmg per buff destroyed, the damage is increased by mana and ap) if there is no buff on the target it deals 75% of its normal damage.

R:
Mass Buff Steal: this steals the buffs of everyone in a small area and applies the stolen buffs to allied champions randomly or to the target of choise (so a 2 step skill like lee sin's skills) within a small radius of yourself.


Nighthawk wrote:
Passive: Makes enemy cc/buffs less effective the more allies are close (would need a bit larger area)

Q: (Passive): CAC1's attacks do additional bonus magic damage on-hit.
(Active): CAC1's next attack will double all on-hit effects and apply grievous wounds to an enemy for X seconds.
Notes: Will be on low cooldown

W: Target enemy is dealt low damage, stunned for a short time and target`s CD`s are increased by x amount of seconds.

E: CAC 1 steals the hpregen, manaregen of all enemy champions for a short/medium amount of time and allied effects used on the champions are decreased by a large amount.

R: Deals a slightly high amount of damage and silences and slows enemy champions in range for a very short amount of time.


Passive: Any time this champion is affected by an ability, part of its mana is restored. This passive cannot trigger from the same ability/source for several seconds. Different stack numbers count as the same source. (namely to prevent free mana by running in and out of sona or taric's auras, and when getting hit by opponents' on-hit effects)
Notes: this was chosen to emphasize the synergy with your team's supports.

Q: A skill that affects a small area, knocking back a short distance and applying a slowing effect to anything hit. Quick startup time.
Notes: Basically, if Gragas' explosive barrel was much smaller and he had a Rylai's behind it. This will probably be the main crowd control skill, initiation, chasing, fleeing, and laning tool.

W: Toggle: This champion's normal attacks do magic damage based on the number of effects (both positive and negative) on both the target. This includes auras. Stacks do not count multiple times.
Notes: Magic damage chosen to bypass armor boosts from astral blessing and Taric's aura, and to let it whittle at black shield. Damage over Aspd because malady and cleaver have that covered already.

E: Passive: All positive effects applied to this champion have their duration slightly increased.
Active: Refreshes the durations of all positive effects on this champion, except jungle buffs. This will not trigger the mana restoration from the passive. The passive of this ability is lost until the cooldown refreshes.

R: AOE skillshot (like Trueshot barrage but slightly smaller) that deals damage and applies on-hit effects to anything hit. If W is on, this also applies it.
Notes: Spread the love! I envisioned something the size and length of Lux's ult, but with travel time.


Passive: CAC1 converts x amount of bonus mana into x amount of AD

Q: CAC1 fires a projectile at target location. If it hits an enemy, it will deal x damage with x% chance to remove one buff (Scales with AD). If an ally is hit, it will remove one cleanse-able debuff.

W: CAC1 places a circle on the ground. After a (short) delay, all enemies within it are dealt x damage (Scales off of AP). All allies within it are given x amount of increased armor and magic resist for a (Short) duration.

E: CAC1's next attack will deal x amount of bonus damage (Scales with AD) and knock the target in the air for a (short) duration.

R: CAC1 charges into battle, giving allies a shield that absorbs x amount of damage and cleansing any cleans-able debuffs. Deals x amount of damage to enemies. All enemies hit also receive Grievous Wound, having x% healing reduction for x seconds.


Mowen wrote:
Passive: Increases damage dealt to feared, silenced, and poisoned champions by X%

Q: CAC1's next auto attack deals damage and increases the duration of fears, silences, and poisons by X% for the next Y secs.

W: CAC1's next auto attack poisons an enemy champion. If any nearby enemy champions get within X range of the poisoned champion before the duration is up they are poisoned as well.

E: CAC1 blinks to target location in X range, if CAC1 lands on an opposing champion that champion is feared for Y secs.

R: CAC1 aims a viral shot that silences the target for Wsecs, once the duration is over it jumps between enemy champions within X range every Ysecs, increasing the silence duration by Z for every target it jumps to. If there is not an allied champion in range, the viral shot dissipates and deals damage.


Visfarix wrote:
(Passive): CAC1's attacks weaken enemies by lowering their Armor/MR by a percent. It will stack a certain amount of times.
Notes: Couldn't think of anything to change it to. And, I feel like if the reduction amount is low, it should still be ok even if does synergize very well with last whisper/void staff.

(Q): CAC1 launches a line projectile (skillshot) that explodes on hit. The explosion deals damage, reveals, and slows enemies
Note: Pretty straight forward.

(W): (Passive): CAC1's attacks do additional bonus magic damage on-hit.
(Active): CAC1's next attack will double all on-hit effects and apply grievous wounds to an enemy for X seconds. Resets attack counter on cast.
Notes: Will be on long cooldown. Think Tristana's explosive shot long.

(E): CAC1 curses an area silencing enemy champions standing in the cursed area.
Notes: Egh I couldn't think up of anything good, but this will do the job of controlling enemy positioning and such.

(R): CAC1 summons a spike from out of the ground. After a short delay, a spike will shoot out of the ground, dealing damage to and displacing enemies standing on it. Then it will become an impassable object for x seconds. Will use ammo system similar to teemo's mushrooms and have a medium length CD
Notes: Think Chogath's rupture in terms of the delay after casting. Think Anivia's wall except you can build it piece by piece yourself.
Jebus McAzn
<Retired Moderator>
Jebus McAzn's Forum Avatar
Show more awards
Posts:
7017
Joined:
Sep 30th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 5:36pm | Report
Some submissions have been slightly edited (skills swapped around to fit the format of Passive, Q, W, E, R; names of skills removed).

If the winner of this poll has an entry that's a bit too specific for the poll, it will be made more conceptual at the topic leader's discretion.
ShadowReign757
<Member>
ShadowReign757's Forum Avatar
Show more awards
Posts:
1237
Joined:
Nov 20th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 5:58pm | Report
I hereby place my vote for myself.

ShadowReign757

If it's stupid but works, it isn't stupid.

Jebus McAzn
<Retired Moderator>
Jebus McAzn's Forum Avatar
Show more awards
Posts:
7017
Joined:
Sep 30th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 6:00pm | Report
Well... You're allowed to do that, but at least place 2nd and 3rd place votes for the sake of the project. >.>
ShadowReign757
<Member>
ShadowReign757's Forum Avatar
Show more awards
Posts:
1237
Joined:
Nov 20th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 6:02pm | Report
Fine, pushy. :P

ShadowReign757
Mowen
Trojan995

Cluster bombing from B-52s is very, very accurate -- the bombs always hit the ground.

Tr4ce
<Member>
Tr4ce's Forum Avatar
Posts:
340
Joined:
Aug 24th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 6:39pm | Report
1st....Jet
2nd moven
3rd pkill
Jebus McAzn
<Retired Moderator>
Jebus McAzn's Forum Avatar
Show more awards
Posts:
7017
Joined:
Sep 30th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 6:41pm | Report
Why are you voting for Jet? He's the general concept, but he didn't submit any skills.
caucheka
<Veteran>
caucheka's Forum Avatar
Show more awards
Posts:
8290
Joined:
May 18th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 7:24pm | Report
damn therse a lot of submissions.

caucheka
shadowreign757
pkillthetoy
I like things that make me feel stupid. - Ken Levine
TehGus
<Member>
TehGus's Forum Avatar
Posts:
199
Joined:
Jan 3rd, 2011
Permalink | Quote | PM | +Rep April 15, 2011 7:30pm | Report
Hey Jebus, I had changed his E a tiny bit D:

1. TehGus
2. Trojan995
(just to make it clear, we are NOT trading votes. our suggestions were just similar, so it's common that we vote for each other's)
3. pkillthetoy
Trojan995
<Veteran>
Trojan995's Forum Avatar
Show more awards
Posts:
2510
Joined:
Oct 4th, 2010
Permalink | Quote | PM | +Rep April 15, 2011 7:35pm | Report
Trojan995
TehGus
EvilDice
Click for one of my awesome builds!
Thanks to Mowen, WrATHofVuLK, and AlexanPT for the signatures! Check out Tristana: The Lane Game, Maokai: The Chu8 Way, and Twisted Fate: Card Games!
1 2 3 4

League of Legends Champions:

Teamfight Tactics Guide