Hey guys! Haven't done one of these in awhile. I've mostly just been playing on my smurf account (Ezreal only) and I had the idea for a new ADC archetype that hasn't been explored. Statistically, all AD carries either rely on massive range or mobility to keep them safe and dealing consistent damage. I wanted to toy with the concept of a "Tank ADC". What I ended up with was Mallik. Unique to the role of AD carries, he is actually a mage (thematically, he still functions as an ADC or even a fighter. More specifically, a geomancer. He attacks by throwing shards of stone and defends himself with the armor of earth and sand. Rather than being quick on his feet or having oppressive range, Mallik prefers to deal with his problems head on, outright ignoring damage or CC at the expense of range. He's got a few tricks up his sleeves to slice up melee attackers with ease, but is notably poor when it comes to dealing with other mages.



Mallik, Fury of the Earth


Tags: Marksman, Fighter


Health: 560 (+85/LvL)
Health Regen: 7 (+.8/LvL)
Mana: 350 (+50/Lvel)
Mana Regen: 8(+.65/Level)
Range: 525
Attack Damage: 53 (+3.3/Lvl)
Attack Speed: .630 (+2.8%/Lvl)
Armor: 22 (+3.4/Lvl)
Magic Resistance: 30
Movement Speed: 325



Abilities:




Stoneflesh (Passive): Mallik has a secondary resource bar called "Stoneflesh". While active, Mallik ignores CC effects being used against him and he takes 5-50 (depending on level) less damage from auto attacks. Champions that damage Mallik also damage the Stoneflesh until it breaks, removing it's effects from Mallik. Stoneflesh will reform after 30 seconds of being destroyed.
Stoneflesh Health: 50/150/350/550



Shardstorm (Q):
Passive: Mallik builds charges of extra stone shards by auto attacking, up to 4/5/6/7/8. Getting a kill or assist grants Mallik 1/2/3/4/5 Stone Shards and 50 (+50% of Total AD) mana.
Active: For 10 seconds or until deactivated manually, Mallik has increased attack speed and his attacks cause bonus true damage, but every attack expends a stone charge and some mana. This ability will automatically deactivate if Mallik runs out of either resource. Bonus True damage does not affect jungle monsters or towers.
Bonus True Damage: 5/20/35/50/65 (+20/30/40/50/60% of Bonus AD)
Bonus Attack Speed: 60/70/80/90/100%
Mana Cost per Attack: 10/20/30/40/50
Cooldown: 20/19/18/17/16 Seconds



Blinding Wrath (W): Mallik summons a large sandstorm that follows his location with him at the center, granting him a shield for 6 seconds. Enemies caught within the sandstorm are slowed every second and have their vision reduced to only their immediate surroundings.
Shield: 40/80/120/160/200 (+30% of Total AD)
Slow: 15/20/25/30/35%
Slow Duration: 1 second
Radius: 400
Cost: 80 Mana
Cooldown: 19/18/17/16/15 Seconds


Fury of the Geomancer (E): Mallik channels for .5 seconds, lifting a massive, slow moving chunk of earth from the ground and hurling it to a target location. Enemies hit will take physical damage and be stunned for 1.5 seconds.
Damage: 75/100/125/150/175 (+80/85/90/95/100% of Total AD)
Range: 600
Width: 300
Cost: 60/70/80/90/100 Mana


Obsidian Juggernaut (R): Mallik forms a stony exoskeleton. For 10 seconds, he moves 30% slower but gains 15/30/45% damage reduction and 35% tenacity. When this effect ends or Mallik is killed during the effect, the stone armor explodes, dealing magical damage to nearby enemies.
Damage: 150/300/450 (+100% of Bonus AD)(+100% of AP)(+10% of Target's Max Health)
Radius: 400
Cost: 100 Mana
Cooldown: 120/110/100 Seconds



Recommended Runes and Masteries:


9 AD, 9 Scaling Health, 9 Magic Resistance, 3 AD
21/9/0


Recommended Items:



Starting: Doran's Blade
Essential: Manamune, Bloodthirster, Ionian Boots of Lucidity
Offensive: Infinity Edge, Last Whisper, Statikk Shiv, Blade of the Ruined King
Defensive: Maw of Malmortius, Mercurial Scimitar, Banshee's Veil, Guardian Angel



How does Mallik Play?



Mallik would play as a titanic bruiser-esque Marksman. Relying heavily on defense from his abilities to defend himself and kill melee champions, rather than range and mobility. This leaves him vulnerable to enemy mages and harass in general however. His itemization would be unique for an AD carry as well, as he has very little need to build attack speed due to his Q. He can simply stack AD and CDR.


Where would you play him?



He could work bot lane with a support, but his low range makes him easy to bully in lane. Take a good support for defense like Janna or Sona. However, due to his natural defense against melee champions he ideally could play top lane, allowing for an interesting set up with a non Marksman champion bot lane.


Why would I play him?



Do you hate being gibbed by CCing gap closing bruisers or tanks? Most ADCs either have to be very careful, or very far away from these champions. Mallik can simple turn on them and ignore their CC and damage. He's a tank killer, and a late game hyper carry.



So what do you guys think of Mallik? How would you play or build him?

Let me know in the comments!