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Cross (My first serious attempt at Character...

Creator: Read March 15, 2011 12:05pm
Read
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Cross


Hands of Heaven



Bio


Cross was born into poverty and abandonment. Unsure of his destiny, he began to burden himself with the troubles of others. The other orphans quickly looked to his strength and leadership.

When Cross came of age, he was quickly recruited by the Noxus military. After dutifully serving in many batlles, Cross witnessed the carnage of the Noxian generals. Their destruction of innocents was too much. Feeling responsible for the mayhem, Cross deserted the army in search for a greater truth and peace.

No one knows what he found on his journey. But when he returned, he had a fierce glint in his eye and a unsettling ease on the battlefield. Some say cross had found his purpose. Others say that he found his God. But most say Cross found his destiny.

Purpose


My idea for Cross was a truely unique one whether it translated to paper or not. I wanted him to be able to tank, DPS, or nuke as well as have some reliable and unique CC. I wanted him to be hard to counter, but also hard to build giving him maximum flexibility.


Stats



Stat___________Base ______________Growth_______________L18
HP______________380_________________82________________1774
HP Reg____________1_________________.1_________________2.7
MP______________280_________________60________________1300
MP Reg__________1.4________________.11________________3.27
AD_______________52__________________3_________________103
AS_______________.9________________.04________________1.58
AR_______________10__________________4__________________78
MR_______________30__________________0__________________30
MS______________325__________________0 ________________325
RNG_____________150__________________0 ________________150


Abilities



Passive: Hallowed Affliction

- All abilities inflict a debuff on their target. This Affliction causes them to take 4/8/12% increased ability damage for 3 seconds. Refreshes on ability hits.
- If the target is below 10% HP this effect remains until their HP rises above 10%
- Scales at level 1/6/11

Q - Polar Magnitude

- Pull a target toward you for 100/200/300/400/500 range dealing 50/80/110/140/170 (+.25 AP) magic damage
- If activated again within 1.5 seconds pushes the target back dealing the same damage
- Range 700
- Mana 60/85/110/135/160
- CD 13/12/11/10/9

W - Weapon Meister (Toggle)

Sword Meister
- Passive: Gain 5/10/15/20/25 AD when you have your Sword equipped
- Active: Sword
- Throw sword snaring target for 1/1.25/1.5/1.75/2 second and dealing 50/90/130/170/210 (+.5 AD) physical damage and losing your passive as well as 50 attack range for the duration of the CD
- CD is 13 seconds but is reduced by 3 seconds if sword is picked up
- Range 400

Shield Meister
- Passive: Gain 5/10/15/20/25 AR when you have your Shield equipped
- Active: Shield
- Throw Shield stunning target for 1 second and dealing 20/40/60/80/100 (+.3 AD) True damage and losing your passive for the duration of the CD but increasing AD by 15 because you start wielding with both hands.
- CD is 13 seconds but is reduced by 3 seconds if shield is picked up
- Range 700

- Mana (Both) 70/110/150/190/230
***When you use the active it will automatically change your equip. IE you are on sword mode you snare the enemy and you automatically switch to Shield mode. They are on separate CDs so you can effectively use them both in a row but you will lose both your passives and be on a decent CD***

E - Shine
- Fires a cone that blinds enemies for 1 second and deals 100/150/200/250/300 (+.25 AP) magic damage
- Lowers the target current Crit Chance by 10/20/30/40/50% of its value for 4 Seconds
- Range 550
- Mana is 70/140/210/280/350
- CD is 12/11/10/9/8

R - Flux Wave
- Generate gravity waves extending out for 700 range for 4 seconds. When activated it will pull all enemies toward him dealing 50/80/110 (+.1 AP) per second at a rate of 300 range per second (base speed is around this so with boots its escapable but not easy). It can reactivated every second to reverse the polarity (push/pull)
- Mana 300/475/650
- CD is 115/100/85 seconds

Closing



If you have any constructive feedback I would appreciate it. And sorry i dont know how to format the stats. Y_Y

Thanks for comments guys

Change Log
1.2
- Changed Polar Magnitude around. Goal: lower utility up damage. Increase CD but also increased range and AP scaling
- Fixed Toggle Typo
- Reworked Shine. Now inflicts a Crit Chance Debuff but also increased mana cost substantially
- Increased range of shield throw

1.1
- Tweaked passive's wording
- Increased CD Polar Magnitude
- Made Passive only effective for which W skill is equipped
- Added an additional debuff to using the W skill (sword) active
- Increased CD on W skill overall
- Added increased AD for when shield is gone because he will be wielding with both hands.
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JunSupport
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Permalink | Quote | PM | +Rep March 15, 2011 12:28pm | Report
Looks good, here's my 2~20cents:

@Hallowed: Would sound better if something along the lines of "effect duration is increased indefinitely if the target is below 10%"

@Polar Magnitude:
The cooldown is ridiculous late-game. Being able to pull someone every 5 seconds would put Blitzcrank to shame.

@Sword Meister/Shield Master:
How do you intend to make a Toggle skill ALSO have an active?

Having the passives give dual-persistence is also probably pushing Cross into being OP. There needs to be more impactive sacrifices, and rewards for switching between the Meister effects.

@Flux Wave:
Seems like an interesting idea with lots of potential.
Damage is effective, yet not too strong, and being able to push and pull enemies gives you a lot of control.
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Permalink | Quote | PM | +Rep March 16, 2011 5:43am | Report
changes made
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Permalink | Quote | PM | +Rep March 16, 2011 8:53am | Report
To take up the matter of the Polar Magnitude cooldown that JunSupport noted, I'd like to note that 7 seconds, can be brought down to almost the same feared number that JunSupport mentioned: 5. In this case, with 25% cooldown reduction, it would simply be 5,25 seconds instead. I think, for the least, it would be fair to raise it one more second, in order for it to become slightly more balanced. If this is done, the Summoner will at least have to get CD-items in order to make it just that tad OP.

That's my opinion on it, at least. I do however like the idea that it drags the enemy more and more each level :)

A technical note:
I'd like for you to remove the "(toggle)" from Weapon Meister, to Sword Meister, since I got a little confused when reading it the other way, as there's no "(toggle)" on Sword Meister. :P Just a minor issue. Nothing to get worked up about ^^

Aside from this, I find this champion very interesting :)

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1.2 changes made
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