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The CC in R should be a silence so the person affected can reposition themselves instead of 4 people having to move for them in a teamfight.

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Mowen wrote:
The CC in R should be a silence so the person affected can reposition themselves instead of 4 people having to move for them in a teamfight.
I agree. If this change is made, the CC on Q also needs to be changed to something else.
Also, this is my personal remake/opinion:
Quoted:
Passive: CAC1's movement speed is naturally increased (by 20/30/40?) when there are (more than two?) enemy champions around him. Additionally, the amount of movement speed provided is doubled (for 3 seconds?) after the extent of an enemy crowd control effect (stun/snare/silence/blind/fear/taunt) used around him/on him is worn off.
Reasoning: What if the enemy team has zero CC? My changes were to make it an okay passive when the enemy team doesn't use CC, and something good when they do.
Quoted:
Q: Passive: CAC1 deals 25/40/55/70/85 (+0.35:AP) damage every 3rd attack.
Active: CAC1 launches a projectile that deals 70/110/150/190/230 (+0.7:AP) magic damage and slows the enemy hit by it.
Active: CAC1 launches a projectile that deals 70/110/150/190/230 (+0.7:AP) magic damage and slows the enemy hit by it.
Reasoning: See posts above.
On his W: I don't really know what to do with his W. A R+W combo would be full of "false choice" design. By leaving the range of the tether to cancel the effect of the ultimate, he would suffer a negative effect: damage, stun, fear, taunt, poison, whatever. This feels fuzzy and is just anti design. But if I were to do something about it, I'd do this:
Quoted:
W: CAC1 tethers the target enemy champion. If the enemy champion leaves the range of the tether, it takes 80/120/160/200/240 (+0.8:AP) damage and is stunned for 1.5 second.
Also, the range of the tether has to be slightly bigger than the cast range of his ultimate.
Quoted:
E: CAC1 inflicts 10/20/30/40/50 (+0.1:AP) damage per second and a debuff upon the enemy for 5 seconds. 50% of any healing effect (including lifesteal and spellvamp) the target receives will be given to CAC 1 instead.
Only applied the amounts to this one.
Quoted:
R: CAC1 silences the target enemy champion for 2.5 seconds. If, after the duration of the silence, 4/3/2 amount of enemy champions are nearby target enemy, the silence is renewed and it takes 150 (+0.5:AP) magic damage. This effect can be renewed up to 1/2/3 times. Additionally, every tick that the fear is renewed, CAC1 gains 10/20/30 magic penetration and becomes stealthed for 4 seconds.
Reasoning: Read posts above; added amount of nearby enemy champions required, added damage (it doesn't directly scale with level, but since the amount of renewals allowed increases with level, the damage outcome of this skill will be indirectly increased), added renewal limit, and added the bonus effect for renewal. Flat Magic Penetration was the way I figured out would be less weird for his role and most probable builds while still being effective. This way of stealth would help him get to the back of the enemy team without being the hated way of stealth Eve and Twitch have.
His total possible single target burst at level 18 without AP and without counting Q's passive is 1170 magic damage.
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.
Just a question to this:
If an enemy champion uses a HP pot and you attack the enemy with this, does 50% of the healing from the HP go to CAC, or does CAC has to use it before the healing starts?
Just a question to this:
If an enemy champion uses a HP pot and you attack the enemy with this, does 50% of the healing from the HP go to CAC, or does CAC has to use it before the healing starts?
Dotter wrote:
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.
Just a question to this:
If an enemy champion uses a HP pot and you attack the enemy with this, does 50% of the healing from the HP go to CAC, or does CAC has to use it before the healing starts?
Eh, imo it should steal healing from all sources. Potions, lifesteal, spell vamp, support skills...
About the healing we're only talking about one heal, or are we talking about all healing over a period of time? One heal might just be a very frigin' little amount if potions are counted in. I think it, in this case should only be about allies healing the person hit with the spell, and also the summoner spell Heal.
If we however decide that it should be based on a period of time, I think it's fair to add potions etc. since potions really just give a higher health regen in the period. Therefore it could fx be a matter of 3 seconds, where you get half that regen. Very incignificant indeed, however I would mostly propose the scenario above, where the user has an amount of time in which they can absorb a potential heal :3
If we however decide that it should be based on a period of time, I think it's fair to add potions etc. since potions really just give a higher health regen in the period. Therefore it could fx be a matter of 3 seconds, where you get half that regen. Very incignificant indeed, however I would mostly propose the scenario above, where the user has an amount of time in which they can absorb a potential heal :3
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As we have it now, wouldn't a combo of Q, W, R essentially keep 1 or more people in place and therefore become VERY vulnerable to your carry? The only person who has that kind of power is Blitzcrank and maybe Singed or Tristana. Should also make it so that your Q active doesn't stack with your Q passive so you can't just silence someone for 10 seconds. As it is now the only way someone could escape this champion is with like 5 phantom dancers. Silence + Silence = at least 5 seconds of silence and even more time with the fear...it just seems extremely OP because even Tristana can't escape when she can't use her skills. So I think what we should do is take the Q active and make it like Noc's W. A spell shield, and if a spell is hit, AS is increased. That way you aren't guaranteed 5 seconds of silence. Also seems to me that if you just built this champion with CDR/AS (like xin?) you could pretty much perma slow/tether/silence an enemy champion. You wouldn't do as much damage as say xin, but you're ranged and xin isn't. Which leads me to believe you can just stay at the back of a fight and single out an enemy for your team to focus...rinse and repeat.
In this thread, we will discuss refinements and fixes to make to the current accepted skillset. Start tossing around numbers, types of CC, and anything else relevant to the project.
CAC 1 is a ranged DPS champion.
The winner of the last skillset poll was Trojan995, meaning that his skillset will be our concept to work on for this project.
Passive: CAC1 gains a speed boost after the extent of an enemy crowd control spell is worn off.
Q: Passive: CAC1 deals extra damage and silences the enemy every (x)th attack, .
Active: CAC1 launches a projectile that deals damage and silences the enemy.
W: CAC1 tethers enemy champion. If enemy champion leaves the range of the tether, the enemy is slowed (significantly) and (other CC?).
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 damages and 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 (x) seconds. Additionally, every tick that the fear is renewed, CAC1 gains bonus attack damage (attack speed, maybe?) for (longer than the CC duration) seconds.
Our concept is Jet's Anti-Support Debuffer.
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.