Q: Passive: CAC1 deals 25/40/55/70/85 (+0.35:AP) bonus magic 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 by 35%/40%/45%/50%/55% for 3 seconds.
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:
W: CAC1 tethers the target enemy champion. If the enemy champion leaves the range of the tether in the next 3 seconds, it takes 80/120/160/200/240 (+0.7:AP) damage and is stunned for 1/1.25/1.5/1.75/2 second(s).
E: CAC1 inflicts 12/24/36/48/60 (+0.15:AP) damage per second and a debuff upon the enemy for 5 seconds. 50% of any healing effect (including lifesteal, spellvamp and potions) the target receives will be given to CAC 1 instead.
Active: CAC1 launches a projectile that deals 70/110/150/190/230 (+0.7:AP) magic damage and slows the enemy hit by it by 35%/40%/45%/50%/55% for 3 seconds.
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:
W: CAC1 tethers the target enemy champion. If the enemy champion leaves the range of the tether in the next 3 seconds, it takes 80/120/160/200/240 (+0.7:AP) damage and is stunned for 1/1.25/1.5/1.75/2 second(s).
E: CAC1 inflicts 12/24/36/48/60 (+0.15:AP) damage per second and a debuff upon the enemy for 5 seconds. 50% of any healing effect (including lifesteal, spellvamp and potions) the target receives will be given to CAC 1 instead.
I think what's needed now is something that counters the trinity tank meta... Something that absorbs burst in some way - for her "w" Maybe like kassadin's old w, some passive burst reduction, on active something offensive? Thoughts?


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Credits for my signature goes to Lazukin - Visit his thread here
Tanky is a prefix to DPS, don't **** with me about Jarvan tank.
Q:
Passive: CAC1 silences enemy for 0.5 seconds and deals (35 / 45 / 55 / 65 / 75) every 5th attack
Active: CAC1 fires a projectile that deals (65 / 100 / 135 / 170 / 215) (+1 per bonus attack damage) physical damage and silences for (1.5 / 1.5 / 1.5 / 2 / 2) seconds.
Range: 600
Cooldown: (22 / 18 / 14 / 10 / 8)
Reasoning: I put the passive as a minor bonus, mostly just like a TF 4th card proc that's not a part of vital DPS but still helps. The passive would mainly be a disruptor instead of a heavy silencer, best for interrupting nunu and katarina channels and such. The active is a lot like MF's double up, and this would be better for a minor disable on the enemy AP carry. The range is typical range afaik, but the cooldown is meant to be extraordinarily high, especially at low levels - if you've ever laned against a kassadin as an AP champ, you know what I'm talking about when I say it's impossible to trade blows with an enemy whose main nuke is a silence; giving this power to a ranged carry who can deal hefty damage with auto attacks too would be too much. This would make CAC1 less of a pain in the *** in the early levels but still potent later on. I also made the active bonus AD instead of base AD so it isn't crazy damage early on.
W:
CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2.5 / 3 / 3.5 / 4) seconds and takes (35 / 45 / 55 / 65 / 75) (+ .2 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (20 / 30 / 40 / 50 / 60)% for 4 seconds and takes (60 / 120 / 160 / 190 / 220) (+ 1 per AP) damage.
Range of activation: 650
Range of tether: 800
Cooldown: 18
Reasoning: These numbers make it kind of a mind-game for the enemy. They can either sit within the tether, remain un-CC'ed, and take periodic damage, or they can instantly snap the tether, get away while slowed and take burst damage. Snapping the tether way-late will make the enemy take both periodic and burst damage, which can add up to be a LOT. This makes the enemy stay and fight or GTFO quickly, but not both. I put good AP ratios because this can't really be abused by stacking AP, so why not gain benefit from what little AP one could possibly have, such as from a
Trinity Force. The cooldown would be high so that it wouldn't really be viable to be used more than once in a fight.
E:
CAC1 inflicts (55 / 95 / 125 / 165 / 195) (+ 0.8 per AP) damage over (4 / 4.5 / 5 / 5.5 / 6) seconds and puts a debuff upon the enemy. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.
Range: 650
Cooldown: (26 / 24 / 22 / 18 / 16)
Reasoning: The long duration makes it so that the heal transfer is actually possible, without "oh let's just not heal this target for 2 seconds, it can become a real nuisance. The debuff would be QSS/cleansable, so that vladimirs and swains would have no trouble getting it off if it proves to be THAT troublesome. This would mostly be like a tristana E, but with less damage due to the MASSIVE utility. The cooldown would be forever high because the duration is really long, and it'd be really annoying if it could be constantly reapplied.
Overall:
Most of what I aimed for was a high utility, decent damage setup. None of the spells (except for the tether, if executed properly) deal heavy damage, but they all bring lots of utility and CC to the table - enough that almost rivals Ashe. The AP ratios might look good, but I think CAC1 is set up in such a way to completely deter stacking AP - high cooldowns on AP abilities, and an AD ratio on Q.
Passive: CAC1 silences enemy for 0.5 seconds and deals (35 / 45 / 55 / 65 / 75) every 5th attack
Active: CAC1 fires a projectile that deals (65 / 100 / 135 / 170 / 215) (+1 per bonus attack damage) physical damage and silences for (1.5 / 1.5 / 1.5 / 2 / 2) seconds.
Range: 600
Cooldown: (22 / 18 / 14 / 10 / 8)
Reasoning: I put the passive as a minor bonus, mostly just like a TF 4th card proc that's not a part of vital DPS but still helps. The passive would mainly be a disruptor instead of a heavy silencer, best for interrupting nunu and katarina channels and such. The active is a lot like MF's double up, and this would be better for a minor disable on the enemy AP carry. The range is typical range afaik, but the cooldown is meant to be extraordinarily high, especially at low levels - if you've ever laned against a kassadin as an AP champ, you know what I'm talking about when I say it's impossible to trade blows with an enemy whose main nuke is a silence; giving this power to a ranged carry who can deal hefty damage with auto attacks too would be too much. This would make CAC1 less of a pain in the *** in the early levels but still potent later on. I also made the active bonus AD instead of base AD so it isn't crazy damage early on.
W:
CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2.5 / 3 / 3.5 / 4) seconds and takes (35 / 45 / 55 / 65 / 75) (+ .2 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (20 / 30 / 40 / 50 / 60)% for 4 seconds and takes (60 / 120 / 160 / 190 / 220) (+ 1 per AP) damage.
Range of activation: 650
Range of tether: 800
Cooldown: 18
Reasoning: These numbers make it kind of a mind-game for the enemy. They can either sit within the tether, remain un-CC'ed, and take periodic damage, or they can instantly snap the tether, get away while slowed and take burst damage. Snapping the tether way-late will make the enemy take both periodic and burst damage, which can add up to be a LOT. This makes the enemy stay and fight or GTFO quickly, but not both. I put good AP ratios because this can't really be abused by stacking AP, so why not gain benefit from what little AP one could possibly have, such as from a

E:
CAC1 inflicts (55 / 95 / 125 / 165 / 195) (+ 0.8 per AP) damage over (4 / 4.5 / 5 / 5.5 / 6) seconds and puts a debuff upon the enemy. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.
Range: 650
Cooldown: (26 / 24 / 22 / 18 / 16)
Reasoning: The long duration makes it so that the heal transfer is actually possible, without "oh let's just not heal this target for 2 seconds, it can become a real nuisance. The debuff would be QSS/cleansable, so that vladimirs and swains would have no trouble getting it off if it proves to be THAT troublesome. This would mostly be like a tristana E, but with less damage due to the MASSIVE utility. The cooldown would be forever high because the duration is really long, and it'd be really annoying if it could be constantly reapplied.
Overall:
Most of what I aimed for was a high utility, decent damage setup. None of the spells (except for the tether, if executed properly) deal heavy damage, but they all bring lots of utility and CC to the table - enough that almost rivals Ashe. The AP ratios might look good, but I think CAC1 is set up in such a way to completely deter stacking AP - high cooldowns on AP abilities, and an AD ratio on Q.
Trojan:
your Q is nice, I'm just wondering if there shouldn't be more then 4 attacks in between, since there will naturally be a pretty fast attack speed on an AD carry (say 2 at endgame, means silence 1/4 of the time in a fight).
W and E ok, I agree with the long duration/long cd, since it does make it a high utility spell.
JEFFY40HANDS:
your q has way to high silence on the passive, since it will (almost) be a permasilence. Also the active should have a .5/1/1.5/2/2.5 instead of a .5/1/2/2.5/2.5 . Your durationscaling just doesn't make sence to me.
You also need a range on your tether (W), since it will determine a lot of it's utility.
Your duration on E is also very high, almost to the extend of making it an ult (if nothing else then cd-wise). You also need ranges and cooldowns in your submission for it to be useful
your Q is nice, I'm just wondering if there shouldn't be more then 4 attacks in between, since there will naturally be a pretty fast attack speed on an AD carry (say 2 at endgame, means silence 1/4 of the time in a fight).
W and E ok, I agree with the long duration/long cd, since it does make it a high utility spell.
JEFFY40HANDS:
your q has way to high silence on the passive, since it will (almost) be a permasilence. Also the active should have a .5/1/1.5/2/2.5 instead of a .5/1/2/2.5/2.5 . Your durationscaling just doesn't make sence to me.
You also need a range on your tether (W), since it will determine a lot of it's utility.
Your duration on E is also very high, almost to the extend of making it an ult (if nothing else then cd-wise). You also need ranges and cooldowns in your submission for it to be useful
I'm back!
Mastarwe wrote:
Trojan:
your Q is nice, I'm just wondering if there shouldn't be more then 4 attacks in between, since there will naturally be a pretty fast attack speed on an AD carry (say 2 at endgame, means silence 1/4 of the time in a fight).
W and E ok, I agree with the long duration/long cd, since it does make it a high utility spell.
JEFFY40HANDS:
your q has way to high silence on the passive, since it will (almost) be a permasilence. Also the active should have a .5/1/1.5/2/2.5 instead of a .5/1/2/2.5/2.5 . Your durationscaling just doesn't make sence to me.
You also need a range on your tether (W), since it will determine a lot of it's utility.
Your duration on E is also very high, almost to the extend of making it an ult (if nothing else then cd-wise). You also need ranges and cooldowns in your submission for it to be useful
I changed my skillset to reflect your suggestion, thanks!
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This thread will be for the Q, W, and E skills only.
You do NOT need to draft submissions for each individual skills. It's fine if you submit skills for just the Q, or just the E, or perhaps W and E (or obviously all three skills are fine too).
When drafting submissions, remember to follow the format of the original template and to keep the function of the other skills in mind.
When drafting submissions for the Q, W, E, and passive skills, keep in mind the numbers used for the previous skills and whether your skill will be balanced in comparison.
Our R skill winner is Lott:
CAC 1 is a ranged DPS champion.
Our skillset template is:
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.
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.