Views: 1456 Champion Concepts: Mallik, Fury of the Earth
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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.
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
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
9 AD, 9 Scaling Health, 9 Magic Resistance, 3 AD
21/9/0
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
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.
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.
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!
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:

Essential:



Offensive:




Defensive:




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


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!
Beautiful. Is this what your computer dreams about?
Then why do you even bother including them?
To tweak them based on feedback. I should clarify, I was only ignoring them in my responses as there's no point in saying "this number can be changed" for every point made regarding numbers.
Two nouns don't combine into a single noun or concept; it's like you're saying "wall bookcase", does that mean the bookcase is made to stand on walls, against them, or is it mounted to a wall? We do not and can not know; this passive's name suffers from the same issue.
Also, being able to ignore things that a role like AD traditionally avoids... well, that just breaks the character; ADCs will continue to deal high damage as long they are alive, this guy will always stay alive. Personally, I would've made it that once every 60 seconds or so he'll be able to instantly break a stun, snare, or really high slow, and gain a short movespeed boost as well. Mostly because that goes better with the idea of an ADC, but it allows you to take risks better.
I think you're reading into the name a bit too much. I think it's pretty simple to understand, he's a dude that uses rock and stone as armor in order to ignore CC and damage.
As for the second point, that's fine. There are plenty of champions that break and skew their roles as is.
The true damage needs to be toned down, well, honestly, with that amount of attack speed, I'd say just cut it entirely. The fact you'll always be attacking way faster than the enemy ADC should be good enough. You could also change the charge system that's more like Shiv, because then it takes far longer to ramp up. Also, Jayce W has always been a really ridiculous ability, but never that problematic because he's not a ranged carry.
Well, I could just make it some kind of health percentage based bonus damage. Keeps going towards his tank killer role without being massively dumb. The attack speed could also scale via rank. Another idea would be to remove the scaling on the true damage, but then it would just be
Only other champion with an AD scaling on a shield. Also, her shield is not infinitely better because there's far less utility to it. The blind makes him immune to most a melee character can do, and if the blind triggers once on an opposing ADC, then they instantly die.
The devil is in the details.
That still does not make a 1.5 second ranged AoE stun that also inflicts massive amounts of damage okay. Sure, if you hit the ability in a way that it almost never hits, then it becomes less relevant, but it'll also turn him binary; either hit, and you win, or you don't get an autowin just yet.
As for the comparisons: Chompers - This is Jinx' only defensive ability, also it does magic damage, and has a lower duration snare. Enchanted Crystal Arrow - Not only an ult, but Ashe's entire existence. Also, again, her only ability that can be used defensively. Condemn - Requires a wall to function to its full potential, so your opponent is in control on that one. Chain of Corruption - Pretty much the same story as Ashe, also, it's a snare.
Perhaps this ability could indeed be changed to something else. I admit it was kind of filler-ish. What would you suggest adding here to go better with the champion's theme?
Also, if this guy is on the level of power as other tier 1 carries, then why even bother playing others? This guy lacks mobility, but excels at everything else, and on top of that, you just can't kill him even if you try hard. Picking assassins into him is stupid because of this ultimate; it's just a free QSS that you can immediately cancel again for a lot of damage, then 2-hit them. Also, he's not less mobile than Varus, he's just as mobile.
he doesn't excel at everything else. As I mentioned, his DPS outside of his Q is low. Like, super low. He reverts to sluggishly auto attacking you because I made his base AS as low as Graves' and his AS per level even lower than his. His only other "reliable" form of damage is the E, which is harder to land.
On the ultimate; it doesn't say anywhere that you can cancel it. It says the damage happens at the end of the effect, or if he dies. People have plenty of time to get away from that explosion as he's slow as hell in this state, and the radius isn't too big. Unless he flashes at you to hit or something.
And nah, he's slower than
You are merging a bruiser and an ADC and shove the hybrid into either one role; in fact, you can build this guy bruiser and it would work just as well. His lower range will probably keep him out of bot lane, but will still be fine for other lanes. Not that I think he'd outright lose botlanes; supports are a great part of the bot lane too.
If I tone down the Q, then he likely wouldn't have the damage to outright win top lane as easily, and as with all ADCs top, he'd have to be very careful about ganks. He's still slow as hell and has to use abilities to defend himself, he can shrug off some CC, but he's still kind of a sitting duck vs ganks.
I do appreciate the critique though! It gives me something to think about changing on the idea. The core theme requires a few things though; namely the ultimate. That ability is kind of what makes him... him.
As usual, I will ignore number based critique as it can be tuned, but will address your other points.
Then why do you even bother including them?
Passive name; Ignorance is simply ignoring or being oblivious to something, either by being too stupid, or because it doesn't affect you, yes? The entire concept of the champion is to outright ignore what would kill other AD carries. He is built to be intentionally better at dealing with melee champions and CC, and horrible at dealing with champions that have higher range.
Two nouns don't combine into a single noun or concept; it's like you're saying "wall bookcase", does that mean the bookcase is made to stand on walls, against them, or is it mounted to a wall? We do not and can not know; this passive's name suffers from the same issue.
Also, being able to ignore things that a role like AD traditionally avoids... well, that just breaks the character; ADCs will continue to deal high damage as long they are alive, this guy will always stay alive. Personally, I would've made it that once every 60 seconds or so he'll be able to instantly break a stun, snare, or really high slow, and gain a short movespeed boost as well. Mostly because that goes better with the idea of an ADC, but it allows you to take risks better.
Q; The true damage can be toned down at early ranks, and perhaps made to only trigger on champions and perhaps lane minions. Jungling this guy would be funny, but I'd want to avoid that, so you have a point there. As for the attack speed, I could lower the amount of charges he can actually have via rank perhaps? 3-8 at rank 5? That way at rank 1, it's not even much better thank Jayce W.
The true damage needs to be toned down, well, honestly, with that amount of attack speed, I'd say just cut it entirely. The fact you'll always be attacking way faster than the enemy ADC should be good enough. You could also change the charge system that's more like Shiv, because then it takes far longer to ramp up. Also, Jayce W has always been a really ridiculous ability, but never that problematic because he's not a ranged carry.
W; I'm not sure why you brought up Riven as a comparison because her shield is still infinitely better. It's nearly a third of the cooldown, and has both higher base, and a 100% bonus AD ratio. Pretty sure that makes it more powerful than this shield with a 30% total ratio. Also it's a dash. And on a champion with 11x the mobility, and higher base defensive stats. As for the blind, it's just there to solidify his anti-melee role. I tried keeping the range low enough so he can't use it easily against other ADCs.
Only other champion with an AD scaling on a shield. Also, her shield is not infinitely better because there's far less utility to it. The blind makes him immune to most a melee character can do, and if the blind triggers once on an opposing ADC, then they instantly die.
E; This ability is deserving of the power it has. In my mind this thing moves slowly. Think like, Soraka Q, or possibly slower. It's easy to telegraph and avoid. It's better for follow ups. As for giving a ranged champion CC;
That still does not make a 1.5 second ranged AoE stun that also inflicts massive amounts of damage okay. Sure, if you hit the ability in a way that it almost never hits, then it becomes less relevant, but it'll also turn him binary; either hit, and you win, or you don't get an autowin just yet.
As for the comparisons: Chompers - This is Jinx' only defensive ability, also it does magic damage, and has a lower duration snare. Enchanted Crystal Arrow - Not only an ult, but Ashe's entire existence. Also, again, her only ability that can be used defensively. Condemn - Requires a wall to function to its full potential, so your opponent is in control on that one. Chain of Corruption - Pretty much the same story as Ashe, also, it's a snare.
R; It gives him DR sure, but remember that he's still an AD carry. DR is fantastic on a champion like Maokai or Alistar because they build armor, health and MR, which multiplies their tankiness even further. Mallik gains not even half of the DR on his ult that Alistar does on his. The tenacity is likely to save his bacon more than the DR. But an ultimate like this is necessary for the champions intended playstyle. He's meant to kind of face tank melee champs, which his ult, his W and passive all work towards doing. Also remember that he's even less mobile than
But my point is that ranged carries avoid this at all costs; pushing this guy into that just kind of breaks the role, or at least takes away everything that makes the role feel special. Also, if this guy is on the level of power as other tier 1 carries, then why even bother playing others? This guy lacks mobility, but excels at everything else, and on top of that, you just can't kill him even if you try hard. Picking assassins into him is stupid because of this ultimate; it's just a free QSS that you can immediately cancel again for a lot of damage, then 2-hit them. Also, he's not less mobile than Varus, he's just as mobile.
Final points; It's supposed to contradict every other ADC's playstyle. On paper it may seem like he's becoming super saiyan, but in practice he'd actually need all of those things to survive and play as intended. And even with those things, he does has obvious weaknesses. He's easily abused in lane, his DPS is lackluster without his Q available, or charged, he has lengthy cooldowns, mages and carries like
You are merging a bruiser and an ADC and shove the hybrid into either one role; in fact, you can build this guy bruiser and it would work just as well. His lower range will probably keep him out of bot lane, but will still be fine for other lanes. Not that I think he'd outright lose botlanes; supports are a great part of the bot lane too.
Passive name; Ignorance is simply ignoring or being oblivious to something, either by being too stupid, or because it doesn't affect you, yes? The entire concept of the champion is to outright ignore what would kill other AD carries. He is built to be intentionally better at dealing with melee champions and CC, and horrible at dealing with champions that have higher range.
Q; The true damage can be toned down at early ranks, and perhaps made to only trigger on champions and perhaps lane minions. Jungling this guy would be funny, but I'd want to avoid that, so you have a point there. As for the attack speed, I could lower the amount of charges he can actually have via rank perhaps? 3-8 at rank 5? That way at rank 1, it's not even much better thank Jayce W.
W; I'm not sure why you brought up Riven as a comparison because her shield is still infinitely better. It's nearly a third of the cooldown, and has both higher base, and a 100% bonus AD ratio. Pretty sure that makes it more powerful than this shield with a 30% total ratio. Also it's a dash. And on a champion with 11x the mobility, and higher base defensive stats. As for the blind, it's just there to solidify his anti-melee role. I tried keeping the range low enough so he can't use it easily against other ADCs.
E; This ability is deserving of the power it has. In my mind this thing moves slowly. Think like, Soraka Q, or possibly slower. It's easy to telegraph and avoid. It's better for follow ups. As for giving a ranged champion CC;
R; It gives him DR sure, but remember that he's still an AD carry. DR is fantastic on a champion like Maokai or Alistar because they build armor, health and MR, which multiplies their tankiness even further. Mallik gains not even half of the DR on his ult that Alistar does on his. The tenacity is likely to save his bacon more than the DR. But an ultimate like this is necessary for the champions intended playstyle. He's meant to kind of face tank melee champs, which his ult, his W and passive all work towards doing. Also remember that he's even less mobile than
Final points; It's supposed to contradict every other ADC's playstyle. On paper it may seem like he's becoming super saiyan, but in practice he'd actually need all of those things to survive and play as intended. And even with those things, he does has obvious weaknesses. He's easily abused in lane, his DPS is lackluster without his Q available, or charged, he has lengthy cooldowns, mages and carries like
Edit: I've taken your points into consideration and made some changes:
Q – Borderline broken, I feel like a fool trying to explain this: He has 2.5 attack speed at will and does massive additional true damage with each attack. So, considering he will be attacking about 3 times as fast early-game, with twice the damage, excluding the passive, and not giving two ****s about resistances, yeah, he will just autowin top lane at level 1 and well, bot lane's ****ed too. Hell, I even think he'll be the fastest jungler ever as well. Oh whatever, just put him anywhere coach, he's ready.
W – I don't see the need for a shielding ability on a ranged carry, but well, it scales with total AD, because why not? The only stat he can really be bothered about purchasing. Hell, even Riven can't compete with this stuff. On top of that, it's a blind for some reason as well, on top of lasting up to six seconds. I don't get why it's a blind? Are you trying to push him into any lane but mid lane? Or do you simply want to make it impossible to duel him?
E – Base damage at level 1 will be 130+, physical. Additionally, it's ranged, AoE, and it stuns. Need to say more? I thought so. Also, why are we giving a ranged character this kind of CC? In short: borked.
R – QSS on crack; sure it'll make you move slower, but it will make you actually impossible to kill, assassinate, fight, duel, or be caught off-guard. Then, if that wasn't enough, we get crazy damage from it as well, and not just when you die (which shouldn't be possible anyway). I think even Ekko envies this ultimate. This guy doesn't need do-overs.
In short: Kit is incoherent, non-synergistic with both itself and the role he is supposed to be fulfilling, but every bit is inherently beyond broken, so yeah, fun ideas I guess, but you need to find a focal point and stick to it. Also, tone down the power level; he shouldn't be Goku (Holy f, did I just make a DBZ reference? Damn).