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My idea of a melee carry: MM, the Death Dealer

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Idea

For a while, I've been talking about melee carries returning, with mixed results.
So here is a champion who behaves mostly like a marksman with melee range, and slight increases in survivability and mobility to make due.

High damage with autoattacks much like a Marksman, but a mix of rather average tankiness and mobility rather than a lack in both; with abilities to defend themselves in clutch plays, achieve higher mobility and function with autoattack stats.

He is labeled as a Fighter-Assassin because these are the classes more fitting of melee damage dealers, and since he is more about damage over time than burst, he is classified as a Fighter first despite his resistance being rather low for the standard.

I'm still a bit hesitant about how much he should get a generic marksman skillset that seems to be one poke, one defensive ability (mobility or CC), another ability, and an ult with large global presence. This is a very present template with marksmen who have like three of the four at least; Caitlyn Cupcake, Jinx Graffiti chick, Draven Super Ego, much?).

This is the main problem, but this character skirts the lines. He has tools of a melee carry (props to User:Willbachbakal):

  • Strong autoattack steroids:
    • His passive and W both are glorified auto-attacks.
    • Plus, his second-cast Q gives him a boosted auto-crit on his next auto-attack.
    • W can stack with either passive or second-cast Q for more pain, almost to the point of giving him burst, alas.
  • Strong ability scaling around auto-attack based stats:
    • His second-cast Q even scales on 100% critical strike chance.
    • The rest of his skills scale on AD, most often 100% except his W autoattack boost (50% bonus AD), and E's shield (10% AD).
  • Top-tier mobility.
    • Passive allows him to jump in on someone from a range just below a Marksman's.
    • Q is a poke with 1000 range, with a second cast that also allows him to get in.
    • Only his almost-global Q isn't an enemy-targeted dash, so he'll still have to be wary because he doesn't have real clutch escapes (who busts an ultimate to escape?), forcing a Flash pick. But everyone already picks Flash.
  • Innate squishiness compensated by clutch defensive abilities:
    • His health is low (even Jinx gets at his level by level 5 and surpasses him afterwards).
    • He relies on his spell shield to gain resistances for 4 to 6 seconds.

Most standard marksmen tools are contained in his arsenal.

  • A long-range poke scaling on AD: His Q has 1000 range, which is not that good, but still makes him a contender in poke wars.
  • Damage over time: His auto-attack boosts can deal damage over time like his W, plus with the attack speed boost from his ult, he'll keep dealing continuous damage with autoattacks.
  • Focus on basic attacks. His passive, second-cast Q and W work around basic attacks. Passive gives it a leap function and bonus damage, second-cast Q does a boosted auto-crit, and W is a roided-up autoattack.
  • High scaling: Most of his skills scale on 100% AD or bonus AD. Plus his second-cast W deals increased critical strike damage.

Despite all of that, he can't be labeled as a Marksman because most of his damage, especially since it comes mostly from autoattacks, is done up-close.

Nevermind the name of the character or the abilities. It's the effects I'm trying to balance here.

The Champion

1 Growth 18 1 Growth 18
Health 520 (+81) 1897 Attack damage 53 (+3) 104
Health regen. 6.3 (+0.65) 17.4 Attack speed 0.638 (+3%) 51.6%
Mana 280 (+43) 1011 Armor 23 (+3) 74
Mana regen. 8 (+0.65) 19.1 Magic resist. 30 (+0) 30
Attack range 125 Mov. speed 330

MM, the Death Dealer is a custom champion design.

Abilities

MMassive MMileage
ChampionSquare

If he has not dealt damage in the last 20 / 18 / 16 / 14 seconds, MM will jump with his next basic attack, from a range of 525. This attack also deals 10 / 30 / 50 / 70 (+ 10% AD) extra physical damage.

MMassive MMileage's cooldown is reduced by 0.5 second for each instance of damage he receives (1 if it was a champion).


MMissile MMark
RANGE: 950
COST: 100 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
ChampionSquare

Active: Throws a hooked missile that deals physical damage and leashes the target, slowing them by 10% while the leash is active. The leash breaks if the opponent is 1300 units away.

  • Damage: 70 / 120 / 170 / 220 / 270 (+ 100% bonus AD)
MMunching MMark
RANGE: 1300
COST: 50 mana
ChampionSquare

Active: Pulls himself to the leashed target. His next attack against said target will hit critically, with increased critical hit damage.

  • Critical hit damage percentage bonus: 10% / 20% / 30% / 40% / 50% (+ 100% critical strike chance)


MMotion MMaul
RANGE: 175
COST: 85 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
ChampionSquare

Active: Enhances his next basic attack. It deals extra physical damage and slows its target for 5 seconds.

  • Damage: 10 / 60 / 110 / 160 / 210 (+50% AD)
  • Slow: 10% / 15% / 20% / 25% / 30%

MMotion MMaul's cooldown refreshes if the target is killed within the slow duration.


MMight MMincer
COST: 100 mana
COOLDOWN: 20
ChampionSquare

Passive: Gains penetration on bonus armor.

  • Passive: 10% / 15% / 20% / 25% / 30%

Active: Raises a spell shield to protect himself for 1 second. If he successfully blocks an ability, the spell shield stays up longer to give him bonus armor and magic resist and cancel all slows on MM while it stays.

  • Extended shield duration: 4 / 4.5 / 5 / 5.5 / 6
  • Bonus armor: 10 / 20 / 30 / 40 / 50 (+ 10% bonus AD)
  • Bonus magic resist: 5 / 10 / 15 / 20 / 25 (+ 10% bonus AD)


MMortar MMash
RANGE: 2000 / 2500 / 3000
COST: 100 mana
COOLDOWN: 120 / 105 / 90
ChampionSquare

Charges one second, then dashes in a direction, gaining extra speed after one more second. MMortar MMash deals physical damage to all enemy units, stopping upon colliding with an enemy champion to cause an explosion, dealing physical damage in an area around him. Units hit the dash don't take damage from the explosion. After a collision with a champion, MM gains bonus attack speed for 10 seconds.

ChampionSquare
Q - W - E: MM redirects his MMortar MMash. This cannot happen before he reaches maximum speed, and cannot turn more than 90°.
ChampionSquare
R: MM stops MMortar MMash and causes an explosion around him, dealing physical damage around him as if he collided with Mortar Mash.

  • Physical Damage: 250 / 350 / 450 (+ 100% bonus AD)
  • Attack speed bonus:: 25% / 30% / 35%


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More from Poisonshark

Kudos to:

  • Willbachbakal, for helping me get a few unique stuff, namely that top sig thingy.
  • GreenMoriyama, for the great stuff he makes, and his personality.
  • Lesdin, for the astonishing visual work on his content.
  • Mineko, for being a helpful mod all around and helping me become a nicer wiki-something-guy.
  • Keith, my brother I know under so many names, for hooking me into the game.
  • Rito Gems, for this game, of course.

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