I'm planning on entering this month. I'm also planning on mixing things up by fulfilling the theme of gift giving as questionably as possible... with a socialist Robin Hood-esque figure. Hopefully I won't get eliminated.
Ok, here it is. Oh, and I just posted this on my own thread, because Moby said it would be easier for him. Sorry, didn't realize that. Find it at Maykom- The Scourge of Zaun.
Maykom- The Scourge of Zaun
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Dat Lore:
Maykom Zelibeck grew up as an orphan on the streets of Zaun, in and of itself an impressive feat. He had to learn at a young age the delicate arts of pick-pocket, thievery, and conning the naïve and rich. Eventually, he became the leader of a small gang of young ruffians. Maykom developed almost paternal feelings for the group, which was only strengthened as numbers of them were imprisoned by authorities or killed by the harsh life they lead. At the age of 12 he was able to procure a job of manning the assembly line in a factory for Priggs Industries. The young boy was awed by the factory and its wonders, and was also able to use the pay to keep his gang alive. He learned all he could about industry and techmaturgy, and eventually found his calling by learning of a strange, sometimes competing source of technology with techmaturgy: “electricity”. Few knew how to work this power source, so Maykom became a highly demanded electrician. Maykom began developing new devices to assist his gang, as well, that ran solely off of electricity and used no techmaturgy whatsoever.
A few years after learning his trade, Maykom was contracted to install electrical lights in the office of a rich factory owner. Maykom saw the opulence and splendor of his employers for the first time, and was amazed, at first. Later, he thought of the plush carpet and gilded, priceless sculptures in that office, while he sat on a barrel in the plague-ridden sewer he called home. Slowly, his awe changed to disgust. How could those factory owners do no real work, and live in a state of heavenly bliss, while Maykom and his gang worked their fingers to the bone and still had to worry about starving each day? Where was the justice in that? Maykom was not the kind to sit around idly while he saw injustice in the world. He took his friends and armed them with his electrical devices, and set out that night to instill a little more justice in the world. The next day, some rich factory owner came home to find his house looted of all valuables. Maykom took all the money and valuables back to his sewer. He could live like a king on this. But where was the justice in that? Why should he live like a king while many others he knew didn’t?
A new way of life was born for Maykom and his gang. They would loot a factory or bank or any other establishment they saw stealing money off the backs of workers and distribute their spoils among the needy and destitute. He probably gave more money away than even the rich will ever see in their lives, all the while living only a modestly comfortable life with his men. The Zaunite officials searched desperately for the criminally rogue philanthropist, but no face was put to the thief until the League of Legends was established. Maykom saw in it an opportunity to publicize the plight of all the poor and all the workers in Zaun, to finally give them a voice in the world. He left his men with some electrical gadgets and the task to continue their mission, while Maykom left for the Fields of Justice, where he could hopefully find a little justice for the common man.
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Abilities:
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Innate: Rapidly Multiplicative Monetary Redistribution Wire
Description: Maykom uses the strange electrical energy from this device to pull coins right out of the enemies' pocket. It can also double as a fancy shoelace in times of need.
Every time an enemy champion within 900 units of Maykom kills an allied minion, monster, or champion, Maykom and all allies within 900 units of that enemy gain 4 gold.
Explanation of Rapidly somethin somethin Innate:
This is a good ability to counter an enemy dominating a lane. If you are dominating the lane, it won't do much for you, but if the enemy is getting loaded with the monies, you won't fall so far behind. I think it would be a good way to balance out those annoying early game dominators in the League, whether Maykom is in top or bot or maybe even mid lane.
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Q: The “Fazer”
Description: Maykom’s new invention with the questionable name of the “Fazer” launches dart-tipped strings at an enemy and shocks them and all enemies touching the strings. Additionally, it charges itself and Maykom’s other equipment.
Passive:
The Fazer grants 1 stack of “Charged” every 5 seconds, affected by cooldown reduction. Stacks of “Charged” grant bonus effects to Maykom’s other abilities. Stacks up to 4 times.
Active:
Maykom launches 2 dart-tipped strings at an enemy within 500 units, which deal 10/20/30/40/50 (+60% AD) physical damage and stick to that enemy. They will only fall off if Maykom targets a different enemy with this skill or if the enemy moves more than 850 units away from Maykom. If Maykom reactivates this ability on an enemy that already has the strings stuck on them or double taps this ability while the strings are attached, then Maykom will consume a stack of Charged to shock all enemies touching the strings for 30/50/70/90/110 (+40% AP) magic damage and grant Maykom a stack of Empower. Empower will stack up to 4 times, lasts 4 seconds, raises the mana cost of this ability by 5, and increases the base damage by 10%. Upon reactivating this ability with 3 stacks of Empower, the Fazer will stun all enemies it hits for 1/1.25/1.5/1.75/2 seconds and consume all stacks of Empower. Maykom can cast this ability while moving.
Cooldown: 1 second
Cost: 15 mana
Explanation of the "Fazer":
This ability fulfills the ammo portion of the requirements, of course. It is a spammable ability similar to Evelynn's Hate Spike, but with a shorter cooldown, longer range, crowd control and less damage. Also, unlike Evelynn's Hate Spike, it isn't completely spammable, running out of ammo quickly. It is also built into a combo, granting it a similar effect to Nocturne's Unspeakable Horror, where if Maykom stays in range for the completion of the initial shot of the darts and 4 consecutive shots, he will afflict the enemy with crowd control. It is a good way to poke enemies in lane, whether as a support or in top lane. It is also a good way to stop an enemy chasing or running from you, while getting some damage out. It allows Maykom to fight better while alone than most supports.
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W: Power Transfer
Description: Maykom uses his handy-dandy modified jumper cables to drain the energy from an enemy and grant it to an ally. Make sure to never touch the red and black sides, or you will get a nasty shock... literally! HAHAHAHA*snort*HAHAHA. I crack myself up sometimes.
Maykom selects an ally (or himself) and an enemy that are both within 700 units of himself to link with Power Transfer. The allied target will heal for 10/14/18/22/26% of all damage the enemy deals for the next 5 seconds, while the enemy will take magic damage equal to 10/14/18/22/26% of all damage the ally takes for the next 5 seconds. For every stack of Charged that Maykom has upon casting this ability, the allied target will also steal 3% of the enemy's movement speed for the duration.
Cooldown: 17/16/15/14/13 seconds
Cost: 80 mana
Explanation of Power Transfer:
Power Transfer is loosely based off of Nasus's Wither and Hecarim's Spirit of Dread. This ability is a powerful way to change the outcome of an engagement with the enemy, but is too costly and takes to long to be a good guard against poke. If you have the mana, Maykom can use it to heal his ally or himself somewhat, or force the enemy to stop farming if they don't want to heal their enemies. I thought it sorta fit with Maykom's whole "steal from the rich, give to the poor." Like with his passive, he benefits from the work of others... *insert joke about communism or socialism here*
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E: Electromagnetic Charge
Description: Maykom throws a charge at a champion that detonates after a brief delay, releasing a cloud of confetti and deadly electricity.
Enemy Cast:
Maykom throws a charge at an enemy champion within 675 units. After .5 seconds, the enemy and all enemies within 500 units of them will take 60/110/160/210/260 (+80% AP) magic damage. For each stack of Charged upon cast, enemies within 500 units will be pulled towards the location of the main target by up to 100 units.
Ally Cast:
Maykom throws a charge at an allied champion within 675 units. After .5 seconds, the ally will be shielded for 60/110/160/210/260 (+80% AP) and all enemies within 500 units of them will take magic damage equal to that. For each stack of Charged upon cast, enemies within 500 units of the ally will be pushed towards the edge of the charge’s radius by up to 100 units.
Cooldown: 10 seconds
Cost: 60/70/80/90/100 mana
Explanation of Electromagnetic Charge:
This ability is fairly simple. It is a mix of an AoE and single enemy targeting or a shield and damage in an area. However, I think it gains far more depth and utility with a few stacks of Charged. Suddenly, it becomes a way to bunch up enemies for your allies' AoE ult and pull in the ADC hanging in the back, or to get those fighters that are about to initiate away from your front line. It can also be used to push enemies away from an ally in trouble while shielding them. I think this allows Maykom to scale better in mid and late game as a support for the whole team, not just for an ADC in a lane.
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R: The Maykom Coil
Description: Maykom uses a device that bears no relation to the Tesla Coil to arc electricity through the air to damage enemies and empower allies. The Maykom coil uses its own charging system, and thus will not benefit from Charges by The "Fazer".
Maykom activates the Maykom Coil to arc electricity that hits two random champions within 750 units each second, including himself. Champions will gain a vastly improved chance of being hit by electricity for each percent of health they are missing, and champions targeted by Maykom's abilities within the past 3 seconds will also have an increased priority. When the electricity hits an enemy champion, it deals 60/90/120 (+25% AP) magic damage, grants Maykom a stack of High Voltage and removes a stack of Alternating Current, if he has one. When the electricity hits an ally, it heals them for 50/70/90 (+20% AP), grants Maykom a stack of Alternating Current and removes a stack of High Voltage, if he has one. Maykom will start with 3 stacks of both Alternating Current and High Voltage upon first gaining this ability, and stacks will not be lost with time, only by hitting an enemy or ally. They stack up to 6 times each. The first stack of High Voltage Maykom has will increase damage The Maykom Coil deals to enemies by 4%, the second stack will increase it by 6%, the third by 8%, the fourth 10%, and the fifth 12%. The same stacking system is also true for Alternating Current, but for the heal to allies. The Maykom Coil costs 5/6/7 more mana to sustain each second it is active.
Cooldown: 8
Cost: 25 mana per second
Explanation of The Maykom Coil:
This ability is based off of Swain's ultimate, but made for team-wide support. Unlike Swain's ultimate, it strikes twice instead of 3 times a second, and doesn't heal Maykom for 75% of the damage. However, it has better base damage and increases the damage it deals by a percent with stacks on Alternating Current and High Voltage. The reason that the heal is less is because it practically has 100% magic penetration. While the damage will be doing less when enemies have magic resist, the heal does the same no matter what.Anyway, this stacking system is meant to balance out the damage vs. healing Maykom does as well as adjust itself to his needs. As allies lose health, the Maykom Coil will strike them more often, and he will gain stacks that grant him increasing amounts of healing power at the expense of damage. As allies lose health, Maykom will want to deal more damage to them before they escape, so he... will. Of course, this also depends on the positioning of Maykom. With a range of 750 units, he won't be able to hit all allies or enemies at once in a team fight. He will have to adjust his position to hit the targets he wants repeatedly.
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Statistics:Health: 422 +81/level
Health Regen: 8 +.35/level
Armor: 12 +3.75/level
Magic Resist: 30
Attack Damage: 46 +3.75/level
Attack Speed: .650 +3%/level
Mana: 180 +50/level
Mana Regen: 3.25 +.25/level
Movement: 345
Range: 500
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