Marrow (Character Idea)
Alex_sc11
Member Posts: 200 ★
Marrow
Marrow’s Mechanics
* Bone Armor. Marrow generates a bone armor with each hit on block and every time she ends a combo. This Bone Armor grants her a lot of Physical resistance (the highest in the game, as well as resistances to bleed, rupture and physical Bursts.
This also serves as a defense mechanism since depending on the amount of armor, Marrow reflects damage taken by critical hits.
This also enhances the damage done by her DOT
Character Class: Mutant
Basic Abilities: Physical Resistance .
, Regeneration, Bleed , Rupture
STRENGTHS:
* Marrow has a high survival threshold due to a very high physical resistance and Regeneration
* combining her bleed and rupture debuffs She has high dot damage ceiling depending on her amount of bone armor
* Her Bone Armor can make her tank indestructible to sp3s.
WEAKNESSES:
* Regeneration Reversal: With each special thrown Marrow gains a very good passive regeneration that can be used against her if reversed.
* Although Marrow has a healthy amount of armor most of her resistances are used directed towards physical attacks, so she’s is quite open to receive any energy damage
ABILITIES:
Bone Armor (Max stacks 300)
- Marrow constantly generates more and more bones coming out of her body, she uses this as a dual threat both for attack and Defense.
- Begin each fight with 20 Bone Marrow stacks , generate 5 stacks with each well timed block, 1 stack each time the opponent makes contact & 7 stacks with each combo ending attack from either champion.
- Bone Armor provides the next benefits:
- [ ] 80% bleed resistance
- [ ] 80% rupture resistance
- [ ] +10.5 physical resistance per charge
- [ ] +2.5 armor
- [ ] Each stack of Bone Armor reflects 2% of the damage taken by critical hits even if received through block
- Consume 100 Bone armor charges to decrease any sp3 attack to no more than 5% of health.
Heavy Attacks
- Consume 10 Bone armor charges to refresh any damage over time effects
Special Attacks
- Consume 10 Bone armor charges each time a special attack is launched to generate a regeneration passive with 10% of missing HP per bar spent
- Each bone armor charge gives a 1% to make the special hits guaranteed critical hits
Special 1
- Inflict a bleed debuff dealing 18 860 damage over 7 seconds.
- At the end of the special generate 15 Bone Armor charges
Special 2
- This attack cannot miss
- Inflict a rupture debuff dealing 28,550. Damage over 7 seconds
- At the end of the special gain an Overgrown buff for 8 seconds granting 10 bone armor charges per second this will be nullified if stunned.
Special 3
- This attack refreshes any DOT damage and reapplies them with 100% duration (max 3 times per fight)
- Gain an indefinite stacking prowess passive of 20% potency
Signature Ability - Marauder’s Heir
• If the special are guaranteed critical , gain a 10%-80% for the respective DOT to become a critical bleed or critical rupture.
- Each regeneration gain a flat 1%-5% potency
Marrow’s Mechanics
* Bone Armor. Marrow generates a bone armor with each hit on block and every time she ends a combo. This Bone Armor grants her a lot of Physical resistance (the highest in the game, as well as resistances to bleed, rupture and physical Bursts.
This also serves as a defense mechanism since depending on the amount of armor, Marrow reflects damage taken by critical hits.
This also enhances the damage done by her DOT
Character Class: Mutant
Basic Abilities: Physical Resistance .
, Regeneration, Bleed , Rupture
STRENGTHS:
* Marrow has a high survival threshold due to a very high physical resistance and Regeneration
* combining her bleed and rupture debuffs She has high dot damage ceiling depending on her amount of bone armor
* Her Bone Armor can make her tank indestructible to sp3s.
WEAKNESSES:
* Regeneration Reversal: With each special thrown Marrow gains a very good passive regeneration that can be used against her if reversed.
* Although Marrow has a healthy amount of armor most of her resistances are used directed towards physical attacks, so she’s is quite open to receive any energy damage
ABILITIES:
Bone Armor (Max stacks 300)
- Marrow constantly generates more and more bones coming out of her body, she uses this as a dual threat both for attack and Defense.
- Begin each fight with 20 Bone Marrow stacks , generate 5 stacks with each well timed block, 1 stack each time the opponent makes contact & 7 stacks with each combo ending attack from either champion.
- Bone Armor provides the next benefits:
- [ ] 80% bleed resistance
- [ ] 80% rupture resistance
- [ ] +10.5 physical resistance per charge
- [ ] +2.5 armor
- [ ] Each stack of Bone Armor reflects 2% of the damage taken by critical hits even if received through block
- Consume 100 Bone armor charges to decrease any sp3 attack to no more than 5% of health.
Heavy Attacks
- Consume 10 Bone armor charges to refresh any damage over time effects
Special Attacks
- Consume 10 Bone armor charges each time a special attack is launched to generate a regeneration passive with 10% of missing HP per bar spent
- Each bone armor charge gives a 1% to make the special hits guaranteed critical hits
Special 1
- Inflict a bleed debuff dealing 18 860 damage over 7 seconds.
- At the end of the special generate 15 Bone Armor charges
Special 2
- This attack cannot miss
- Inflict a rupture debuff dealing 28,550. Damage over 7 seconds
- At the end of the special gain an Overgrown buff for 8 seconds granting 10 bone armor charges per second this will be nullified if stunned.
Special 3
- This attack refreshes any DOT damage and reapplies them with 100% duration (max 3 times per fight)
- Gain an indefinite stacking prowess passive of 20% potency
Signature Ability - Marauder’s Heir
• If the special are guaranteed critical , gain a 10%-80% for the respective DOT to become a critical bleed or critical rupture.
- Each regeneration gain a flat 1%-5% potency
1
Comments
Generally though the base idea is cool and I think it's different enough from other similar characters in terms of the bones being offensive and defensive. I'd maybe tweak the numbers a little, maybe make it so that she loses bone stacks over time while she has a shock active on her or something, and maybe give her some more specific pieces of utility in place of some of the damage increases cause she does seem to have a lot of them. I think giving a way to remove the bone stacks would be pretty essential because if you use a tech champion that can't crit to bypass the damage reflection, you're not going to be able to get through her physical resistance so at the moment it's basically just a champion that can ignore damage from contact or she's just going to wreck you
I was thinking maybe doing the crit damage reflection wouldnt work against tech or work only against physical crits, so you could use any energy damage champions.
I wanted her to be a ramp up champion getting more and more damage as teh fight progresses but maybe the numbers are too high lol.