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The Amazing Maxy, hit and run acrobatic marksman
Post Body

The Amazing Maxy

Role: Marksman

Background

Lore:

When Noxus came to their village, Maxy was just a child. Already a talented acrobat, Maxy was recruited to perform in shows to celebrate the glory of Noxus and foster good relationships between the empire and their village.

When Maxy came of age, they wanted to follow their empires’ advancing front. They would be the star of a show celebrating the empire’s history and strength.

But on the night of their big debut, Maxy show was interrupted by an assassination attempt on a visiting Noxian general. When Maxy’s quick thinking stopped the attempt and caught the failed assassin Maxy was thrilled, until the general wanted to execute the assassin on the spot.

Maxy objected but was accused of conspiring against the empire and only escaped with the help of the assassin they’d just caught. Abandoning their old circus persona they were forced to go on the run.

Abilities

P Tight Bow String

Maxy has 1.00 base attack speed but only 200 base attack range.

Between attacks, Maxy gains attack range at a rate of (10*attack speed) range per 0.1 up to 500 bonus range. This bonus resets to 0 whenever Maxy attacks or uses their Q.

Maxy's attacks can be blocked by units or structures between them and their target.

Using a basic attack or Q within a second of gaining max range fires a perfect shot. Perfect shots deal bonus magic damage based on how far their arrow travels.

The perfect shot takes time, but the reward is worth it

Q Trick Shot

50 mana | 9/8/7/6/5s

Passive: Maxy's perfect shots deal 10/20/30/40/50% extra physical and magical damage.

Active: Maxy fires an arrow in target direction with 150% of their current attack range. This arrow deals (1.0 total ad 20/40/60/80/100) physical damage and applies on hit effects to the first target hit.

Come and see the amazing Maxy hit the bullseye.

W Torch Juggling

80 mana | 20s cooldown

Maxy throws a torch to the target location. The torch last 10s or until it is stepped on by an enemy champion.

The torch reveals its surroundings and applies a stacking debuff each second to nearby enemies that deals (20/25/30/35/40 1% missing health) magic damage each second for 3s.

Maxy's arrows and ally's projectiles that pass over the torch also apply 1 stack of the burning debuff to all targets they hit.

Watch Out! It's Hot!

E Glide

60 mana | 24/22/20/18/16s

Maxy leaps a short distance (can't cross terrain) and then gains a shield for 3s.

While their shield persists Maxy glides with bonus movement speed and is ghosted.

Attacking while gliding ends the effect early.

Gliding over a torch lanuches Maxy Sky High for 1s or until they use their attack or Q.

While Sky High Maxy can see and be seen over walls and their attacks and Q are modified. Their attacks are no longer blocked by units between them and their target and their Q becomes an area target ability that can hit multiple enemies where it lands.

Look at them go

R The Showstopper

100 Mana | 120/90/60s

First cast: Maxy begins channeling slowing themselves.

While Channeling Maxy targets a large circular area. As they channel the targeting reticule shrinks.

Second cast: Maxy fires 3/4/5 concentric rings of arrows that land in target area.

Arrows that hit champions or large monsters deal physical damage and break knocking enemies down and briefly slowing them.

Arrows that don't hit champions or large monsters are planted in the ground for 10s or until they are stepped on dealing half of their damage and briefly knocking down and slowing enemies.

If a torch or burning arrow touches one of the planted arrows it starts to burn too gaining the same effects as a torch. The burning effect will spread between planted arrows, spreading more quickly between closer arrows.

Roll Up Roll Up Ladies and Gentelmen


Thanks for reading, numbers are placeholder and I appericate any thoughts people have.

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Posted
2 years ago