User blog:Poisonshark/My idea of a melee carry: MM, the Death Dealer

Idea
Design Origin= 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. The Premise= 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. Class= 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. Reflexion= 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; Cupcake, Graffiti chick, Super Ego, much?). Melee Carry?= This is the main problem, but this character skirts the lines. He has tools of a melee carry (props to User:Willbachbakal): Melee Marksman?= Most standard marksmen tools are contained in his arsenal. Final Note= Also, nevermind the name of the character or the abilities. It's the effects I'm trying to balance here.
 * Strong autoattack steroids: His passive and W. Plus, his second-cast Q gives him a boosted auto-crit. Plus, W can stack with both passive and second-cast Q for more pain, almost to the point of giving him burst, alas.
 * Strong ability scaling around auto-attack based stats: His double-cast Q scales on 100% critical strike chance. Plus the rest of his skills scale on AD, most often 100% except his W autoattack boost, and E's shield.
 * 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 over him by level 5) and he relies on his spell shield to gain resistances for 4 to 6 seconds.
 * 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 . Plus his second-cast W deals increased critical strike damage.

The Champion
MM, the Death Dealer is a custom champion design.