Mina San - Gun-Fu Master
I posted this on the other forums, but thought I should post it here too.
TLDR; This champ has two paths to chose from for each skill, which in turn, affects her stats and stats per level. This basically affects whether she becomes a bruiser or a marksman. So if you don't level up skills, you basically have a champ that would only increase in, maybe, Mana per level.
Mina San - Gun-Fu Master
Look: Young School Girl in Uniform (think Battle Royal) carying two handguns. The Handguns have blades on the top that extend past the tip of the gun (Red).
When attacking beyond melee range, she attacks using bullets. When in melee range, she switches to hitting enemies with the blades on her guns.
Passive 1: Augmented Stance - When attacking with ranged attacks, gains %AS
Passive 2: Augmented Stance - When attacking with melee attacks, gains %AD
Q1: Fading Shot - Shoot Twice at target while dashing backwards.
*Note:* Once a skill point goes into this path, passive 1 is chosen.
Q2: Strike Back - (melee range) Attacks target twice and knocks them back a short distance.
*Note:* Once a skill point goes into this path, passive 2 is chosen.
W1: Target Vitals - Shill shot that slows enemy champion for 3/4/5 seconds and deals XX damage. Upon landing the skillshot on an enemy champion, Mina gains a movement speed bonus for the duration of the slow.
W2: Name - (Melee Range) Stuns target for one second while dealing XX damage. Mina cartwheels to behind the target.
E1: Bullet Time - Does a Round off to back handspring to double back flip towards target location (Too much?). Dodges incoming projectiles and reduces damage from skills by 30%. After landing, has an attack speed boost for X seconds.
E2: Closing the Gap - Runs towards target at great speeds. During run, incoming damage is reduced by 50%. Immune to stuns but vulnerable to slows and knock-ups, silence does not stop skill. (Can be canceled by inputting commands)
R1: Magic Bullets - Infuses bullets with magic. Auto attacks deal XX (ad scaling) extra magic damage for 5/7/9 seconds
R2: Quick Blows - (Melee Range) Hits target 2 times in rapid succession and finishes off with a knock-up dealing XX Physical Damage.
As for stats and skill numbers, I'm up for suggestions. I'm not too good at that part. But base stats should probably be in the Marksmen Range (or a bit lower). And then skill paths could provide a set skill bonus plus per level skill bonuses to make up the difference. So basically you'd have a weaker than normal champ for the first three levels, but there's lots of champs that are weak for their first few levels, so it shouldn't be a problem as she would be caught up by level 3 (almost there by level 2 even). Some feedback would be great!
Passives, not the greatest, but something that shows the duality of the champ.
I'm thinking Q should affect the damage and Health Stats. W would affect AS. And E would affect Defense and Magic Resist. Maybe the Ults should give a little boost as well?
Mana or Energy, not sure which would be good. Probably mana, since energy may be op bot lane. Both have to run off the same thing though.
Also as for lore, I don't know anything. I just like trying to come up with champions and skills that would look/feel cool. If someone else wants to take this on, let me know and I will give you my blessing (I doubt a Japanese School Girl would fit into Runeterra, lol).