Champion Concept - Bingo - The Programmed Pummeler

Teddie·10/9/2014, 8:04:46 PM·1 votes·916 views

The Piltover police brigade has employed many stylings of crime fighting. From hextech to the ole fashioned gun em, the tactics fostered in the city of progress would indefinitely turn to robots. With Blitzcrank on a more passive duty, it was in the best interest for the Yordle Academy of Science and Progress to conceive a more capable automaton. One that was capable of fending for its own.

"Some say we are what we create. But I think that we create what we are." Ziggs wiped the sweat from his furrowed brow. "His name his Bingo. And he's one of a kind."

Tossing a stack of paper work and magical tomes onto the table, Ziggs chortles to himself. "We never could work out the wirings. He can't talk. Instead when interacted with he cycles a soundtrack of whistles, car horns, bicycle bells, sirens -- Anything to let the common baddie know we're comin'." He looked at the inanimate hero "But for some reason whenever he snags a crook, he screams Bingo.."

------Champion Concept #3 - Bingo, the Programmed Pummeler-----

Passive Ability [Patience for Progress : On every 3rd ability cast, Bingo supercharges his next attack, but leaves him stunned for .5 seconds.] - I wanted this so that the 4th ability was the one that was super charged.

[Q] - W.U.B. (Warding Unit Ball) - Bingo can place a small security ward that hovers at location for 25/35/45/60 seconds. When an enemy trips it, Bingo gets alerted and they get damaged. (On your screen you would see a little exclamation point, but not your map. This is because I want the Summoner to feel like they are using some type of HUD Interface with Bingo.) (Super Charged W.U.B.) - You can place a 2nd, more powerful ward that slows and damages when tripped. (If you place more than 2, the first will be destroyed as with normal wards)

[W] Plasma Palms - Holding 2 shots, Bingo will fire 2 bolts that apply on hit effects. This can be used while moving. (Super Charged Plasma Palms) - His plasma palms explode on impact, triggering aoe damage. 8/7/6/5/5 Second Cooldown

[E] Slingshot - Using his jet powered boots, Bingo flies backwards a distance, and then forwards even farther than his initial position. When landing, he roots his opponents in a shockwave. for .5/.8/1/1.5 Seconds (Super Charged Slingshot) Increased distance coupled with exhaust fumes that leave a poison trail that deals magic damage. Cooldown is 10/9/8/7/6.5 Second Cooldown

[R] BINGO! - [Passive] Bingo's passive stun is after 8 abilities, but he still gets to super charge the 4th and 8th. [Active] Bingo raises his palms and unleases a rain of plasma beams onto target area. (Half the length of Ziggs ult.)

---------------------------------Disclaimer-----------------------------

I know I did not include damage calculations, I was iffy about even doing the cooldowns. This champion is a concept that is based on my boyfriend. He likes to use the name "Shaunbot" when playing games, so I decided to make a champion based on a robot with similar traits to him. He's very patient, but when he gets mad he gets mad (hence his passive). We also had a long distance relationship, so I included a cool distance closer. His ult waits until the 8th ability because that's our anniversary. I named him Bingo because I feel like I won Bingo when I met Shaun.

Over-all it was a fun champ to make and I hope this doesn't get critiqued too harshly.

Thank you for viewing!

1 Comments

OnyxNoir10/10/2014, 5:50:30 PM1 votes

nice idea but try this one personally developed myself

I have a new champ idea as well: Equilibrium mage/tank uses Energy Balance of Mind = Passive: lvl 1-6 auto atks deal 5% of ap as bonus ad lvl 7-12 auto atks deal 10% of ap as bonus ad lvl 13-18 auto aks deal 15% of ap as bonus ad Orb Of Light = Q: can be cast on a target up to 550 units away upgrade #1 -80 base damage +(2/5) ap 10 sec cooldown 70 energy upgrade #2 -110 base damage + (2/5) ap 9.1 sec cooldown 65 energy upgrade #3 -140 base damage + (2/5) ap 8.2 sec cooldown 60 energy upgrade #4 170 base damage + (2/5) ap 7.3 sec cooldown 55 energy upgrade #5 200 base damage + (2/5) ap 6.4 sec cooldown 50 energy Steel Resolve = W: upgrade #1 gains 5 ap per 20 additional armor and magic resist 22 sec cooldown 100 energy upgrade #2 gains 10 ap per 30 additional armor and magic resist 21 sec cooldown 105 energy upgrade #3 gains 15 ap per 40 additional armor and magic resist 20 sec cooldown 110 energy upgrade #4 gains 20 ap per 50 additional armor and magic resist 19 sec cooldown 115 energy upgrade #5 gains 25 ap per 60 additional armor and magic resist 18 sec cooldown 120 energy Dimensional Transparency = E: All upgrades: teleports to a spot within 500 units away and provides a shield for 3 seconds that shields for 10% of total ap + a base of 50. 1st: 60 energy 15 sec cooldown 2nd: 60 energy 14 sec cooldown 3rd: 60 energy 13 sec cooldown 4th: 60 energy 12 sec cooldown 5th: 60 energy 11 sec cooldown Shocking Void= (ultimate) R: Drops an area of energy on the ground up to 500 units away damages across a 200 diameter region and stuns after 1.5 seconds for 1.5 seconds. 1st upgrade: 250 base damage lvl6 + ( 1% of enemy max health % increases by 1 per 100 ap) 90 sec cooldown 110 energy 2nd upgrade: 350 base damage lvl11 + ( 1% of enemy max health % increases by 1 per 90 ap) 80 sec cooldown 100 energy 3rd upgrade: 450 base damage lvl16 + ( 1% of enemy max health % increases by 1 per 75 ap) 70 sec cooldown 90 energy