[Champion Concept] Boom-Boom, the Troll Cannoneer

5G8Nri0B54·7/25/2014, 11:03:29 PM·1 votes·666 views

In A Nutshell

Boom-Boom is a slow, lumbering, and resilient GIANT Marksmen who carries a massive cannon, he focuses on mostly long ranged AoE attacks. Despite his Marksmen classification, his auto-attack is melee. But much like KarthusKarthus , his main form of attack is replaced by a spammable Q that is always up and ready. His melee attack is only there as a last resort. Gameplay wise, people who played a lot of Worms should be most familiar with his playstyle.

Stats:

Unlike your typical Marksmen, Boom-Boom actually has slightly higher hp, armour, and magic resist than normal. That is not to say he will be as tanky as Urgot, but he should have just enough to reflect his size and brutishness. His movement speed is slow enough to reflect his lumbering giant status, further weighed down by his gigantic cannon. The resource this champion uses is mana as I see no reason to make any new resource type for him.

Health 420 (+90) **Attack damage ** 46.5 (+3.5) **Health regen. **6 (+0.8) **Attack speed ** 0.658 (+3%) Mana 170 (+45) Armor 16.5 (+3.5) Mana regen. 5 (+1) Magic res. 30 (+0) Range 175 (Melee) Mov. speed 335
Collision Size: "Whatever Nautilus has"

Abilities:

Passive: Fast Loader Boom-Boom receives bonus cooldown resistance based on bonus attack speed.

2% attack speed => 1% Cooldown Reduction

(this is likely the hardest part with balancing this guy's number)

Q: Fire Cannon!: First Cast: Boom-Boom begins charging up his cannon, gradually increasing the range of his Fire Cannon! until it reaches the maximum range of W/X/Y/Z.

Boom-Boom can still move while channeling, but can't autoattack or use his other abilities, and his movement speed is slowed by 50%.

Second Cast: Boom-Boom fires the cannon, sending the projectile at a distance based on how long this ability was charged, dealing damage to enemies in an area. Enemies in the directly in the middle of the explosion take full damage, but enemies at the edge takes 50%. "Fire Cannon!" is also able to apply critical strikes where the damage is doubled.

Cooldown: 4 seconds Range: 1000/1150/1300/1450/1600 Damage: 100% AD direct hit, 50% from explosions

NOTE: This is intended to replace his auto-attack, making him a TRUE AoE Marksmen. This ability has 100% AD scaling to hammer down the fact that this ability IS his attack.

**NOTE2: **Visually, Boom-Boom would be winding a lever in his cannon as though it's a fishing rod while charging it. I can not think of a better way to indicate he is charging a CANNON, so I guess this would only work as a really primitive looking cannon that requires manpower to get mileage out of it's shots.

NOTE3: The "full damage in middle, less damage at sides" mechanic of this spell is similar to Xerath's W and Ziggs' R, only much smaller, and physical damage.

NOTE4: W/X/Y/Z is only mentioned to point out that the range of his ability increases with level to prevent him from being too dominant early game, but giving him enough range to survive late game with his lack of mobility.

NOTE5: This ability damages turrets, but will only inflict 10% damage so as to prevent his sieges from being too overpowered.

NOTE6: This ability has 0 mana cost and you can not begin charging a new shot till the first one's projectile lands.

NOTE7: This is implied by the ability description, but if it wasn't clear enough, the distance is based on charge time, NOT on where your cursor is. The cursor only controls direction, how far it fires depends 100% on how long you charged the cannon, remaining at max range if you hold onto the Q key until you release. Therefore, [U]timing is key[/U].

W: Napalm Rounds: Upon activation, the projectile fired from "Fire Cannon!" breaks apart into tiny flaming pieces mid-flight, raining fire starting from the position of the projectile during the time "Napalm Roumds" is activated to a short distance ahead of the projectile's intended goal when "Fire Cannon!" was used. Napalm Rounds leaves a burning patch of ground wherever fire lands, inflicting magic damage each second and revealing the area that is on fire.

Cooldown: 10/9/8/7/6 Range: 200 past the intended range of "Fire Cannon!"

Damage: 50/100/150/200/250(+50% AD) magic damage over 3 seconds

**NOTE: **Scales off AD. The only reason I made it magic damage is because it just feels wrong for it to be physical.

E: Blowback Shot: Boom-Boom fires his cannon at the ground directly in front of him. The impact of the explosion knocks back and slows the movement of any enemies caught in the explosion

Cooldown: 14/13/12/11/10 Damage: 100/125/150/175/200(+30% AD) physical damage Slow: 30%/35%/40%/45%/50%

NOTE: Visually this mechanic is very similar to Ziggs Satchel Charge, but for the sake of balance, and because a gigantic troll is much heavier than a tiny yordle, Boom-Boom won't be sent flying at quite the distance Ziggs flies, but just enough to be useful.

**R: Rampart Cannon **Boom-Boom sets up and mounts a brick turret-like construct with a massive cannon at the end. While mounted, "Fire Cannon!"'s range is increased, the splash radius from "Fire Cannon!" is doubled and deals 20% more damage. The turret has 50% of Boom-Boom's maximum hp and will take all damage in place of Boom-Boom. The effect of "Rampart Cannon" ends after it is destroyed with enough damage, or after X seconds. As long as Boom-Boom is mounted, he may not move.

Cooldown: 100/80/60 seconds Duration: 8/10/12 seconds Turret Health: 50% of max HP Bonus Damage: +20% Bonus Range:+200

NOTE: Visually I had difficulty how to make Boom-Boom suddenly bring up a gigantic shelter with a mounted cannon without it looking weird. What I came up with is that parts of the turret are carried on Boom-Boom's back. Activating this ability has him take it out and slams it on the ground before jumping in.

Appearance:

As far as size goes, Boom-Boom should be a giant troll like TrundleTrundle , maybe even bigger, but slightly taller than NautilusNautilus in terms of height. His walk is ape-like sort of like TrundleTrundle in that he uses his free arm to walk while his other arm switches between lugging the cannon over his shoulder and hugged underneath his arm. Strapped to his back is a mess of rusty cogs, bricks, and hints of the giant cannon his R will show off. Boom-Boom should be mostly bald, with a few strands of singed hair as signs of his rough handling of such dangerous explosives.

Lore:

Before Trundle'sTrundle rise to power, the trolls were led by a stupid and cowardly chieftan. Yet, as they were still trolls, they were as violent as one may expect and frequently waged war with human settlements and other beings. At the troll warbands were lead by the then chieftan's equally cowardly yet towering brother Boom-Boom. Unwilling to get into harm's reach, Boom-Boom would stand in the back barking order and sending troll warriors to their death. During one particular raid on a Piltover caravan, Boom-Boom's band was surprised by the cannons the caravan guards brought with them. One guard fired at Boom-Boom, nearly killing him in the blast and leaving his haired singed. Despite the advance weaponry, the caravan was no match for the resilient and hulking trolls and were soon slaughtered. Astounded by the range of the cannons, Boom-Boom salvaged what he could out of the wreckage and had somehow manage to put the pieces into a giant barely functioning cannon. From there on out, Boom-Boom was able to do more than just bark orders at his trolls. Fitting of his cowardly nature, Boom-Boom would stay far out of harm's reach and rain destruction upon enemy fortifications with his cannon. When Boom-Boom's brother was overthrown by TrundleTrundle , Boom-Boom was allowed to stay in his tribe and keep his position as he was recognized as the sole ranged support among all of the troll bands. To serve his new KingTrundle , Boom-Boom joined the League to lend fire support for his front line, provided he is a safe distance away from his enemies of course.

Gameplay:

Boom-Boom makes up for his slow movement, slow attack, and overall lack of mobility with high range, above average sturdiness for a Marksmen, and most importantly, a constant stream of AoE attacks. The reason I made him melee is three-fold, first I feel that such a massive and imposing figure should be able to wallop his opponent even if he is a cannoneer, secondly, it is to give him some form of self defence once his "Blowback Shot" is blown and an enemy melee champion is still upon him, and lastly, I really wanted to emphasize that his Q "Fire Cannon!" is supposed to take the place of his auto-attack much like Karthus'Karthus Q. This is also why I let his Q apply critical strikes.

The way I envision his Q is that you are charging it and then firing it in whichever direction your cursor is facing, at a range dependent on how long he is charged. This is the main challenge of Boom-Boom, as while his range is massive, accurately landing his Q on his opponent is a challenge because it takes good timing and aim in order to consistently land your shots. Charge too fast and you will not hit your intended target, charge too long and your shot may fly past your intended target, missing your target or hitting someone in behind. Because of this, I gave Boom-Boom his W, "Napalm Rounds" to give him a chance to salvage his over-charging of his Q by letting the projectile be converted into a stream of burning napalm. If you misjudge your opponent and charged too much, you can give the mis-shot a purpose by detonating it early and still rain some fire over the target you missed. His "Napalm Rounds" is also intended to give him vision of enemies hiding in the bush, allowing him to bombard anyone trying to hide from him. His E "Blowback Shot" is supposed to be his sole form of defence outside of his R, the knock-back isn't anything too strong, but combined with the slow, it should give Boom-Boom a little bit of breathing room to hopefully escape as his allies peel for him. Finally, his R "Rampart Cannon" is designed to be an exaggeration of his identity. The damage absorption of the turret emphasizes Boom-Boom's above average sturdiness, the doubled AoE to his Q exaggerates his identity as the one true AoE Marksmen, and the stationary nature of this ability is an exaggeration of his weakness, namely his slow lumbering movement.

As for his Passive "Fast Loader", this is another emphasis that his Q "Fire Cannon!" IS his regular attack. A normal ADC increases the frequency of his/her attack by raising attack speed, so they can auto-attack more often. Because abilities is gated by cooldown rather than attack speed, this Passive is designed to** a)** show that Boom-Boom's Q is basically his auto-attack in another form, and b) give him a reason to build ADC items like Phantom Dancer.

REASON I MADE HIM:

This is two-fold. One of my favourite matches was a ranked game where my entire team except our ADC were practically GIANTS. Our jungler was NautilusNautilus , the support was AlistarAlistar , our top laner was Cho'gathChogath , and our AP mid was GalioChogath . The ADC was TristanaTristana . It was one of my favourite games because of how amazing it was to see 4 unkillable GIANTS collapse onto the unsuspecting enemy team while TristanaTristana was kept safe and fired away at a distance. In the end, my entire team lamented how this team could have been 100% giants had there been a GIANT ADC to choose from.

The second reason for my creation of this champion is my desire for a TRUE AoE Marksmen. The closest we go was Jinx'sJinx Fishbones. Only problem was, Jinx was only 50% AoE. Her REAL damage came from her Pow-Pow's insane DPS, her W's poke, and her R's explosive damage. Her Fishbones was there to let her stay a safe range till it was safe to move in for the kill, and for wave-clearing. This left me a tad disappointed despite my love for JinxJinx . Therefore I started thinking about how I could create a TRUE AoE Marksmen, and during the course of my planning, I also made his Q become his primary attack that can crit just like an ADC's auto-attack.

So, thoughts?

2 Comments

LilStacey877/26/2014, 3:45:25 AM1 votes

I actually like this Idea to a certain extent. The thought of a 1600 range marksman kind of scares me but I think with the right people on the job, this guy would be viable. If his Q and other attack are going to be that powerful though, it should at least drain some type of resource bar. What do you think?