Smythe Blinkly, Villain Extraordinaire

Zok72·4/28/2014, 10:43:43 PM·1 votes·498 views

Attack range 525 (can be tuned up or down, meant to be a short to mid range ADC like misfortune)


Passive- You'll Never Catch me Coppers: While Smythe is below 50% health he gains 25 (balance here) movement speed. A good villain always escapes when he's down. He'll be back...


Q- Dirty Shot: Smythe shoots a projectile through a dark portal after a short (<0.5 sec) delay (targeting paradigm like so: 0_______0------->) for X (base damage, moderate, like Ezreal Q) + Y (% bonus AD, ratio above average, incentivize BT/LW type build) physical damage.

Meant to be a somewhat reliable poke method with an interesting targeting paradigm, meant to be moderate to hard to dodge regularly, but easy to flash in a pinch. Teleport shot allows poking behind minions but prevents using in an up close fight, clearly identifies strengths and weaknesses. Should have good scaling with rank so it will be maxed first. The cooldown should be medium to long at low ranks to keep it manageable in early laning but should be on the shorter side at higher ranks because it is Smythe's only contribution lategame outside of teamfights.


W- Pilfer: Passive- Smythe gains z gold (small, 1 at all ranks, or 1/2/3/4/5?) from each target hit (if too powerful limit maximum times per 10 seconds or make it only when hitting champions) Active- Smythe gains x% (10/20/30/40/50 perhaps?) of his total AD as bonus attack damage for y seconds.

(scrapped idea, Smythe steals x% of the target's AD for Y seconds, if this is balanceable it is preferable for flavor reasons but may be just too strong)

The active portion of pilfer is meant as a basic steroid to reinforce the high AD marksman build (originally the AD stealing was intended to be a more flavorful steroid which also reinforces the early game lane bully role of Smythe instead of a late game hypercarry role). The passive is meant to reinforce his early strengths (rushing AD items like BF sword made easier) and alleviate his weak late game (weak steroid and low attack range with no significant teamfighting skills) by letting him reach items earlier.


E- Dramatic Exit: Smythe throws a smoke bomb at his feet and beats a hasty retreat. At the same time as the smoke bomb appears Smythe blinks 450 units and gains stealth for (.6 to 1 by rank) second.

Meant as a reposition/escape like Ezreal e without damage. Lategame the safety of this skill will allow him to participate in teamfights despite his weaker scaling.


R- Damsel in Distress: Smythe marks his victim, making them a damsel in distress. Damsel's take x% more damage for (5/10/15) seconds.

Smythe's ultimate is meant to help him participate in lategame teamfights without directly making himself more powerful. Also, it makes me giggle to imagine Mundo as a damsel in distress.


Smythe is an aggressive, early game marksman who uses dirty tricks and underhanded tactics to bully, badger, and bewilder the opposition. Smythe's relatively reliable poke and the safety he gains from his dramatic exit allow him to harass his opponents with relative ease and without much risk. The passive portion of his Pilfer permits him to prematurely purchase plunder in order to equip himself for excessive early engagement (by buying AD faster he can keep an edge early game delaying the point where he gets outscaled).

Though his damage does not scale impressively into a lategame (having only a modest AD steroid), he is far from useless. Smythe can keep himself alive while using "Damsel in Distress" to soften up beefy targets or burst down high damage squishy targets.

Smythe is very vulnerable at close range (he prefers attacking when opponents can't attack back) so when playing against Smythe champions with multiple gap closers are a strong choice. Furthermore, champions who are willing to get up close and personal (like Graves) can bully him right back and win favorable trades.


Suggested Items

Starting Items

item 1055 item 2003

Core (maximizes lane harass and poke, playing to his strengths)

item 3006 item 3072 item 3035

Endgame (finishes off damage core for ADC, GA works very well with Dramatic Exit)

item 3031 item 3087 item 3026


This is the first of my champion concepts that I have felt was good enough to put out there. I would like your honest feedback on it. Is he too strong? too weak? What do you think of his skills? How would you improve what you don't like? Obviously numbers can be changed but would you change any abilities outright? For comparison to other ADC's think Ezreal, Miss Fortune, or Graves.

2 Comments

Rubitonabuilding4/29/2014, 2:01:23 PM2 votes

Meh, I'm not overly excited by this concept, but I like the Q potential. I don't know if this is how you intended it, but here's how I picture it:

Smythe is S, target is T, : is portal, ---> is path of projectile

S -----:

:-----> T

You might have to make the portal into a different spell in order to set it up properly, but he could perhaps use it as an escape or something. I've been meaning to make a portal-based champion for a while, so that's just my skew on what you've created.

TBH I don't see how the ultimate really ties in with the rest of his kit. Perhaps he could pop the target up into a tower (picture a rook from a chess game), like he's kidnapped them. Then he and the target duke it out up in the turret.

If you want, have a look at my Champ Concept Raena. She's a thief-based champ rather than a villain extraordinaire, but there are a lot of similarities between the two.

Keep up the good work! :D