WIP - Ammunition resource-based Champion
Thanks for reading this thread of mine. I'm making this short, as this is just a idea and I would appreciate constructive feedback and if or if it isn't a good idea.
So I'm thinking since yesterday about a ammunition based Champion.
The problem I see here, is following:
I'm very active in the Fan Creations subforum and I know that many people tried their hands on a new resource called "Ammunition".
However, most or like everyone thought of ideas like:
- The Champion starts with 100 Ammo and refills it everytime when he fullfills a condition (Back to Base, killed a enemy unit, ecetera)
- Items that increase the amount or the ammo-regeneration over time that can be bought like Rengar's Bonetooth Necklace or Viktor's Power Core.
What the problem is, that it is highly unbalanced and is rather toxic.
Now to my idea...
This'll be a Marksman like Quinn, who can be also sometimes used for top lane.
A Champion who's resource is similiar to Rengar's ferocity, but instead of building it with abilities, the Champion has full resource which depletes on ability use, but can refill it with special conditions. He uses a Hextech-Shotgun. Here my first take on the kit:
Resource: The Champion does have up to 4 Ammunitions. Each ability use will consume one Ammunition. If Ammunition falls to 0, his basic attacks become short ranged (370 instead of 550) and deals damage in a cone. In addition, his abilities will be empowered. The Champion gains the ability to cast an alternate set of abilities, which are empowered versions of his basic abilities. The two ability-sets do not share cooldowns, and his basic abilities' cooldowns will continue to count down while his empowered abilities are available.
Passive: If a basic ability hits a enemy target, the enemy receives a debuff that increases the damage of the next basic attack or Ultimate by 5%/7%/10% (1/8/14 level). This stacks up to three times for each 3.5 seconds and can only be used on one target.
Q: The Champion's next basic attack deals bonus 50/75/95/110/130 (+50% AD)
Q Empowered: The Champion's next basic attack's attack speed increases the longer he waits, up to 3 seconds. If the Champion hits a enemy unit, he shoots a shell that splits in three ways parallel to each other, which hits up to two different enemy units alongside the primary target.
Cooldown: 8.5/7/6.5/5.5/4.5
W: The Champion unloads his Ammunition by prematurely fully reloading and overheating, silencing himself for 1.5 seconds. Within the duration, the Champion deals bonus damage on basic attack based on 15%/20%/25%/30%/35% of his attackdamage as magic damage.
W Empowered: The Champion reloads, receives instantly two Ammunition plus one for each consecutive basic attack made within the next 4.5 seconds.
Cooldown: 14.5/13/11.5/9/7
E: There are two ways of executing this ability. One is to press E and waste one Ammunition to deal 45/60/80/95/110 (+30% Bonus AD) physical damage in a small cone, and in the same time knocks back the Champion 250 range away to the opposite direction.
The other way is to hold down E button for 1.5 seconds. The Champion wastes all of his current Ammunition to deal for each Ammo 45/60/80/85/110 (+50% Bonus AD) physical damage in a small cone, and in the same time knocks back the Champion for 250 range plus 50 range for each Ammo used.
E Empowered: The Champion can dash up to 200 range for three times for 2.5 seconds. On the last dash, he shoots a hextech shockwave in the same direction he's dashing to and deals 55/75/90/120/150 (+80% AP) magic damage.
Cooldown: 21/17.5/15/13.5/11
R: The Champion loads a very explosive shell ammunition into his gun and shoots in a 700 range long and 250 range wide one projectile. If it hits a enemy Champion, the enemy Champion is inflicted with explosive shells in his body. After 1.5 seconds, the enemy Champion explodes, receives 150/250/350(+30% AD)(+50% AP) physical damage and deals 20%/25%/30% of the damage done to nearby enemy targets.
Cooldown: 110/90/75