Bloyd, the Hoppy Yordle

Stacona·9/18/2015, 7:05:58 AM·1 votes·294 views

Bloyd is a happy and hoppy yordle that is a melee damage dealer, where his play style is about hopping and bouncing all over the place. This means his mobility is very high, damage will be very low, but in the long term deals quite a bit of damage as long as he can stay alive. His role is... whatever you want! But I planned for him to take over the marksman role, and be the one to hop back and forth to chip away at towers and using his hop as a form of sustain damage against tanks and such; you know the big beefy dudes that marksmen are meant to take down with their sustain damage. Alternative path can be as a jungler, or even a solo laner, but I planned for his little guy to be down in the duo-bottom lane with a support!

Yes, Hoppy is a play on words combining hopping and happy together.


Basic Attack Range: 125 units Base Movement Speed: 325 units

Happy Hop (Passive): After 3 hops, Bloyd's next Hop on an enemy champion or large or epic monster will heal Bloyd for 30(+5 per level)(+40%AD) health.

Additionally, Bloyd ignores all unit collision.

Bloyd is a real softy when it comes to fist fighting, so all damage from his basic attacks is reduced to 50% against enemy champions and all damage he does against enemy champions is capped at 35% of their maximum health.

Hop (Q): Cooldown: 16 seconds; Range: 400/425/450/475/500 units Passive: Basic attacks against structures grant Bloyd 40/50/60/70/80% attack speed for 1 second and lower Hop's cooldown by 4/5/6/7/8 seconds.

Active: Bloyd hops to the target location. If he strikes an enemy he deals 110% AD as physical damage and reduces Hop's cooldown to 2.2(-0.1 per level) second(s).

Hop can critically strike, apply on-hit effects, and life steal.

Hop's skill key may be held down to perform Hops as soon as they are off cooldown.

Bouncing Off The Wall! (W): Cooldown: 14/13.5/13/12.5/12 seconds; Range: 750 (target terrain) / 500 (static bounce off terrain) units Passive: After damaging an enemy champion with Hop for the next 4 seconds Bloyd takes 10/20/30/40/50% less damage from enemy champions he did not damage with Hop, but he takes 12/14/16/18/20% increased damage from enemy champions he does damage with Hop.

Active: Bloyd bounces off target impassable terrain placing him at a location based on what angle he bounced off the terrain at, refreshing Hop's cooldown afterwards.

Ball of Energy (E): Cooldown: 20 seconds; Range: 500 (target enemy) / 750 (static dash range) units Passive: Hop deals 2/3/4/5/6%(+1% per 33 bonus AD) of the target's maximum health as bonus physical damage (max 400 damage against monsters).

Active: Bloyd dashes through the target enemy, becoming untargetable while performing this dash, to deal 60/75/90/105/120(+40%bonus AD) magic damage to all enemies struck, quadruple damage against minions and monsters; afterwards Hop's cooldown is refreshed. Every enemy executed by Ball of Energy lowers its own cooldown by 2 seconds.

Ball of Energy's dash cannot go past terrain.

Extreme Super Hyper Yordle of Hyperness! (R): Cooldown: 150/130/110 seconds Passive: Hop's damage increases to 115/120/125% AD as physical damage.

Active: Bloyd cleanses all crowd control on himself and for the next 4 seconds he is immune to all crowd control and Happy Hop occurs for every Hop on all units during this duration.


For the negative restrictions: 35% max health cap is a safety measure to ensure he is not functioning as an assassin esq type, so if you have an infinity edge and 300 AD and your Hop critically strikes you would deal roughly 800~ damage plus the % max health you deal and other on-hit effects from items all adds to the total, so let's say you deal a combined 1000~ damage; so if a target has 2000 health you only deal 700 damage to that target, where as someone with 3000+ health (tank status) you will deal your full damage, this is to encourage the play style that you are meant to damage high health targets like tanks. The other restriction is 50% less damage from all damage from basic attacks (including on-hit effects); this is discouraging a basic attack play style and trying to encourage playing around Hops for damage.

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