Zeke and the Time Revolver
Zeke is a male yordle that found a peculiar revolver one day, filled with technology that he has never seen before, so he studied the ins and outs of it (and learned to use it himself). He soon learned that this revolver can distort time itself!
Zeke figured out how to make other equipment that can distort time and manipulate it to bend to his will, but not to be confused with time travel for this is not that. He can speed up the process of something or slow it down, utilizing this makes him a great warrior, despite being weak himself. On the battlefield he can slow down the attacks of his enemies and speed up his own, avoiding harm and ensuring his own attacks cannot be dodged!
Zeke is a burst damage marksman.
His gameplay loop is having a 6 bullet special revolver that he can near-instantaneously fire off all of his attacks at once, but then slowly reloads his bullets one at a time. His attack speed is how fast he reloads his bullets.
His abilities manipulate time, slowing down enemy attacks and speeding up ally attacks, and the ability to place enemies into stasis giving him the time to reload his gun to full to unleash another burst of attacks when they come out of stasis!
Attack Range: 525 units Movement: 340 units per second Attack Speed: 0.435 +5% per level Attack Damage: High
Time Revolver (Passive):
Zeke uses a 6-chamber revolver for his weapon that has no restriction to how fast he can fire each attack, but he must reload each bullet one at a time based on his attack speed. Each bullet deals half damage to enemy champions, but every bullet applies on hit effects in full.
Zeke's attacks do not deal increased critical damage, instead critical strikes refund 1 bullet, up to a maximum of 3 bullets refunded per burst of attacks. This limit increases to 4 bullets with Infinity Edge.
Zeke can only fire one burst of attacks every 0.25 second.
Fast Reload (Q):
Cooldown: 7.5 seconds
Zeke gains 500% total attack speed indefinitely and ignores his attack speed limit, lasting until 2/3/4/5/6 bullets are reloaded.
Passive: This base cooldown is reduced further with Zeke's permanent attack speed, down to 3 seconds, maximum reached at 1.25 attacks per second. Cooldown reduction reduces the cooldown further.
Need More Time (W):
Cooldown: 18/16/14/12/10 seconds; Range: 1000 / 600 units
Zeke creates a device at the target location for 4 seconds, revealing a large area around it while slowing down enemy attack animations, cast times, delays, and projectile speeds within the zone by 50%(+5% per 100AP). Effects per second and effects over time are reduced by 50%(+5% per 100AP), but last 100%(+10% per 100AP) longer.
Passive: Zeke deals 1/2/3/4/5(+4%AD)(+2%AP) bonus physical damage plus 1/2/3/4/5(+4%AD)(+2%AP) additional physical damage for every attack fired within 0.25 second after each other, maximum 63/126/189/252/315(+252%AD)(+126%AP) bonus physical damage with a full Time Revolver. Each additional bullet adds on to the bonus damage of the previous bullet fired.
Double Time (E):
Cooldown: 23/20/17/14/11 seconds; Radius: 1000 units
Zeke gains an aura around him causing his own and allied attack animations, cast times, projectile speeds, channels, delays, and enemy crowd control to become 100%(+10% per 100AP) faster. Effects per second and effects over time are reduced by 50%(+5% per 100AP) and occur 100%(+10% per 100AP) faster, their duration is unaffected.
Double Time lasts for 5 seconds. Suppression and stasis cannot be sped up.
No Time (R):
Cooldown: 100/60/20 seconds; Range: Global
Zeke freezes time and places every single unit and object with a health bar into stasis for 2.5 seconds after a 0.5 second delay. All cooldowns and attack speed timers still continue on even in stasis, but allies and Zeke are 100/150/200% faster including No Time's cooldown.
UPDATE NOTES:
Time Revolver: Critical damage is removed Critical strikes now refund 1 bullet per attack that crits, up to a maximum of 3 bullets per burst of attacks (A full burst of 6 attacks would just double the chances of getting a full 3 bullet refund.)
There is a 0.25 second lock-out period added between attack bursts. (This is mainly for the user to better control his attacks with the changes being made. At 2.5 attacks per second, your lock-out time would be 0.4 second for a normal marksman.)
Fast Reload: Renamed from Instant Reload Reworked from granting 2/3/4/5/6 bullets instantly to granting 500% total attacks speed indefinitely and ignores his attack speed limit, lasting until 2/3/4/5/6 bullets are reloaded.
Passive wording changed to clarify as permanent attack speed, so stats from levels, masteries, and items. Cap is now reached at 1.25 attacks per second from 2.5 attacks per second to make the cap somewhat realistic to reach.
Need More Time: Renamed from Time Disruption Machine Passive max base damage correctly stated Total attack damage ratio increased to 4% / 4% from 2% / 2%, max 6 bullet damage ratio is now 252% from 126% (This should not be able to true one shot anyone still at any point (except for maybe very rare and extreme super snowball cases), while emphasizing on waiting and striking when you have 6 bullets on the ready to fire out.)
Active no longer turns non-skill shots into skill shots Distorted area increased to 600 from 500 units Distorted area no longer increases ally projectile speeds Distorted area now affects enemy attack animation times, cast times, and projectile speeds Distorted area now reduces the damage of damage over time and damage per second effects (since their tick rate and/or duration remains the same) if the effect is currently in the active zone Base slow down increased to 50% from 25/30/35/40/45% (ratio unchanged)
Double Time: Renamed from Too Late and Never Late Reworked entirely
No longer a self-only ability No longer delays crowd control for 1.5 - 2.5 seconds No longer grants 90% +12% per 100bAD +12% per 100AP total movement speed for 1.5 - 2.5 seconds No longer can reduce stasis duration by 1.5 - 2.5 seconds if cast during stasis
Now is a 5 seconds duration aura that speeds up everything for allies and self, including damage/healing/etc over time and per second effects, but reduces the damage for the same amount causing it to apply faster, but not in a greater amount (it does not reduce its total damage either). It also speeds up enemy crowd control for Zeke and allies inside, which reduces its duration making it less effective, excluding true duration crowd control like suppression and stasis.
(If speeding up enemy crowd control is too strong of an effect then it can be either toned back or just removed entirely.)
No Time: Cooldown adjusted to 100/60/20 from 130/70/10 seconds Freezing time duration lowered to 2.5 from 4 seconds Freezing time is now delayed for 0.5 second from instant to reduce trolling and add in kit synergy Ally cooldowns and attack speed timers are quickened by 100/150/200% (or 200/250/300% of the original value for different wording), including No Time's cooldown making the cooldown 2.5/3.75/5 seconds shorter from the full duration (benefits a lot more from cooldown reduction this way).