Zeke and the Time Revolver

Stacona·3/27/2019, 12:57:54 AM·2 votes·1,915 views

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).

8 Comments

MooooooooreDakka3/27/2019, 6:02:24 PM2 votes

This looks like a pretty cool concept mechanically but the lore is kind of lacking and some of these ideas seem a bit impractical. Sorry in advance for the wall of text, the post got out of hand.

First, the passive seems likely to lead to some really abusive play patterns in lane since he can frontload three auto attacks worth of damage whenever someone tries to farm. That could also lead to issues with one shotting squishy targets late game. I'd suggest doing something along the lines of decreasing his crit multiplier and giving q a cast time similar to Kaisa's supercharger with high attack speed. Also, with his awful base attack speed, it would take about 12 seconds to fully reload outside of active reload and 4 seconds to load a normal basic attack worth of damage.

The w is really cool mechanically but changing things into skillshots seems like a nightmare from a balancing and coding perspective and speeding up allies projectiles, while a cool form of utility, would be disproportionately powerful in organized play and probably break certain abilities. Also, it feels like a bit of a missed opportunity since he doesn't have any skill shots to speed up. Slowing cast times and dash speeds might keep the same flavor while being more generic in application, probably easier to code, and less abusable.

E seems fine, the main issue I have with it is that the movement speed boost is kind of insane. I'd suggest either hitting the duration of the speed boost, making it reliant on being hit with the first effect active, hitting the raw speed, or making it decay over the duration.

The ultimate is also pretty cool in terms of thematics and what he can do with it (assuming he can reload during stasis) but in practice I think it would be really frustrating to be in the same game as since you'd be trying to play and then the game freezes for 4 seconds because of something all the way across the map. Don't even get me started on the 5.5 second CD at max rank with max cdr.

Here's a kit using my suggestions, this kit is intended to be faster and shorter ranged rather than a traditional marksman: Stats: base attack speed buffed so 2.5 is reached with fewer items, range nerfed (I'm thinking 425), tank stats buffed Passive: Same as you have except reloads one round per 1.2 seconds which scales down to .4 seconds with 2.5 attack speed. Crit damage decreased to 180%. Attack range cannot be increased by rapid fire cannon or similar effects.

Q: Same as current except has a cast time of around .75 seconds during which he doesn't reload rounds normally but can move and gains 10-30% movement speed and 25-40% damage reduction. Cooldown only scales down to 3.5 seconds and doesn't benefit from cdr so that he actually needs to reload normally instead just spamming this for the most part.

W: Slows projectiles as current as well as slowing cast times and dash speeds of enemies in the vicinity. Passive: Hitting a target with a full burst marks them for 5 seconds. Shots against a marked target deal additional flat damage scaling with ad, ap, and cdr. The idea here is to encourage him to stick to a target for successive bursts rather than just adding more flat damage onto each burst. Damage scales with cdr so that he still benefits from it.

E: (this is mostly a new ability) costs two bullets to use, effect varies based on how far the mouse is from Zeke. Does not benefit from cdr. Distance > 425: Steps forward about one teemo and fires two shots with speed and width comparable to a Taliyah q and 600 range. Each shot applies on-hit effects and deals the same damage as a basic attack. The second shot pierces any target hit by the first shot but deals reduced damage to champions like successive shots from his passive do and after dealing damage executes any minion hit that is below a small health threshold. If these projectiles pass through his w field then they double in range, accelerate by 50%, pierce through targets, and crit against champions for 120-180% damage. Puts the ability on a 4 second cooldown. Distance < 425 or self-cast: Fires in a 270 degree cone 425 units long hitting all targets twice and gaining the current e except with the movement speed decaying over the duration. Knocks back enemies inside his w about 1.5 teemos and crits against champions inside w for 120-180% damage. If self-cast then targets the nearest enemy champion, then nearest minion, then the direction he is facing. Can't be used while in stasis. Puts the ability on an 11-13 second cooldown. Explanation: The first effect gives him a way to last hit without firing a full burst. The second keeps the current e and gives it a bit of waveclear and style while nerfing the speed. Both versions interact with w to make use of the mechanic of speeding up projectiles. The static cooldown, ammo cost, and shared cooldown between used are there to give him short windows of vulnerability when he fires a full burst or uses his e to farm.

R: no longer freezes him. Instead of freezing all units in the map, freezes all units and projectiles within a certain range (something like 3000 units) for 2.5-3.5 seconds. He can attack frozen enemies with the projectiles freezing in mid air until the ability ends. Attacks made during this effect deal 50% reduced damage. Abilities used during this effect remain frozen until the effect ends and then go off where they were used. The cooldown no longer decreases as drastically with ability ranks (something like 90 seconds at max rank). Explanation: no longer trolls the entire map when it's used, might have some creative used for setting up ganks but the range is long enough that it should be fine. No longer can be spammed late game but duration now also scales with rank. Shorter duration but he doesn't need e to move during it and can also deal damage in a thematically satisfying fashion.

Stacona3/28/2019, 10:23:58 PM1 votes

UPDATE NOTES (1):

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).