[Champion Concept] Quinzy, Wendy and Ergor - The Creakhook Three

MutantCarrot·5/13/2016, 1:51:39 PM·1 votes·350 views

>Brief Lore

The Creakhook Three is a band of thee notorious Yordle theives. Quinzy, the brains, Wendy, the expertise and Ergor, the muscle. (Their names start with the same letter as the keybinding their skills are on, Q W and E).

>Design Concept

The Creakhook Three is a champion comprised of three individual Yordle theives. The champion, when you first spawn into the game, is all three Yordles as a single champion unit, stacked upon each other. By using certain spells in their kit, the player may break apart and reform this "stacked champion" to interact with their allies and opponents in a number or interesting ways.

>Kit

NOTE: It is highly recommended you read the explanatory notes section underneath this section if you want a better understanding of why I've made certain decisions and formatted values on spell in certain ways.

item 3070 WHILE THERE IS NO MANA COSTS LISTED FOR THESE SPELLS, THIS CHAMPION IS INTENDED TO HAVE A MANA POOL AND USE MANA FOR CASTING SPELLS. item 3070 Because there are a large number of variables that go into finding a suitable mana cost for a spell (base mana, mana per level, base mana regen ect.) I have chosen to not specify any numbers, because I have absolutely no clue what would be a balanced amount.

The main unit (hereby referred to as the stack) is ranged. The additional controllable units (Quinzy and Wendy) are melee.

Passive Notorious Trio The Creakhook Three can split themselves into up to three separate units. Any units that are not stacked will become untargetable and attempt to rejoin the stack if they have not been given an order in the last three seconds, or if they receive fatal damage. The stack is always created on top of Ergor and is always in this order from top to bottom: Quinzy, Wendy and Ergor.

Divided We Fight Each time a Yordle leaves the stack, it takes 25% of the stack's maximum health pool size with it, along with 25% of the stack's current health. When a Yordle rejoins the stack, the stack's maximum health pool increases by 100% of the returning Yordle's base maximum health and heals the stack for 100% of the returning Yordle's current health. The value of this healing cannot be changed by any effects.

Brains, Cunning and Brawn Quinzy and Wendy's non-health stats when not part of the stack are determined by the levels of The Creakhook Three's spells.

Q - Quinzy's Brew / Launch: Quinzy Quinzy's Brew The gang chugs down one of Quinzy's special ales, healing the stack for 30/60/90/120/150 (+15% missing health) health. This is increased by an additional 15/30/45/60/75 (+30% of ability power) for each person in the stack beyond the first. Yordles not in the stack drink a different brew, gaining 5/10/15/20/25 (+15% of ability power) on hit magic damage and 5%/10%/15%/20%/25% (+1% per 10 AP) attack speed for 2/3/4/5/6 seconds. Cooldown: 20 seconds

Launch: Quinzy Passive: The stack moves 10%/8%/6%/4%/2%/0% slower for each Yordle on the stack. Yordles not on the stack gain 5/5/10/15/20/25 movement speed when moving towards enemy champions. Active: Quinzy launches off the stack and into battle, becoming a controllable unit. Upon landing she deals 25/50/75/100/125 (30% of ability power) magic damage and grants herself and other members of The Creakhook Three (+1 per 10 AP) movement speed for 3 seconds. Range: 600 Radius: 200 Cooldown: 10 seconds

W - A Blow To The Face / Launch: Wendy A Blow To The Face The gang throws an array of deadly weapons with varying effects based on the number of Yordles in the stack. Yordles not in the stack mimic this spell when cast. Full Stack: Throws a hammer that deals 80/100/120/140/160 physical damage and stuns for 1.1/1.2/1.3/1.4/1.5 seconds. Half Stack: Throws sharp hooks that deal 45/60/75/90/105 (+0.3 per bonus attack damage) physical damage and slows enemies hit for 20% for 2 seconds. Additional hits increase the slow by 30% but do not refresh the duration. No Stack: Throws deadly knives that deal 20/40/60/80/100 (+0.5 per bonus attack damage) physical damage. Hitting a champion with these knives refunds 10% of this spells cooldown per knife, up to 30%. Range: 750 Cooldown: 14/13/12/11/10

Launch: Wendy Passive: For each Yordle not on the stack, the stack loses 40%/40%/35%/30%/25%/20% total attack damage. Yordles not on the stack have 25%/25%/27.5%/30%/32.5%/35% of the stack's total attack damage before reductions. Active: Wendy launches off the stack and into battle, becoming a controllable unit. Upon landing she deals 10/40/70/100/130 (+1.0 per attack damage) physical damage and silences all nearby enemies for 0.5 seconds. Range: 600 Radius: 200 Cooldown: 10 seconds

E - Creakhook Tactics / Tactical Retreat Creakhook Tactics Commands any Yordles not on the stack to move to the chosen location or attack the chosen target. Cooldown: 0

Tactical Retreat Passive: Yordles not on the stack have 50%/60%/70%/80%/90%/100% of the stack's armour and magic resist. Active: Instantly returns all Yordles to the stack in a puff of smoke. Whenever Launch: Quinzy or Launch: Wendy is cast, this spell goes on cooldown for 3 seconds. Cooldown: 10 seconds

R - Divide / Conquer Divide Passive: All members of The Creakhook Three have 0%/10%/20%/30% damage resistance Active: The Creakhook Three prepare to leap into battle, gaining a new set of abilities. Cooldown: 0

Conquer The Creakhook Three draw their weapons, gaining a new set of abilities. Cooldown: 0

>Explanatory Notes

Passive: Explanatory Notes Yeah, that's a lot of words. This 'passive' explains the unique mechanic of the champion. As this champion is made up of three units, it only makes sense that they should have separate health pools when apart. However I didn't want the health pools of the two weaker Yordles that are used as separate units (Quinzy and Wendy) to be totally unrelated to the health of the champion in total because each of those units are actually important. By making their health all come from the same 'pool' in a sense this makes them feel like actual ADDITIONAL champions you care about keeping alive, compared to something like Tibbers or Yorick's Ghouls, which player's don't care about the safety of. While another skill in the kit lets you call back anyone not in the stack, I felt it was a good idea to put in the "not been given an order in the last three seconds" recall on the passive so that the champion can still feel functional at level 1.

Q, W, E and R passives If you have not guessed it by now, this champion's ultimate is a transformation ultimate, much like Elise or Nidalee. The ultimate is learnt at level 1, like all other transformation ultimates. You may have noticed that there are six values for the passive statistic components of Q, W and E but only five levels worth of scaling on the spells. The FIRST value of each of these passive is the effectiveness of this passive before putting ANY points into the spell. For example, even if you were to level up Q first, the stack (which is to say, your main champion) would still lose 40% of it's total AD if you were to cast Launch: Quinzy.

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