Telephus, the Stoneslinger [Champion Concept - Rough Draft]
Concept: A Targon ADC, specifically a young Rakkor man wielding a sling:
a device for hurling stones or other missiles that consists, typically, of a short strap with a long string at each end and that is operated by placing the missile in the strap, and, holding the ends of the strings in one hand, whirling the instrument around in a circle and releasing one of the strings to discharge the missile.
Like Jhin, Telephus has a fixed rate of attack (in most cases) but can hit hard with those attacks. Unlike Jhin, Telephus doesn't become The Fast and his abilities aren't particularly flashy, but he has high scaling potential with a Veigar-esque passive, making him something of a potential hyper-carry despite the low rate of fire.
Instead of gaining AD like Jhin does from AS, Telephus instead increases his range and the damage ratio of his basic attacks. These bonuses have diminshing returns, though, so he won't realistically be outranging turrets. Ideally he'd end up having around or slightly higher than Tristana's end-game range at a standard build in the end-game. Potentially a bit more if you're good about his passive.
This is a really rough draft that I wrote up just out of curiosity about what a Targon ADC would be like.
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Range: 525 Resource: Mana Class: Marksman
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Passive: Laborious Strength
Telephus's Attack Speed cannot be improved except through growth by level-up, and his Attack Speed growth is classified as base Attack Speed.
Telephus's Attack Range and Attack Ratio are increased based on his bonus Attack Speed. The value of these increases is based on Telephus's Level, with diminishing returns the more bonus Attack Speed is accumulated.
Training Regimen - Telephus is always building his strength through combat, gaining stacks of Training as he fights:
- Killing a minion or small monster grants 2 points.
- Basic attacks against champions or large monsters grant 2 point.
- Damaging an enemy champion or large monster with an ability grants 4 points.
- Enemy champion or epic monster takedowns grant 10 points.
At 100 stacks, Training Regimen resets and Telephus permanently gains 3% bonus Attack Speed.
- The bonus Attack Ratio that Telephus gains increases the (100% AD) ratio against normal targets as well as the damage ratio when attacking turrets.
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Q: Slinglash
Range: 850 Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 9 / 8 / 7 / 6 / 5
Active: Telephus lashes forward with his sling, dealing Physical Damage to the first enemy struck and slowing them for 1.25 seconds. The slow increases in strength the farther away the target is.
Striking a target with the tip of the lash will critically strike for 25% increased damage.
Physical Damage: 20 / 60 / 100 / 140 / 180 (+140% AD) Critical Damage: 25 / 75 / 125 / 175 / 225 (+175% AD) Base Slow: 33 / 36 / 39 / 42 / 45% Max Slow: 66 / 72 / 78 / 84 / 90%
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W: Toppler of Giants
On-Target Cooldown: 8 / 7 / 6 / 5 / 4
Passive: Telephus's basic attacks deal bonus Physical Damage equal to a percentage of his target's Maximum Health. The percentage of Health dealt increases the higher the target's Maximum Health is than Telephus's, up to a cap.
This effect cannot occur on the same target more than once every few seconds.
Physical Damage: [4 / 5 / 6 / 7 / 8% (+1.5% per 100 Bonus AD) of Target's Max Health] + 10% per 200 more Max Health the Target has, capping at +100% at 2000 more Max Health
Max Damage: 8 / 10 / 12 / 14 / 16 (+3% per 100 Bonus AD) of Target's Max Health
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E: Stone's Throw
Maximum Range: 1500 Cost: 50 / 60 / 70 / 80 / 90 Mana Cooldown: 18 / 17 / 16 / 15 / 14
Active: Telephus channels for up to 4 seconds, increasing the range of Stone's Throw over a cone in the target direction.
Second Cast: Telephus lobs a boulder at the target location, dealing Physical Damage to nearby enemies when it lands and applying a slow that decays over a short duration.
Enemies at the center of the boulder's impact take 33% increased damage and are rooted for the same duration instead.
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R: Herculean Feat
Range: 325 Cost: 100 Mana Cooldown: 120 / 100 / 80
Active: Telephus channels up for 1 second, becoming immune to crowd control and taking 80% reduced damage during this time. While channeling, Telephus will turn to face your cursor, but cannot turn more than 45 degrees from his starting direction.
After channeling, Telephus swings his sling in an arc in front of himself, dealing Physical Damage to nearby enemies and knocking them back to the edge of his basic attack range.
If Telephus knocks back at least one enemy champion, he gains Herculean Strength for 6 seconds, increasing his base Attack Speed by 75%. Herculean Strength's duration is refreshed on champion takedowns.
Physical Damage: 100 / 225 / 350 (+120% Bonus AD)
- The increase to base Attack Speed affects Telephus's rate of attack rather than granting him bonus range or attack ratio.