Philipper, the Trickster of Bilgewater
Philipper is a dolphin-like champion, though lives in the sea, can still walk on land like a human and can speak human tongues.
Philipper is a cunning fellow, doing stunts and tricks near the dock, like a street performer without the street, to gather crowds to him and gets his "henchmen" to pick pocket the spectators as they are distracted. See, Philipper is more like the mob-boss of Bilgewater, coming up with schemes to boaster his status, wealth, and power in the city and get his lackeys to do the dirty work for him for no one expects that he is the master mind behind the crimes.
To better portray, and trick, to the people that he is not some evil master mind, he will performs acts of heroism that he staged. Bringing out his special crossbow that fires a small harpoon, will fire a shot at the acting criminal and reel him in to "take care" of him back at his hideout. As far as anyone else is considered, he is seen as the hero of the city, not as the one that is bringing crime and chaos to it.
Philipper is a marksman all about doing stunts, tricks, and deceiving the enemy team. His deception techniques is how he survives a fight by disguising himself as the target enemy champion, this disguise breaks as soon as he performs any kind of action against an enemy unit, but while the disguise still holds only the champion that he copied can harm him in any way.
Philipper is a hybrid between an immobile and mobile marksman, similar to how Zoe is, he can temporarily visit a location to attack one time and then he returns to his original location.
He has quite a bit of utility on his kit as well for some play making action coming from the marksman position - most notable his fishing mechanic, will the line break or real them closer to your original location and your team for the kill?
Attack Range: 575 units Movement: 330 units per second Attack Speed: 0.677 +3.5% per level Base Attack Damage: Average
NOTE: The target has to move away, otherwise the rope will never break if Philipper is dragging them, the dragging process does not prevent any actions on the target with the rope attached to them. This passive is very strong with champions with long immobilizing control control like Veigar or Morgana preventing the target from moving away for some maximum dragging distance.
Reeling Them In (Passive):
If Philipper has not attacked anything in the last 2 seconds, then his next basic attack loads in a harpoon with a rope tied to it, this basic attack stops at the first enemy in its path, latching on to it until the rope snaps and breaks. If the target extends the current rope by 25 - 250 units (based on level), then the line will snap and break, but while the line still holds then the target gets dragged along as Philipper pulls on the rope.
While Philipper has a rope attached to an enemy champion, if Philipper performs a mobility effect that is not directly from his own abilities, then the rope will snap and break instantly. If Philipper is moving faster than 500 units per second due to movement speed buffs, then this counts towards extending the rope, causing it to snap and break as if the target extended the rope too far.
Attempting to drag enemies through terrain will cause the rope to snap and break.
Spin and Flip (Q): Cooldown: 16/13.5/11/8.5/6 seconds; Cost: 40 mana; Range: 600 units
Philipper spins through the air to the target location, remaining there for 1 second or until he basic attacks and then flips backwards back to his original location.
(Cannot cast during Stylish Strike.)
Clever Disguise (W): Cooldown: 26/22/18/14/10 seconds; Cost: 75 mana; Range: Global
Passive: If Philipper stands still for 1.5 seconds without performing any actions, then he can see past terrain and into brush 800/950/1100/1250/1400 range around him.
Active: Philipper disguises himself as the target enemy champion for the next 3 seconds or until he performs an action against an enemy unit.
While disguised, Philipper is immune to all harmful effects and damage from the enemy team except for the target champion that he disguised as and enemy towers, cannot fool a laser.
Stylish Strike (E): Cooldown: 10/9/8/7/6 seconds; Cost: 60/70/80/90/100 mana; Range: 400 / 1000 units
Philipper does a slick spin and dash in the opposite direction of the closest enemy champion at the same time of firing a large and powerful bolt in the target direction, dealing 30/50/70/90/110(+150%AD)(+70%AP) physical damage to enemies it passes through. The first enemy struck has its damage reduced by 40% for 1.5 seconds.
Once Philipper reaches the end of his dash, he does another slick spin and dash back to his original location.
(Cannot cast during Spin and Flip.)
Putting On A Show (R): Cooldown: 130/100/70 seconds; Cost: 100 mana; Range: 600 / 1800 units
1st Cast: For the next 2 seconds, Philipper displays stunts and tricks at his location unable to attack, move, or use other actions while doing so, this amazes nearby enemies, suppressing them for 2.25 seconds as they watch in awe. This can be cast during Spin and Flip.
2nd Cast: For every enemy champion suppressed by Putting On A Show grants a henchman to summon at the target location, up to a maximum of 5. The henchmen act on their own, attacking the closest enemy to them and dealing 10/40/70(+40%AD)(+30%AP) physical damage for their attacks, remaining in play for 8 seconds once summoned. Each cast summons one henchman at a time.
Henchmen have an attack speed of 0.500/0.525/0.550 attacks per second, modified further based on Philipper's bonus attack speed.