Que - The Bullet

DeathPreach·1/1/2016, 1:35:45 AM·1 votes·450 views

Ok this is my first try at this kind of thing. By no means are the mechanics going to be balanced at this point in time.

The bases for this Champion is an ADC (Marksman) with no auto attack who relies on skill shots.

With that said, the idea in my head is a Champion like Udyr who has no ult and has two main build/play styles Tiger (Q) and Phoenix (R).

Also because there is no auto attack, he uses his Q or R cast for damage, I do not want to use a mana system, but I want to use a ammo system like Graves' auto or a charge system like Corki's Ult.

One last thing about the basic concept is that he also has a starting item that you upgrade throughout the game like Viktor.

EDITS N/A

Story // Background WIP

Role Marksman

Gameplay WIP

Abilities

  • Passive: Ammo Box Que is unable to auto attack. Que's "attack" range is 460 + 10 x lvl (total of 640 at level 18) (which is the cast range of his Q and R) Que starts the game with an item call Ammo Box. The ammo box can store (15 + 5 x lvl) charges of "ammo" and regains charges based on total attack speed (every 5 seconds 5 x Attack Speed minimum of 3). Que's Ammo Box can be upgraded in the shop.

  • Q: Piercing Round ACTIVE: Que used 1 charge of ammo to fire a projectile in the target direction (.25 second cast time) that deals 11/12/13/14/16 +1.0 AD physical damage to the first enemy it passes through, after which it deals only 55/60/65/70/75% damage to next enemy it strikes thereafter and applies on hit affects to first target hit. If Improved Rounds are purchased from the store Piercing round does +1.25 AD physical damage instead and applies on hit affects to both targets hit. Cool down starts at 1 sec. Cool down reduction does not affect the cool down of this ability. Attack speed affects the cool down of this ability (the cool down maxes out at .5 at 2.0 attack speed).

  • W: Landmine ACTIVE: Que uses 5 charges of ammo to throw out a landmine to targeted location. Takes 1 second to activate and turn invisible. Max of 2/3/4/5/6 mines can be active at any time. Landmines when trigger make an audible beeping sound and flash red for 1 second then explode dealing 50/60/70/80/90 + .4 AD damage to all units within 200 unit radius and revels the area for 2 seconds. If landmines are destroyed without being triggered they explode dealing no damage but still revel the map. 5 second cool down. If flare Ammo upgrade is purchased from the store: reveled section of the map is increased to 500 units and any champs reveled this way are visible for 5 seconds. still need true sight for invisible.

  • E: Recon Station ACTIVE (1 charge) Que assembles a recon station that acts like a visible ward (without the true vision) reveling a small area around the recon station. The recon station has 1/2/3/4/5 health. While Que is within (900 + 100 x lvl) units of the station his ammo recharge is increased by 5/10/15/20/25%. Max of 1/2/3 stations can be placed at anytime at levels 1/7/14. Each station lasts for 60/70/80/90/100 seconds once placed. Cool down 1 sec. Creates 1 charge every 20/18.75/17.5/16.25/15 secs for a max of 2/3/4 charges at levels 1/7/14. If Cloaking system is purchased from the store: the recon station turns invisible when in a bush and will become visible after an enemy champion is within the same bush for 5 seconds. True Sight will be able to see it as well.

  • R: Warping Round ACTIVE: Que used 1 charge of ammo to fire a projectile that causes an explosion at that target enemy (.25 second cast time) that deals 10/15/20/25/30 +1.0 AD physical damage to the targeted enemy and applies on hit affects. If Improved Warping are purchased from the store Warping round does splash damage (Caitlyn trap size explosion) around targeted location instead. Cool down starts at 1 sec. Cool down reduction does not affect the cool down of this ability. Attack speed affects the cool down of this ability (the cool down maxes out at .5 at 2.0 attack speed).

Items

    1. Ammo Box Que starts with this item in his inventory and cannot be sold. Has 3 upgrades each costing 1000 gold each. When an upgrade is purchased you may improve an ability. First upgrade can be used for W and E only. Second is for the other one not upgraded (W or E). Third Upgrade is for upgrading Q or R. The Ammo box gives 2/3/4/5 AD per level maxing out at 90 AD with 3rd upgrade and level 18. Also provides 0/3.33/6.66/10% Life steal.

Other // Misc. As for the Ammo box and the upgrades I wanted it so that you couldn't get both Q and R's upgrades to do way to much damage by casting both at maxed ranks with the only restricting factor being ammo. So I am restricting the ability to upgrade either Q or R and at the 3rd upgrade. I know there needs to be more done to make this more balanced. I'm thinking that the upgraded R feels like an AD version of Karthus Q so it might need to change it. A change might be having it be targeted location all the time, but the upgraded version makes it so it is no longer a projectile and has a larger splash radius but less damage outside of the center area. Also maybe make the Q and/or R be 2 ammo until it reaches level 5

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