The "Smash" Champion: Pure Fighter

ADC Yuumi·12/29/2018, 4:54:14 AM·1 votes·1,396 views

I want you to look at SSB Ultimate for a moment and at how satisfying that is, flinging and stomping and spiking and ripping the joy of one person out before blasting them away. Mainly looking at Incineroar.

Not only that concept of helplessly knocking back someone a massive distance away after dealing a ton of damage to them, but also the loudness of it all.

I'm not going to rapidly update this if some things seem broken but it'll be a small example of what I imagine, bear with me.

The end result I'm looking for is a playmaking only champion who is bad at everything else besides one on one unadulterated pummeling to the point that someone 5 levels ahead couldn't handle him. Like a non-AoE Illaoi. Also their mana costs are EXTREMELY high.

Role: ( Primary ) Fighter. ( Secondary ) Fighter.

Passive:

Scoring a takedown on an enemy for 1.75 seconds after damaging them sends the carcass 1200 units in the direction of the lethal hit, dealing 75 - 300 ( Based on level ) + ( +150% Total Attack Damage ) physical damage, knocking away all units and stops at the first enemy champion hit, slowing them by 95 for 0.25 - 1 seconds. ( Based on level )

The damage decreases by 20% per unit hit, minimum 30% damage.

Q: Grapple and hurl a target behind you, dealing 100 - 250 ( +50/55/60/65/70% Total AD ) physical damage. If behind you is terrain, enemy unit or large monster; this stuns for 0.75 seconds and resets the cooldown.

W: In combat: Deal 150 - 350 ( + 60% Bonus Health ) damage on your next auto attack as well as leaping in front of the opponent.

Before entering combat: Your next auto attack deals 25% damage, but gains 600 range and grants 300% decaying movement speed toward the enemy hit for 0.5 seconds. This also lowers the cooldown to 5 seconds.

E: Shove the enemy for 50 - 100 ( + 50% Total Attack Damage ) 330 units. Collisions with other units increases the damage by 5% per unit hit.

R:

Passive: Increase passive window by 0.25/0.50/0.75 seconds and damage by ( + 15% total health ).

Dash^ to an enemy and become unstoppable for 7 seconds, gaining 25% total movement speed but dealing only 75% damage. All cooldowns are halved during this time.

Again, this idea is for a champion who will drag out and savor the certain death of an opponent.

^ - This dash is extremely slow, at 475 units per second. However during the time you are unstoppable. Beware that this could allow an enemy to flash and lead you right into a gank or tower.

Recommended items: item 3053 item 3071 item 3025 item 3800 item 3111 Weak Against: Range and burst damage. Zoe Caitlyn Lux

Ideal Strats (against): If you know you're laning against this champion, you want to effectively max out your Tenacity or armor, as once they go in they don't go out until nearly dead. Have the jungler come when he goes in on you, as then he has no forms of escape besides his aggressive CC; which is attached to massive mana costs and cooldowns. If he ults, that's the best time for your team to take him out before he finishes your ally.

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