Reckless Abandon - New champs that throw caution to the wind
Over a long period of time I have been brainstorming ideas for a single champion and found that so many were popping into my head that I could create an entire team. Thought about splitting them up into different pages, but the personal affection I have for the group won over. So here are the five ideas.
Also, keep in mind that I'm not a number cruncher or balance major, so specific stats are not included.
Also, updates will come when names of abilities have also been decided. I want these up and receiving as much feedback as possible as soon as possible.
ALSO, don't really know how to get my pictures to be in the middle of the page where the champion is introduced, if someone could help me out, that'd be fantastic. For now, artwork will be posted at the bottom of the page.
Top Lane - Rasputin: The Endless Spiral - Fighter
This little guy is armed with a big drill and the heart of a daredevil. If there's an chasm, he leaps over it. If there's a wall, he punches through it. If there's a team of five facing him, he dives in head on. His playstyle consists of heavy aggression with a mix of timing and quick reflexes.
Passive
Every auto attack Rasputin lands on a unit applies a stack. At five stacks, the unit's **armor **and magic resist is reduced by a percent. Activation of the passive does not stack, but resets the duration. Stacks decay over time.
Q
Rasputin readies his drill and reflects an enemy skill shot in the direction of the mouse cursor, affecting any enemy unit instead. Enemy units hit take half damage and/or cc. Rasputin's next auto attack deals increased damage and applies two stacks of his passive.
W
Rasputin fires a drill to a targeted area,** knocking enemies to the side** and applies two stacks of his passive. The drill is driven into the ground at the target location and Rasputin receives bonus movement speed when running towards it. The drill can be picked up to increase Rasputin's attack speed.
E
Rasputin dives in a direction. If Rasputin collides with an enemy, he **attaches **to their back, channeling auto attacks at his current attack speed for a set amount of time, after which he dives in a new direction for half the distance (Does not reattach). Rasputin can recast this ability to **dive **a second time early.
While attached Rasputin's target cannot auto attack Rasputin nor hit him with** skill shots**. AoE and targeted spells will still connect. Hard crowd control will cancel the channel of Rasputin's spell. Flash
will cause Rasputin's channel to end and force the second dive.
R
Rasputin fires a zip line in a direction, **attaching **to an **enemy **or **allied **champion.
-
On allied champion - Rasputin's target gains increased movement speed. Rasputin remains at a fixed distance with his tether and mounts drill, surfing the earth. Rasputin can move in a radius around his target and can pass through terrain freely while aboard his drill, as well as becoming immune to cc. Rasputin can recast to **launch **himself through his ally to the edge of radius on the other side at incredible speed.
-
On enemy champion - Rasputin mounts his drill and rapidly moves toward his target with the zipline and is immune to crowd control.
Upon reaching his target location, if Rasputin collides with an enemy champion, that target is briefly stunned and is dealt massive damage (not tons). AoE cone damage is applied to units behind the target. Additionally, upon collision, Rasputin is **launched **past the point of collision. Should Rasputin miss his ability (ex.
, being bad at the game, etc.) he will **roll **off his drill at the end point for half launch distance.
Pros/Cons
Rasputin is supplied with a lot of all in and burst potential, as well as shreading tank stats, but lacks the ability to kite, sustain, and poke effectively and relies heavily on his Q to give him a clear opening to attack. Be aware that initiating with your R and running down an enemy with your W can not only be telegraph, but punished heavily when opponents are prepared for it. Use your Q to avoid damage, your W to prepare, and your E to jump in and burst, as well as utilizing the double speed boost when you can with your R to give your team a strong initiation. Just don't miss. That would be embarrassing.
Jungle - Vaug: The Encroaching Sludge - Tank
A fallen warrior of Demacia, this soldier never knows when to quit, even in death. Preferring to jump in and smother his enemies, this sludge-infused soldier roams the battlefield seeking camaraderie, friendship, and a little love from his enemies.
Passive
Every time an **enemy **unit around Vaug dies, he gains a stack.
-
Small minions and monsters grant 1 stack.
-
Large minions and monsters grant 5 stacks.
-
Epic monsters and champions grant 10 stacks.
On death, all stacks are expended, giving Vaug 0.5% reduced death timer for each stack. At 100 stacks, this bonus is increased to 80%. Maxes at 100 stacks.
Q
Nearby recently killed or expired units leave behind sludge. Vaug can cast this ability to emerge on one of these points, causing the ground around the point of emergence to slow and damage enemy units while they remain in the area.
W
Vaug chucks a chunk of his own sludge onto a targeted uint.
-
On enemy cast - Vaug **transfers **a percentage of the damage he is dealt to his target.
-
On ally cast - Vaug transfers a percentage of the damage his **ally **is dealt to himself.
E
Vaug attaches to an enemy, damaging and slowing them. Can be broken by flash
cleanse
, and casting Q . Can cast R while attached
(Vaug's arms are long and oozy, so he does not keep himself directly behind his target like Driller. Can be targeted by autos and skill shots.)
R
Vaug creates a sinkhole around himself, **pulling **enemies toward him (think like very small knock backs triggering every 0.5 seconds), draining a percent of his enemies' current health while restoring a percentage of the drained health. Vaug moves at half movement speed for the duration but can cast E while attached.
Pros/Cons
Vaug is very hard to remove during a team fight and is even harder to keep down if his passive is stacked high enough. If you attack him in a team fight, he can cast W on an priority target to make you kill them, but if you ignore him, he will debuff everyone. Try to avoid overcommitting unless you know you can win quickly and effectively. He is weak to kite and poke, and without some assistance from his team or a creep wave, getting in the middle of a fight can be quite a chore. Once he is there, however, he is very hard to shake off. Early ganks and skirmishes in lane are very effective and surprising with the utility from his Q R combo.
Mid - Rayth: The Spellsword - Mage
What he lacks in words, he makes up for in action. This strong silent type keeps his past a mystery and bring burst and hard engage into the mix. Every ability equips him with new stats until their explosive properties are called upon. Designed to be built hybrid and a high reward glass canon, this rogue leaps into the fray without fear.
Passive
Spells off cool down give Rayth spectral equipment physically altering his character model, each granting him different bonus stats.
Q
-
Passive - Rayth equips a spectral blade, granting him bonus attack damage.
-
On ally unit - Rayth strikes an allied, non-champion unit, siphoning health. Killing the unit does not grant gold or EXP.
-
On enemy unit - Rayth sacrifices a portion of health to deal bonus magic damage and receives a shield worth double the health sacrificed.
Both casts are applied on Rayth's next auto attack.
W
-
Passive - Rayth equips a spectral cloak, granting him bonus movement speed.
-
Active - Rayth leaps to a target location. The initial jump deals a small AoE knockback and magic damage. The impact of the jump deals an AoE slow and attack damage.
E
-
Passive - Rayth equips a spectral cannon, granting him bonus ability power.
-
Active - After a brief charge, Rayth fires a skill shot dealing attack damage. As the shot passes through enemy units, it gains damage, range, and width.
R
-
Passive - Rayth equips spectral armor, granting him armor and magic resistance.
-
Active - Rayth hover in the air, becoming immune to crowd control and channeling at reduced movement speed. After a duration, Rayth slams into the ground, dealing AoE attack damage and marking enemy untis. After a short delay, marked units will explode with spectral energy, dealing AoE magic damage. Can be recast early for reduced damage and range
Pros/Cons
Rayth's laning phase is exceptionally strong with wave clear and poke from his E as well as sustain and trade from his Q, which can also be used to deny creeps from your opponent. When laning against him, pay close attention to when you can score a creep, and when his Q is up (as you can visually tell with the equipped sword). If he makes a move on your cash, prepare the punish. Additionally, while playing as Rayth, make sure to manage your creeps and your enemy's creeps effectively. While you can deny you opponent gold, you don't get any either. Make sure to get your own creeps too. While his W is a strong initiation, keep in mind it is his only mobility, and one misplay can lead to a strong punish and possibly a kill. Pre level 6, Rayth is very squishy and can easily be jumped on if he decides to roam. His ultimate is exceptionally strong, but highly telegraphed. Use this to your advantage when he engages by either getting away during the channel, or killing him outright. When all of Rayth's abilities are down, he is completely vulnerable, and everyone can tell. If he's on your team, put up your defenses. If he's on the enemy team, put him back in his place.
Whew. About halfway done. You still there? How are you? Hope you're finding a good read. On to the next.
Bottom- Lance: The Masked Mercenary - Marksman
Put on your mask and dig in. This carry isn't about hiding behind the walls of his team, he's about putting up the walls himself. If you want something done right, you gotta do it yourself, whether that's covering your own back, putting a bullet in your opponents' heads, or causing mass destruction.
Passive
When an enemy gets to point blank range, Lance's next auto attack will be a swift hack from his machete, dealing percent missing health damage and automatically performing a backflip in the opposite direction of your target. Has a significant cool down.
Q
Lance fires a powerful skill shot that penetrates through shields. Auto attacks reduce cool down.
W
Lance throws out a tether in a line that latches to the first enemy hit and dealing damage. Lance siphons percent current mana from his target and empowers his next ability (only works when it lands on enemy champions #minionmanaprobs)
-
Q - Knocks back and deals bonus damage.
-
W - Pulls Lance to target and immediately applies passive. (If passive is on cool down you have mad a Graves mistake
.) -
E - Walls shoot lighting at nearest enemy (prioritizes enemy champions), deals damage over time and slows.
-
R - Causes the drop to happen **immediately **and knocks up instead of knocks back.
E
Lance drops two pillars in front of him that empower his auto attacks when fired through them. These pillars count as terrain but can be targeted and destroyed (pillars share health).
R
Lance marks a target area and, after a short delay, drops a massive satellite, damaging enemies caught in the radius and knocking back units in the center. The satellite then fires three independent turrets at nearby enemies (prioritizing champions). Multiple turrets cannot attack the same target.
Pros/Cons
Erik Lance has a kit that makes him a difficult target to get to and eliminate. Superior poke and split push is key to shutting him down late game. If he can't set up a defensive position, he's no good to anyone. Once he gets settled down, he get very hard to deals with. Avoiding his E and R with flanks is also recommended. Sometimes, in the end, it's better to surround and eliminate him a quickly as possible. When playing as Lance , be smart about where you place your E, your R, which ability you empower with your W, and be watching your enemies at all times. Positioning your walls between yourself and your enemies is the best way to maximize damage per second. Remember that your walls are destructible. This means, with a quick enough trigger finger, you can even use them to block skill shots. And be smart about when it's safe to use your empowered W. You may get your passive off, but that is your last line of defense if someone gets through. Careful on how you approach.
Lance also has an attitude to match an ego, constantly throwing out smart-aleck remarks to his opponents. Every time he kills an enemy champion, he will call them out. Examples:
"How's the weather up there?"
"Sorry, no furries allowed."
"I thought ninjas were supposed to be tough to beat."
"Looks like I can milk those."
"Maybe next time you come back you'll find some friends."
Chicken noises
"Dat Ashe."
"White meat or dark, guys?"
Mimics Bard noises
"The gun is mightier than the 'stache."
"Looks like this fight is Pilt-Over, thank you, I'll be here all week."
"Don't chew with your mouth open. It's gross."
Airplane noises, crashing sounds "That was you."
"That's so Draven."
"What, you can't turn that back?"
"And next time I'll use the newspaper!"
"Would you like a map to your respawn?"
"Where are your oranges now?"
"Oh look, the human merry-go-round broke down."
"Dude, where's your cigar?"
"I've heard of putting a horse down, but this is ridiculous."
"Calculated."
"Better nerf Lance."
"Why does that harmless breeze smell like beef stew?"
"I have a real weapon. It's a very nice weapon."
"That's a pretty big hammer, Jayce. What, are you compensating for something?"
"Aw, look, she made a heart."
"How many spears do you have?!"
"3 Spooky 5 me."
"You didn't just bring a knife to a gun fight. You brought a lot of knives. How'd that work out?"
"Weather report said there was a storm coming. Maybe it'll get here if we wait a little longer."
"How do you adapt from being shot in the face? I'm curious."
"Anyone have a hankie? I think I got some on me."
"LeBlanc, you're supposed to make MY health bar disappear."
"Lee, what's your favorite color? Just curious."
"My mask has shades, you can't beat me."
"Hah. I brought my sweater."
"Bring your wife so we can have tea next time."
"Has anyone ever told you you're really cute? Cuz you're not."
"Ain't no mountain high enough."
"Only I can prevent forest fires. I just choose not to."
"Wuju try harder next time?"
"How unfortunate...miss...fortune...ah, I ruined it."
"Needs more cowbell."
"Did that hurt worse than when you fell from heaven?"
"Aw, yeah! I love sushi."
"Play dead. Good boy."
"Don't give me your spear. Give it to Kalista. Chick loves spears."
"Ah. Ah. Ah. Ah. Ah. Ah. Ah."
"Who taught you to dance? They did a terrible job."
"No wonder no one plays you."
"You're a champion?"
"Ok."
"Oh, good. I needed a new pair of boots."
"Stick that in your scroll and smoke it."
"I like your pig. Little curious how you trained her to stay up there."
"Oh, I get it, the joke is your performance."
"Ninjutsu? More like...bad."
"When do I get my dragon slayer outfit?"
"Never skip leg day."
"The bigger they are, the harder they OH HE BACK!"
"I ducked."
"Stinger? I hardly even know 'er."
"You're a little out of tune, that was awful."
"Not even all the bananas in the world could have saved you."
"Oh, Swain, you haven't heard?"
Restrained puking noises "I'm sorry, you're just so ugly."
"Today, I did the world a service."
"Never pass out when there's markers about."
"See, you hit 22. That's the problem. You need to get 21. Math hard."
"Aha! His weakness was soap, guys!"
"I'm telling PETA."
"Is it chilly to you?"
"Looks like your attempt was in vane. I'm so funny."
"Your life was a short joke."
"Ironically enough, he didn't see that one coming."
"Get your over-sized oven mitts away from me."
"Ah! Oh! Ew...is someone gonna clean that up?"
"Aw, little guy tried to get me. That's adorable."
"Good thing you dug so many graves."
"Would you put some clothes on please? Kinda creeping me out."
"Hey, where are you going? Weren't you gonna kill me?"
"Try again in another 70 years, old man."
"Oh, she turned into a flower, how pretty."
Lore
When Erik Lance first entered the hired gun scene, many thought of him as a joke hiding behind a gimmick of a mask. His attitude alone made people think he wasn't serious and would fail his missions miserably. Until one day, a Demacian with no where else to turn, hired him to pull something insane. By Lance's hand, one of Noxus's greatest warriors, Sion, was killed. Lance's reputation skyrocketed and was hired onto jobs from across the lands. It became clear, however, that he had no lines he wouldn't cross for extra coin. Many times he finish a job just to turn around and stab his previous employer in the back to finish another for a separate party. That being said, his skill was unmatched. He once challenged Catilyn in an accuracy contest and won. He was able to beat Bard in a game of musical chairs. He's even taken Jinx out on a dinner date as payment for stealing her weapons back from the Piltover armory. It even got to the point where he would get paid NOT to get involved in working against a party.
After a while, Lance received what was considered an absolutely suicidal request. His job was to take on the Demacian Commandos. Knowing he couldn't do it by himself, he scoured the land to find a group of oddballs crazy enough to help him. Eventually, he found Rasputin, Vaug, Rayth, and Sho'Wi. Together they caused enough mayhem to distract Demacia long enough for Noxus to make a sneak attack. After the attack, Demacia hired the team right back and struck a counter blow against Noxus. This elite team of completely reckless and suicidal mercenaries formed the team Reckless Abandon, and eventually found themselves joining the League, mostly from encouragement by disputing nations to keep them from interfering with their feuds.
Bottom - Sho'Wi: Whisper of the Void - Support
Just another summoner in just another game decides to buy just another Aether Wisp
. The item went haywire with Void energy and spawned a new being. She's fast, she's friendly, and her friends are trying to take over your reality. Say hello to your new little monster.
Passive
Sho'Wi cannot use auto attacks and, instead of mana or energy, she runs on shadow. Shadow is built up every time Sho'Wi lands a Q or is near a killed unit (double for enemy champions). Shadow stacks are expended to cast spells. Additionally, Sho'Wi causes every third auto attack from enemy champions to miss (only counts on one champ at a time, e.g two auto attacks from Anivia
and one from Caitlyn
will not trigger the passive).
Q
Sho'Wi fires a skill shot shadow bolt which applies a stack on an enemy unit (max 3), causing a shadow or to circle them. At three stacks, the next allied auto attack will detonate the orbs, applying a slow and dealing bonus damage as well as providing Sho'Wi with bonus shadow. Applies on-hit effects and can hit wards.
W
Sho'Wi enters an untargetable mist form and fuses with an allied champion, empowering their auto attacks. Each auto consumes shadow. Sho'Wi automatically exits ally when shadow is depleted. Can be recast to exit early.
E
Sho'Wi dashes in a direction, shielding allies and blinding and damaging enemies. Each dash costs shadow. If an ally is shielded and was not protected by a shield from Sho'Wi at the time of contact, the cool down will be refunded. Sho'Wi shields do not stack. Sho'Wi can activate E while casting W to fly directly at the target her ally is attacking, applying the blind and damage.
R
Sho'Wi forms a pentagon around her current location, slowing all enemies within it, and blinks to mouse clicks within the pentagon. Sho'Wi cannot leave this pentagon. The blinks leave a trail from Sho'Wi's various positions, applying shadow marks each time an enemy comes into contact with these trails. After a certain amount of time, the pentagon disappears, allowing Sho'Wi to move freely again. The marks then detonate one at a time dealing damage. The fifth detonation will deal bonus damage and stun the target. Stunning targets gives Sho'Wi bonus shadow. This ability can be recast to end early.
Pros/Cons
Sho'Wi can be tricky to play as and play against effectively. While diving into the enemy for a sick blind can seem very beneficial, it can also leave you wide open if there is no follow up. Try to coordinate with your teammates to apply a shield and a blind at the same time to get the immediate refresh, or quickly combo with your R. While buffing up your ally with your W can seem great, it's also an easy way to expend all your shadow. If something happens to your friends, you could find a long crawl back to a decent amount. Try and stick with your team as best you can and manage going in and out. Harass as often as you can with your Q and follow up with your marksman for that bonus trade damage. Harassment and trade is Sho'Wi's specialty. That being said, Sho'Wi is to hard engage and all in. Find the right moment and attack. It can be difficult to hit Sho'Wi while she's ulting, but she's not invincible. Hit her with some hard crowd control and you can either force her to detonate early or die.
Well that's it for now. I'll be getting on when I can to update and modify what needs to be (item paths, champion matchups, combos). Be sure to let me know what you think, I put a lot of thought into all of these kits and characters.
- Fechel, out.
Hire me Rito