Rambi, the Rune Destroyer

Stacona·8/19/2018, 9:55:36 PM·2 votes·1,532 views

Human, male, and from Shurima.

Some kind of lore may come later, but for now I just want to make an ability kit and worry about that. This concept is under the idea of making the classic assault rifle character work in League of Legends, obviously it will be a magical kind of assault rifle and not something that is "technologically advanced" or even shoots bullets.


Rambi is a marksman, he does not have a traditional resource, but he can enter various modes to change how his gem blaster fires, like an assault rifle, but powered by a magical gem shooting out powerful beams at a rapid rate. When he really wants to dish out damage, he can overcharge the gem and really lay down a beating, but at the cost of heating up the gem and if the gem overheats then Rambi becomes disarmed for several seconds, so you better watch your heat!


Attack Range: 575 units Movement: 340 units per second Attack Speed: 0.575 +6% per level Attack Damage: Average Heat: 100, starts at 0


Gem Blaster (Passive):

Rambi uses a Gem Blaster, firing his basic attacks in a 3 shot burst, dealing (+40%AD) physical damage each shot. Each shot critically strikes separately. Every 3rd shot applies on hit effects.

Rambi uses Heat as his resource, upon reaching 100 Heat, Rambi disarms himself and begins cooling down immediately until his Heat reaches zero. While not generating Heat for 2 seconds, Heat cools down by 25 over 1 second.

Rapid Fire Mode (Q):

Generates: 4 Heat per shot

Passive: While either Rapid Fire Mode is active, deal 4/4.5/5/5.5/6%(+2% per 100AP) of target's maximum health as bonus physical damage on hit.

Toggle: Rambi turns on Rapid Fire Mode, increasing his total attack speed by 120/135/150/165/180% and attack speed cap to 5.000 attacks per second, but only fires one shot at a time.

Hold: Rambi immobilizes himself and ramps up his firing rate even further, increasing his total attack speed by 360/405/450/495/540% and attack speed cap to 10.000 attacks per second, but his shots travel in a straight line towards the mouse cursor 750 units and stopping at the first enemy struck, firing one shot at a time.

(Disarms prevent Rapid Fire Mode from being used.)

Fire Flask (W):

Cooldown: 6 seconds; Generates: 40 Heat; Range: 825 / 400 units

Rambi launches a burning flask from his Gem Blast to the target location, exploding on impact and burning the area for 3 seconds, dealing 4/5.5/7/8.5/10%(+1.5% per 100AP) of struck enemies' maximum health as true damage and applying grievous wounds over 1 second.

Minions and monsters are dealt 20/30/40/50/60(+30%AP) true damage over 1 second.

(Disarms prevent Fire Flask from being cast.)

Hustle (E):

Cooldown: 16 seconds

Passive: Rambi's attacks on hit reduce Hustle's cooldown by 1/1.25/1.5/1.75/2 seconds.

Active: Rambi gains 80/85/90/95/100% bonus movement speed that decays over 4 seconds and cools down heat twice as fast during this time.

Single Shot Mode (R):

Generates: 15 Heat per shot

Toggle: Rambi fires a powerful, piercing single shot for his attacks, dealing (+125%AD) 75/50/25% physical and 25/50/75% true damage and gaining 125/175/225 bonus attack range, but critical damage is halved. Every shot applies on hit effects.


UPDATE NOTES:

Rapid Fire Mode: Passive damage lowered to 4/4.5/5/5.5/6% +2% per 100AP from 4/5/6/7/8% +3% per 100AP

Fire Flask: Cooldown lowered to 6 second 17/15.5/14/12.5/11 seconds Now generates 40 Heat from 0 Cast range lowered to 825 from 900 units Duration lowered to 3 seconds from 4 seconds (Maximum duration for damage and grievous wounds to 4 from 5 seconds) Damage adjusted to 4/5.5/7/8.5/10% +1.5% per 100AP from 4/5/6/7/8% +1.5% per 100AP over 1 second burn

Tooltip changed to make it sound like the flask is firing from the Gem Blaster to make sense to why it generates heat, causing it to be treated like another attack. This also makes sense to why it is silenced from disarms.

Single Shot Mode: No longer is a single target, long range skill shot that deals 160/180/200%AD 40% physical and 60% true damage Now is a proper attack mode, granting bonus range and converting a portion of damage dealt to true damage, but sacrifices critical damage making the attack efficient damage, but not bursty damage.

Cooldown removed Heat generation reduced to 15 per shot from 30 per cast


11 Comments

David 7778/19/2018, 10:20:47 PM1 votes

Interesting concept.

However, I believe R should generate some heat instead of consuming it, so that you couldn't both keep your Q and spam R.

Shadowphoenix8/19/2018, 11:23:00 PM1 votes

An ultimate with a 1.2 second cool down that does physical damage equal to 210% of your AD is not gonna fly.

Stacona8/20/2018, 1:52:10 AM1 votes

UPDATE NOTES:

Other: For clarity purposes, removed cost and replaced it with generates.

Added mention of the modes are affected by disarms, so cannot cast / use them.

Fire Flask: Cooldown increased to 15/14/13/12/11 from 14/13/12/11/10 seconds No longer generates 30 heat

Minion/Monster damage lowered to 20/30/40/50/60(+30%AP) from 30/45/60/75/90(+40%AP) true damage over 1 second. Reminder: this damage can be a maximum of 5 times the value since the burn refreshes by staying in the burning area, this just tones back on his potential wave clear (4 seconds duration, 1 second linger time after effect ends, but this involves sitting in the area the whole time).

Hustle: Cooldown increased to 16 from 14 seconds Now, in addition, cools down heat twice as fast for the next 4 seconds, allowing for a way to quickly cooling down yourself to pump out the big damages again.

Single Shot Mode: Damage increased to 160/185/210% from 150/180/210% Now does 50/50 physical and true damage mixed instead of 100% physical damage. (Damage was a lot low so this makes it feel better without adding bigger damage, just more efficient damage, otherwise the player would never use their ultimate since its damage output is way less than your basic attacks or Q-mode even.)

Akenero8/20/2018, 5:12:22 PM1 votes

Dude, true damage shouldn't be this common on a kit. also, he outrades all adc's EXCEPT DRAVEN at level 1 since 40% X 3 = 120%. That's just him right clicking you. Don't even mention runaan's either >_> his q turns him into kog'maw before his revert. you know, the champion that quite literally determined what items riot could even work with, and directly influenced every on-hit item in the game? Yeah, that one. They couldn't balance it. And that was only up to 5.0 attack speed for a few seconds. With him standing still(orbwalking becomes nearly impossible at that speed without specific setups). Let's give him 10.0 attack speed when standing still so that, y'know, he can melt things twice as fast. W: Yay % max HP true damage! This sounds fun as a tank! E:No complaint, good job R: oh hey more true damage, cool. Trust me, with a low cooldown, you don't need true damage, especially if there's a 210% ad ratio

Stacona8/20/2018, 5:49:41 PM1 votes

UPDATE NOTES (2):

Other: Base attack speed lowered to 0.575 from 0.625 Bonus attack speed per level increased to 6% from 3%

(Tune the passive damage better with a lower base attack speed, aka less attacks, but higher hitting attacks with burst mode.)

Gem Blaster: Removed 4 seconds disarm time and just stated disarmed until Heat reaches zero since Hustle can half this time.

Rapid Fire Mode: Passive damage while in either rapid fire mode increased to 4/5/6/7/8% +3% per 100AP from 2/3/4/5/6% +2% per 100AP of target max health

Toggle: Total attack speed increase increased to 120/135/150/165/180% from 110/120/130/140/150% Hold: Total attack speed increase increased to 360/405/450/495/540% from 220/240/260/280/300%

(This is to just help with reaching the attack speed caps of the powerful firing modes easier and have the skill shot attacks reach their cap before the point and click attacks. Roughly 1.7 attacks per second is required now for your base attack speed to achieve 10.0 attacks per second and a little higher for the point and click attack speed to get its cap, especially needed with a lower base attack speed.)

Fire Flask: Cast range lowered to 900 from 1050 units Cooldown increased to 17/15.5/14/12.5/11 from 15/14/13/12/11 seconds Damage lowered to 4/5/6/7/8% +1.5% per 100AP from 3/4.5/6/7.5/9% +2% per 100AP of target max health over 1 second as a burn

Single Shot Mode: Cooldown increased to 4 from 3 seconds Minimum cooldown decreased to 1 from 1.2 seconds since 2.5 attack speed is that much harder to achieve now (it is based off of your nromal attacks per second) Heat generation increased to 30 from 25 Range increased to 1400 from 1000 units

Damage lowered to 160/180/200%AD from 160/185/210%AD Damage split is now 40/60% physical/true from 50/50% physical/true

Clarified that the cooldown reduction for this spell is based on Rambi's normal attack rate, so 2.5 attacks per second is when minimum cooldown is achieved.


Stacona8/21/2018, 8:26:55 PM1 votes

UPDATE NOTES (3):

Rapid Fire Mode: Passive damage lowered to 4/4.5/5/5.5/6% +2% per 100AP from 4/5/6/7/8% +3% per 100AP

Fire Flask: Cooldown lowered to 6 second 17/15.5/14/12.5/11 seconds Now generates 40 Heat from 0 Cast range lowered to 825 from 900 units Duration lowered to 3 seconds from 4 seconds (Maximum duration for damage and grievous wounds to 4 from 5 seconds) Damage adjusted to 4/5.5/7/8.5/10% +1.5% per 100AP from 4/5/6/7/8% +1.5% per 100AP over 1 second burn

Tooltip changed to make it sound like the flask is firing from the Gem Blaster to make sense to why it generates heat, causing it to be treated like another attack. This also makes sense to why it is silenced from disarms.

Single Shot Mode: No longer is a single target, long range skill shot that deals 160/180/200%AD 40% physical and 60% true damage Now is a proper attack mode, granting bonus range and converting a portion of damage dealt to true damage, but sacrifices critical damage making the attack efficient damage, but not bursty damage.

Cooldown removed Heat generation reduced to 15 per shot from 30 per cast