Frank, the Gun Enthusiast

Stacona··2 votes·1,947 views

Frank is not a mad man... he is a mad yordle! With an unhealthy obsession over guns, modified by his own mind, original designs, and guns of all kinds as long as it has gun in the name he has it and he uses it to blown everything up to smithereens! He simultaneously gets along with Jinx and she is his rival at the same time...


Frank is a "marksman", but with most of his damage output coming from his abilities, he plays more like an attack damage mage than a traditional marksman whose damage is from basic attacks. He is best played in the bottom lane with a support.

Frank's innate range might be short, but his effective range is quite long thanks to dealing damage from his deployables and a lot of damage at that making him super strong once the late game hits! Also do not take your sights off of those Epic Monsters and your Structures because he melts through all of them like soft butter when he is going full force with his attacks and deployed guns! His set-up time and short attack range does mean he is not very strong in tower siege or poke scenarios.


Attack Range: 475 units Movement: 340 units per second Attack Speed: 0.695 +4% per level Attack Damage: Average


More Guns! (Passive):

For every gun currently in play, includes the one in his hands, Frank deals 5 (+4%AD) bonus physical damage on hit.

Kills or assists against enemy champions, structures, or epic monsters will refund the cooldown for all abilities with "gun" in the name.

All of Frank's deployables will attack (or charge) faster based on his attack speed, apply life steal, and deal 1% more damage for every 1% critical strike chance that he has.

Gatling Gun (Q):

Cooldown: 5 seconds; Cost: 23/26/29/32/35 mana; Range: 400 units: Attack: 550 units

Frank creates a gatling gun at the target location for 5 seconds, dealing 5/6/7/8/9(+5%AD) physical damage per attack, ramping up its attack rate over 2.5 seconds by 4/5/6/7/8 times its initial speed. Gatling Guns attack the closest enemy to them.

Passive: Frank's attacks on hit reduce Gatling Gun's cooldown by 8/11/14/17/20%.

Electrocute (W):

Cooldown: 8 seconds; Cost: 50/55/60/65/70 mana; Radius: 500 units

Frank electrifies all enemies around him and his deployables, dealing 25/40/55/70/85(+25%AP) magic damage and slowing by 20% for 2.5 seconds. Both the damage and slow stacks if a target is struck by multiple blasts of electricity (max 99% slow for 2.5 seconds).

Plasma Gun (E):

Cooldown: 22/20/18/16/14 seconds; Cost: 40 mana; Range: 1000 units; Attack: 1250 units

Frank places a large plasma gun at the target location and chooses a direction for it to face in, firing a powerful laser damaging all enemies that it strikes and dealing 50/70/90/110/130(+150%AD)(+110%AP) magic damage. Plasma Gun charges its cannon every 8 seconds, to fire it, right-click it when fully charged and consume 60 mana.

Only one Plasma Gun can be in play at a time, revealing a large area around it, acting as impassable terrain, and has 1200 - 2500 (+100%AP) health. At max rank, two Plasma Guns can be in play at a time.

Can Never Have Enough Guns! (R):

Cooldown: 90 seconds; Cost: 100 mana; Range: Global; Attack: 475/525/575 units

Frank gives the same kind of gun that he uses to every champion on his team, removing their unique champion effects on attacks (if any) to either grant melee champions 475/525/575 attack range or ranged champions 150/200/250 bonus attack range (minimum 475/525/575 range). This lasts for 3 seconds.

After 3 seconds, the guns granted to allied champions will deploy for 5 seconds, dealing 20/50/80(+25%AD) physical damage per attack to the closest enemy to them.

(This cooldown cannot be refunded while the guns are in allied champion's hands.)


4 Comments

Ferrinova1 votes

Dude, you would have better chances of making a new videogame and including this guy in it than riot actually considering this. Or even looking at it.

Really good idea though yordles R the best

Stacona1 votes

There is a lot of improvements you can do to the ground level of league that can only be done by making an entirely new game. Simplify the game further, give better customization to keep player interest, and stream-line the game a lot better. Can also adjust game time to not be as long, but still feel invested at the same time, shorter games allows for more people to actually play the game and removes the boring downtime moments (best to do it as an entirely different game however).

A completely different item shop that is simplified to a single screen with like 20 or 24 items of 4 categories - Healing, Defense, Utility, Offense (5 or 6 items in each category) - and all the items do are simple things that have multiple tiers of power, but each tier is more expensive than the last, similar to Paladin's item shop. This would make it way easier for new players to get into the game. Item cap (different items) in inventory would be 6 still, but can be changed to 5 or 4 as well if more fitting for less items. ~ Best to give the player less to think about during the game and focus on the game more, less overwhelming of the player the better and more enjoyment they get from the game with less stress (which hopefully reduces toxicity with less stress).

The customization system would be done all out of game and exclusive to every champion. Easier to balance for the long term AND can have meaningful choices that change how every player plays THAT champion. Both a tuning of play style general customization and a pick-one-choice that drastically changes how an ability is used (kind of similar to Paladins customization, but changed to make sense for a shooter with its own unique elements added in). ~ Outside of game reading is relaxing and stress-free, allows the player to really understand what everything does, and make a kit appropriate for what they want to achieve with multiple (with a cap at one time) loadouts they can create for EACH champion based on personal play style and game situation for what comp you are against and what the team needs of you for the champion you are playing (loadout is locked for the entire duration of that game upon going into it).

I would make leveling an over time thing rather than something gotten from killing stuff. Opens up a lot more choice for teams to do different compositions and such. but also reduces insane snowballing and hopeless games, as well as creates more (potential) comeback scenarios.


This is just some general things to improve on the game, but since they are basis gameplay system is why you cannot possibly implement them into the game at this point and needs an entire new fresh start of a game to make them.

Also just from the beginning make a lot more colourful and magical game and go all out on it, there will still be some "dark and edgy" champion sprinkled in every so often, but it should feel a lot more fantasy and magical feeling, focusing on gameplay and throwing out whatever as some brief lore for the players can imagine how things went down and ignoring story outright. Though a journal of justice type of thing was a great idea and could be done to create a cool parallel world fantasy for some players to enjoy.

nasu0101 votes

I think a potato gun would work to better effect, lol this seems Like a troll character so let's do it give him a potato gun with godly range say 1200 units and it pierces all units hit but stuns the last champion at the end of its range, i think that should be a thing and it kinda fits in for yordles.

Stacona1 votes

That would be his first skin =P Farmer Frank

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