[Experimental Concept] Gallagher, the Cleaner
I'm going to try some of these experimental concepts to see what can be done with really weird, traditionally ignored mechanics.
Oft-mentioned by Riot is the idea of a champion that can move while autoattacking. Since the entire kit has to be built around that, it's been left alone as that's a lot of firepower. This concept will attempt to address that. In the process, this concept will end up addressing the idea of a resource that has to be carefully managed to avoid a severe penalty.
Lore: After the successful-yet-disastrous testing of ZWP-01, Zaun was left with a highly-dangerous roaming prototype and no useful product. Zaun being Zaun, R&D figured to counter one death robot with another, avoiding the pesky AI problem this time. Enter Gallagher, R&D's top scientist. Obsessed with the perfection of a killing machine, Gallagher volunteered himself to be wired into their new machine.
It worked. Armed with numerous weapon systems, thick armor, and a complex hextech core for internal energy, the ZWP-02 was a success. Weapons testing broke several records. Other than the small issue of excess heat building up, the ZWP-02 was perfect. Unfortunately, Gallagher was now trapped inside the ZWP-02. Given that it was designed for battle and not day-to-day research functions, this ruined his career as a scientist. His new role, now, is to clean Zaun's messes and mistakes up. Currently aimed at dispatching and recovering ZWP-01, Gallagher set out to take out his predecessor.
Appearance: It's a straight-up mecha, colored gray and dark green. There's an arm-mounted cannon on the right arm. The left shoulder has a gatling gun. The cockpit is made of plexiglass and is dead center in the body, showing off Gallagher perfectly.
Resource: Gallagher builds up Heat with his attacks. Unlike Rumble, however, Gallagher gains no bonus from excessive heat. In fact, hitting 100 Heat overheats Gallagher, silencing him, slowing him by 25%, and increasing all incoming damage by 10%. Gallagher generates 1 Heat for every 2500 units he moves. Gallagher sheds 3 Heat every second while out of combat, doubled while standing still. When overheated, Gallagher vents all 100 Heat over 4 seconds.
Base Stats: Health: 560 (+86) Health Regen: 6.6 (+0.6) Heat: 100 Attack Damage: 51 (+3.2) Attack Speed: 0.625 (+1.8%) Armor: 35 (+3) Magic Resistance: 30 Movement Speed: 315 Range: 400
Passive: Zaunite Adaptive Defense System - Gallagher gains +4/+6/+8 armor or magic resistance every time he takes physical or magic damage, respectively, up to a maximum of 5 total stacks. Lasts for 4 seconds. (Values at 1, 6, and 11.) (Yes, that means if he has 5 armor stacks and eats magic damage, he's SOL.)
Q: Variable Weapons Platform - Toggles between two weapons. Gatling Gun: Gallagher's shoulder-mounted gatling gun starts firing. It deals reduced damage, but can fire independently of Gallagher. (It won't autoattack automatically to avoid unnecessary lane-pushing - right-clicking an enemy causes it to lock on and keep firing until out of range.) Cannon: Gallagher's cannon is primed instead. It fires slower, but each hit causes splash damage. Heat Cost: 2 per shot Gatling Gun Damage: 40%/45%/50%/55%/60% Cannon Splash Damage: 25%/35%/45%/55%/65% Cannon Attack Speed Penalty: 30% Cooldown: 1
W: Life-Force Barrier Converter - Fires a claw-like device forward. If it hits a target, it begins draining their health into a shield for Gallagher. As a leash, it can be broken by moving away. Heat Cost: 20 Damage and Shield Strength: 60/100/140/180/220 (+0.7 bonus AD) over 3 seconds Shield Duration: 4 seconds after end of leash Range: 600 Leash Range: 800 Cooldown: 12/11.5/11/10.5/10
E: Heat Sink - Immediately vents up to 25 Heat, dealing damage to enemies in an area around Gallagher. If less Heat is vented, damage dealt is proportionately affected. (15 Heat would deal 60% damage.) Heat Cost: -25 Damage: 70/110/150/190/230 (+12% bonus health) Range: 350 Cooldown: 25/23/21/19/17
R: Overclock - Dramatically increases Gallagher's movement and attack speed, but doubles heat gain from moving and attacking. Enables Zaunite Deconstruction Protocol. Ends immediately if Gallagher overheats. Zaunite Deconstruction Protocol - Suppresses a single target for 1.5 seconds while unloading an impressive amount of ammunition into the target, causing splash damage to nearby targets as well. Ends early if Gallagher overheats. Heat Cost: 0/20 Movement Speed Boost: 20%/30%/40% Attack Speed Boost: 40%/50%/60% Duration: 10 seconds Damage: 200/300/400 (+1.0 bonus AD) Splash Damage: 150/225/300 (+0.75 bonus AD) Range: 400 Splash Range: 250 Cooldown: 90
Summary: Gallagher is a bulky fighter/marksman that requires high skill to avoid becoming a liability. It's easy to overheat when not paying attention, and his movement speed and attack range are unforgiving. In exchange, Gallagher can reposition easily while still laying on damage. He would probably be best used in top lane due to his very poor range - literally every marksman and Janna would have a field day poking him in bot lane.
Since Gallagher's likely to incur damage, the shield and passive were necessary to keep Gallagher from being blown up too fast. Heat Sink was necessary to provide both some reliable extra damage within the kit and to give Gallagher some breathing room with the restrictive heat mechanic. The passive was needed to provide Gallagher with immediate teamfighting impact - nothing says dynamic entry like running up to their marksman and exploding his face with a volley of cannon shells and gatling gun bullets.
Incidentally, the kit was made both to counter and be countered by ZWP-01, found in my step-by-step guide. ZWP-01 could leverage its high movement and armor penetration to avoid Gallagher's W and E while dealing considerable damage, but Overclock lets Gallagher close the gap quickly and pin down ZWP-01 with enough firepower to cripple or destroy it.
Got any questions or thoughts? Did I do a good job in creating a champion that can move while attacking? If not, can you explain why?