Skurr, and His Peg-Leg Sidekick

Mister Modesty··4 votes·3,265 views

Here's a new pirate for the Bilgewater faction. I hope you like him! PLEASE NOTE THAT ALL NUMBERS ARE FOR FLAVOR, AND SUBJECT TO CHANGE FOR BALANCE

Strengths Map control, high mobility, quick ganks/split pushes Weaknesses Crowd Control effects, warded jungles, high damage burst Specialties Isolating targets, counter-play

Primary Role -Assassin Secondary Role -Fighter

short description Skurr grew up alone in the streets of Bilgewater. He became a pirate at a young age, and has seen much of the world. Losing his right leg, 3 fingers, 7 teeth, and a certain "hanging buddy" hasn't discouraged this pirate. Equipped with his "sidekick" peg-leg, he calls Princess, this famously wealthy pirate seeks glory in the Fields of Justice.

HIS ABILITIES

Passive- "Princess, the Peg-Leg"

  • Slows on Skurr have the movement speed lost reduced by (20/40/60)% at 1/8/15. Additionally, if Skurr is physically moved by any hostile ability, he will only move 75% of the distance described by the ability.

-If Skurr is supposed to be moved 1000 units by a hostile ability, he moves 750 units instead.

Q- "Pirate Tricks" 35/50/65/80/95 mana, 10 second cooldown

  • Skurr can activate "Pirate Tricks" for a number of effects. "Pirate Tricks" may only be active for 5 seconds before the spell dissolves, resetting the cooldown. Skurr will also give a short laugh unique to activating this ability, to alert enemies.

Auto Effect- Skurr can activate "Pirate Tricks" for his next basic attack to kick an enemy with Princess, dealing an extra (15/40/65/90/115) +50% AD damage. If enemy champion dies form this strike, the body will provide a 5 foot sight radius for Skurr and his allies until that champion respawns.

-If "Pirate Tricks" isn't used after activating it, the cooldown is halved.

W- "Chests of Rum" 30/35/40/45/50 mana, .5 second cooldown, 30/25/20/15/10 second spawn time on chests

  • Putting a point in "Chests of Rum" will make an "X'" will appear in a random point in your jungle that will remain for 5 minutes, providing sight in a (1,2,3,4,5) foot radius. More "X's" will begin to spawn in your jungle after the "spawn" cooldown. The rum will be indicated by an "X" on the minimap, but wll show a chest with the rum type on the battlefield. Skurr can stand on the symbol for a second to dig up the chest of rum, obtaining 1 of 4 types of rum. Skurr can then activate the rum, and target himself or an ally to gain its effects.

Rapture Rum

(Red in Color) +30 Attack Damage, and +50% Attack Speed for (6/7/8/9/10) seconds.. (activates special interaction if used on Miss Fortune )

Black Pearl Rum

(Black in Color) Attacks and spells deal an extra 30 explosive damage in a 500 unit Radius for for (6/7/8/9/10) seconds.. (activates special interaction if used on Gangplank )

Myron's Dark Rum

(Dark Green in Color) Restores 35% of target's health over 10 seconds, +10% Movement Speed for (6/7/8/9/10) seconds.. (activates special interaction if used on Garen)

Mount Atin Eclipse

(Amber in Color) Removes all debuffs, and grants +25 magic resistance and +25 armor for (6/7/8/9/10) seconds.. (activates special interaction if used on Tristana)

Bilgewater Cocktai

If "Pirate Tricks" is activated, Skurr can target an enemy with his current rum. Targeting an enemy turns the rum into a "Bilgewater Cocktail" that deals (50/75/100/125/150) + 20% of the target's armor in magic damage.

-If Skurr doesn't use his current rum before uncovering a new chest, the chest will have gold instead. -Allies or Enemies may sabotage the "X" and acquire gold in the process. -The cooldown for using a rum is very brief- 1/2 a second- because Skurr must find a new rum each time

E- "Pirate Boarding" 40/45/50/55/60 mana, 14/16/18/20/22 second cooldown

-Skurr throws his rope to a terrain (Turrets, Walls, Trees...) swings forward and then back to his original spot, granting nearby allies +25% movement speed when he lands. Skurr travels X distance past the terrain (where x equals his current distance from the terrain) and grabs any non-minion target in his path. (1000/1500/2000/2500/3000) units skill shot. (Up to 6000 units travel)

Pirate Tricks -If Skurr is in his "Pirate Boarding", Skurr can activate "Pirate Tricks" to target an enemy in a 500 unit radius. Skurr jumps to the target with a kick from Princess (dropping any target he's carrying), dealing (20/40/60/80/100) damage +25% of his AD, knocking the enemy back and stunning them for 1.75 seconds if they hit terrain. Alternatively, if Skurr is holding an enemy, activating "Pirate Tricks" slams the enemy down dealing (20/40/60/80/100) damage +25% of his AD, and stuns them for 1 second.

Here's a rundown of how this ability works

-As Skurr travels, he is channeling in a special way. This channeling, let's call it "travelling", can only be interrupted by stuns, knock-backs, pulls, and polymorphs.

-If Skurr picks up an enemy champion, that champion can not attack or cast most spells. The only spells/abilities a held enemy may cast are 'escaping' spells. Summoner Flash, Tristana Rocket Jump, etc. Aditionally,enemy champions deal slight damage over time to Skurr to account for 'struggle' (1-18 damage per second based on the held enemy's level).

-Skurr is not untargetale, ranged attacks and spells will follow him until they hit- but will not necessarily interrupt his travel.

-If Skurr dies while Travelling, the held target drops normally.

-Skurr may activate "Pirate Boarding" to let go of the rope at any time. And should re-activate it unless he wants to return to his original spot.

-As Skurr swings he will grab the first champion, or monster in his path.

-If Skurr is holding any target, activating "Pirate Boarding" will drop both Skurr and the target off normally.

-Interrupting 'Travelling' will cause Skurr to drop the target, and respond accordingly to the interruption (stuns, knock backs, pulls, and polymorphs will interrupt travelling) (a silence will not stop his travelling, however a silence will still prevent him from reactivating the ability to drop off, and will prevent him from using "Pirate Tricks" while he is swinging)

-Skurr can not pick up Blue Sentinel, Red Brambleback, Dragon, Baron Nasher, or the other big guy I never see because I don't play that game mode.. :X

R- "Ruckus Cannon/ Captain of the Ruckus" 100/125/150 mana, 60 second cooldown (subject to change for balance)

Ruckus Cannon Skurr gives a hearty laugh and summons his "Ruckus Cannon". The cannon remains on the field for 5 seconds, it has the range of a Nexus Turret and shoots (3,4,5) cannonballs in a cone every second. The cannon prioritizes as such: (low health-high health) champions-monsters-minions. Each cannonball deals (60/90/120) true damage.

Captain of the Ruckus Pirate Tricks-If "Pirate Tricks" is activated, Skurr's ultimate becomes a targeted spell. Skurr may jump on target turret and take control for 5 seconds- with a hearty laugh. The turret gains +(10/20/30/40/50)% of Skurr's attack damage in damage and shoots cannonballs, the bonus damage scaling off "Pirate Tricks" . Turrets gain (100/200/300) units attack range while Skurr's using this ability, the range scaling off "Captain of the Ruckus". -If Skurr is stunned, or grabbed, he loses control of the turret.

Here's a link for Skurr's "personal" information. And please feel fee to add some flavor to his background- this is a community page, and all concepts are welcome. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/KuVrI1mK-skurrs-miscellaneous-info

20 Comments

Weirdpersonx2 votes

Hello. This is Weirdpersonx, here to give a review on a lonely, seagoing page.

Passive: I like the idea, but how does a peg-leg help him move faster? 6/10 due to peg-leg speedups. After reading E: I think have the reduced enemy force move not apply to grabs, because that would be countering a bit too many characters (not just with that but with his other abilities).

Q: Does the mana and CD change as he levels the ability?

Auto Effect: Use units, not feet. If you need to look that up, go see what a champions ability with a similar radius has on the League wiki page. Otherwise, 7/10

W: Just in your jungle, or enemy as well? What do you mean by "Spawn time"? Again, use units instead of feet. Is this a passive/active ability, with the X's appearing as a passive and the gifting/drinking the active? What do you mean by "More 'X's' withh begin to spawn gradually in this way"? Is the icon on his minimap and main screen, or just one? 4/10, because I like the idea but not very clear.

Rapture Rum: Nothing wrong here, maybe have the AD be flat instead of %, and go up with level instead of starting with a massive 50% AS boost? 7/10

Black Pearl Rum: Same thing, units instead of feet. What do you mean by "+30% explosive damage", and for what type of spells? 6/10

Myron's Dark Rum: 35% of what? Target's max, target's current, Skurr's max, Skurr's current? If max, may want to nerf a bit, because then just build Skurr as a support and you've got massive healing whenever he gets this one. Or even in the jungle. 6/10

Mount Atin Eclipse: Just MR, no armor? And again, may want to make flat amount to even out what people get, instead of someone like Shen getting Magic invulnerability, and someone like Trist going full AD get +15 MR. 7/10

Pirate Tricks Effect: I like, kinda says "Nice try, Rammus". 9/10

How long does he have to use the rum?

E: LONGER CD. 10 seconds is way to short for that kinda movement. Again, units instead of feet. Does grabbing them make them invulnerable and untargetable? Can he only leap to an enemy if he does not have someone grabbed? If not, then what happens to who he grabbed? 7/10. Also, this does seem to me to be like a super blitz grab, so you may want to nerf it in some way. (Maybe make it a one way journey?) Also, how fast does he move?

R: The prioritizing is a bit complex, make it a bit more clear please. 7/10

Pirate Tricks: Sooo...he steals a tower basically? Only allied? If this is activated after using his R, then does he get both? Again, units instead of feet. Finally, what happens if he is polymorphed, knocked back, silenced, or knocked up? 7/10 for originality, but lowered because of lack of clarity (NEED MORE MANA >.').

Stats: ? What does this mean...why are not all stats there...YO NO LO COMPRENDO. 3/10

Remember, this is all opinion, but I am trying to help. If any of this doesn't make sense, feel free to let me know in your response.

Best of luck!

~Wpx

Mister Modesty2 votes

Thanks for all the positive feedback! I'm going to try to answer them in the same organized fashion. Then I can update the description :)

First- The numbers are subject to change, I just wanted something solid enough to fit the idea of how strong each ability is.

Passive: You bring up a good point. I wanted to emphasize on his movement speed. Maybe 'Princess' can reduce the durations/effects of slows?

Q- I didn't want the cooldown to change at all, but raising mana cost might be a good balance.

W- Okay- so the rums only spawn in your jungle. When you put a point in it- the first rum will spawn at a random point in your jungle immediately. Then the next one will spawn randomly after X seconds. The time it takes for chest spawns is reduced when you level up the skill (that's the spawn time I didn't know what to call it lol). The icons will show up on the minimap and the mainscreen- like Rek'Sai tunnels.

RR- Flat damage sounds more viable.. I didn't take into account throwing one on Tryndamere

BPR- Basic attacks and damaging spells will do "explosive" damage in an AOE, this damage doesn't carry any effects of the initial attack/spell- so Rammus can't taunt multiple enemies with Puncturing Taunt, but doing so will deal damage in a small AOE.

MDR- The % is meant to be the target's max health.

MAE- I could change it to both, and give it a flat number- that would even it out nicely. Thanks.

BC- Thanks I thought burning rum was very pirate of a weapon

-He can use a new rum after a very brief cooldown, because he must first retrieve a new rum. So the cooldown is really subject to how long he takes getting a new one. I think it was .5 seconds?

Pirate Boarding- A longer cooldown does seem necessary- especially considering cdr items would benefit him greater than ms item.. and I want to avoid that. And I can switch to units. And the skill is no longer a grab, I removed the "Grappling"- I might make a "Tahm Kench" condition on picking up enemies- but I'm still working that in. Good point- I never mentioned I guess, held targets my only use: ranged attacks, ranged abilities, and escape abilities, like Vayne rolling or Lucian scooting. Thanks for pointing that out. But Skurr can leap to a target no matter what with his Pirate Tricks- if he does, he drops the held target at the location.

R- The targets "Ruckus Cannon" prioritizes goes champions first, monsters second, minions third. It further prioritizes targets from there- focusing champions with lower health (as a % of their current health). So, If 2 champions, 2 monsters, and 2 minions are in the range- whatever champion has lower % of health is getting the direct center shot (it shoots in a cone centered on target)

Captain of the Ruckus-He must first activate pirate tricks, while he is able to use his ultimate. This will turn his ultimate into a targeted spell, where he can target a friendly or an enemy turret. So he can't be on a turret and have the cannon. It's one or the other, depending on pirate tricks. If he is knocked back, stunned, polymorphed, or knocked back, he loses control of the turret. The hostile spell works normally- he is stunned, silenced, etc. - and I suppose I should include silences.

Stats- I kind of used the stats display LoL uses in game. With 4 stats and 4 bars- but I think I added a few..

Weirdpersonx1 votes

Alright. Seems like the review helped. For stats, if you want an idea of what would be more helpful, take a look at this. That's one of mine. Finally, you may want to make it clear that he can only pick up the first unit hit, though he can drop them if he so desires.

Best of luck!

~Wpx

EDIT: Don't forget to switch everything to units, not just his E.

Mister Modesty2 votes

Thanks, I'll check it out. Don't forget to give Skurr your vote if you like him! :)

Weirdpersonx2 votes

Already did XD

Mister Modesty2 votes

I just added a visual. I like the black and white sketch better- but I updated the 'trace-over' from Paint. Let me know what you think. :)

Weirdpersonx2 votes

Hmmm...I can only see the second picture, but I think that maybe he should be a bit more buff and grouchy. He looks too much like a kid I think.

Keep on going!

~Wpx

Mister Modesty2 votes

Which one, the black and white, or the colored? I drew it "cartoony" so that I could fill it in using Paint. But I'm new to computer art, so I had to keep the design simple. But, I really hope I can get a professional designer to take interest in this concept.

Weirdpersonx2 votes

The black and white one. I have no claim to fame in that area, so I won't even offer.

Good luck finding one!

~Wpx

Mister Modesty1 votes

I eliminated the 'grab'. Let me know what you think.

Mister Modesty1 votes

Why should/shouldn't Riot consider Skurr as a champion? Let me know what you think! :D

Mister Modesty1 votes

Let me know what you think. And keep the comments clean please summoner 1

Mister Modesty1 votes

I edited the page to be a little more clear, and I moved his personal information to a new board. Let me know what you think.

More from Concepts & Creations

More by Mister Modesty