[Champion concept] Yakkle - The Bear-Hunting Yordle

Kowe The Ewok·11/2/2014, 6:54:37 PM·3 votes·1,021 views

Yakkle - The Bear-Hunting Yordle

Story: Yakkle is the name. Just Yakkle. A small creature with a big furcoat and snowgoogles, ready to explore all of Freljord. Equipped with a big hammer and his favorite brandy, this Yordle is definitely up for some trouble. Well, actually the first part wasn't true. He's not exploring. Yakkle is hunting. He's hunting a Bear. Volibear.

Volibear, the villain who recklessly unleashed the power of the maelstrom to defeat the ursain triumvirate, summoning the "sacred storm". A storm that would not only aid Volibear in battle, but also shake the mountain of Freljord themselves. Unleashing a heavy avalnche which perished the small Yordle town, Yakkle used to call his home.

Having lost his wife and small daughter Melly, burried under tons of snow Yakkle swore to avenge his family and friends. The loss of his family and friends was too much for him to handle - his only friend left was a small bottle of brandy which would warm him at night, but also stier his rage. Since that very day Yakkle swore to destroy the villain who unleashed the maelstrom, recklessly killing so many by using a power he couldn't control.

Special trinket: Upon Reaching level 16 and killing Volibear: Name: Armored Bear Head Grants: 40 armor and 200 health Active: Places a Pink Ward on target location. 120s Cooldown

Base stats: Health 360 (+80) Attack damage 56.2 (+3.2) Attack speed 0.525(+1.8%) Health regen 7 (+0.55) Mana 235 (+45) Armor 18 (+3) Mana regen 7 (+0.55) Magic Res 30 (+1.75) Range 125 (Meele) Mov. Speed 345

Passive: Yordle Metabolism Reduces the effect of slows by 10 / 40 / 100%

Q: Homerun Description: Yakkle throws a snowball into the air using his hammer as a baseball bat (0.6s delay). Range of the snowball: 1400. The damage of the Ball is reduced by 25% by every unit is passes through. The projectile can bounce off walls, but looses 35% damage. Enemies can also be hit by the hammer (250 units in front of him). Those hit by the hammer get knocked back by 200 units. Projectile physical damage 35 / 55 / 75 / 95 / 115 (+ 110% AD) (If the hammer damages a player no snowballs is shot) Hammer physical damage 35 / 55 / 75 / 95 / 115 (+ 150% AD)

W: Icy Ground Description: Yakkle creates an icy cone in front of him (60°, 1200 range) Active: The ground in front of Yakkle gets iced for 2 / 3 / 4 / 5 /6 seconds. Enemy dashes fail, enemies who still attempt to dash get stunned for 0.75s. All enemy speedbuffs are removed. Yakkle has 20 / 25 / 25 / 30 / 35 % increased movement speed on ice and 1.25s after leaving it. Minions within the area get stunned for 1.5s upon activation. (No Damage)

E: Slippery Smash **Description: ** Yakkle charges 475 units (550 on Icy Ground). Bounce range: 150. Knockback range: 350 Active: Yakkle charges in a straight line. The range is increased when used on Icy Ground. Reactivating this ability makes him slam his hammer forward. If Yakkle hits a champion with the initial charge he bounce behind him (Gnar-ish). Enemies hit by the hammer who're standing on "Icy Ground" get knocked back. Collision physical damage: 75 / 125 / 175 / 225 / 275 (+ 35% AD) Smash physical damage: 75 / 125 / 175 / 225 / 275 (+ 70% AD)

R: Yordle Brandy Stacks: 3 Stack cooldown: 25 / 20 / 15 Description: Yakkle takes a sip of his Yordle Brandy, significantly increasing his movementspeed and locking his attackspeed to a fixed amount. Yakkles Movement speed is increased by 15 / 35 / 55 % and his attackspeed is set to 1.2 / 1.5 / 1.8 for 2.5 seconds.

Role: Yakkle can be played as either as a top laner or jungler. His ultimate allows him to quickly roam through the river while his W+E (and Q) combo can setup strong ganks. Once he hits 11 he also becomes a great splittpusher.

Build Top: Hydra, Trinity Force, Randuins, Mercs, Maw of Malmortius Jungle: Boots of Mobility, Spirit of the Elder Lizard, Hydra, Randuins, Banshee

Comment: I loved the idea of addding a dark part to a pre-existing story (Volibear), a lesson that unleashed power can also backfire and hit the innocent.

Gameplay wise I wanted to create a champion which counters mobility-meta to some extend and punishes bad positioning. He has a lot of potential Knockbacks which however are somewhat risky to use because of the charge up time. The idea is to cripple enemy mobility and set up possibilities for your team to CC an enemy and follow up with your knockbacks. His ultimate has a short duration but grants him a significant speed and attackspeed increase for a very short duration. He can use it to roam, reposition or duell enemies.

5 Comments

disregardable11/2/2014, 6:55:16 PM1 votes

I'm sorry, but I really don't want another Yordle. Ever.

Gports9911/2/2014, 7:34:19 PM1 votes

Nice lore but I would like to see a more powerful R. maybe add his attacks being ranged and him throwing hammers to the existing ult and give it a longer cool down. Great idea though. Could you take a look at my champion idea? Noz'Rok- the Gatekeeper of the Void

Kowe The Ewok11/2/2014, 9:30:48 PM1 votes

Thanks for the feedback! I originally thought about it being 4 or 3 seconds, but it felt too much considering its cooldown and all stacks being used in a teamfight. I want it to remain a quick speed boost for dodging abilities or used as a quicktravel tool for roaming and ganking.

Maybe I was too cautious with the duration :) I don't like the idea of it increasing range though, mainly because I want Yakkle to be in the face of his enemy and put the knockback to good use.

P.S: If you edit a link in your post I'll check it out ;)

SheiButterSquare11/3/2014, 5:01:48 AM1 votes

It's an interesting idea with some relatively thought out synergy between some skills. But I don't see the relation between his kit and the title 'The Bear Hunting Yordle'