Franky, the Combat Engineer

TonyTonyMordecai·1/9/2015, 4:13:42 AM·1 votes·1,200 views

Hey All!

So I was thinking of an interesting concept of a Support that would benefit from building AD, as oppose to the same old Tank or Mage Supports... And ironically... I pictured Franky from One Piece. Two year time lapse in mind, as seen in the picture included.

This guy is not directly similar to Franky, but I just pictured him as to what the Champion would look like in game. Onto the abilities of...

Franky, the Combat Engineer!!!

PRIMARY: SUPPORT / SECONDARY: FIGHTER

STATS: Health: 576---->2034 Health Regen: 8.4---->21.2 Melee: 150 Damage: 56---->89 Attack Speed: 0.633(+0---->40.5%) Armor: 24.6---->76.3 Magic Resist: 31---->52.3 Movement Speed: 335

PASSIVE: Engineer's Talents: Franky has no resource, only cool downs, but with that, he gets two passives: Tool Box: Franky has a cap as to how many Generators he can place on the map, with the cap increasing as he levels up. Franky can place up to 4/5/6/7/8 Generators at Levels 1/5/9/13/18. This will be seen as his resource bar to Allies and Enemies. SUPER-CHARGED!!!: More attack speed with more nearby allies within 1000 range, up to 16%

Q ABILITY: Resource Pod; STATIC Cooldown: 25/23/21/19/17 Seconds Franky can order a Resource Pod to a target location that deals initial damage upon landing, and continuously slows any enemies within a radius around the Pod. Additionally, the Pod will heal allies within a radius, gradually increasing over the duration of the Pod's active time, then decreasing as it reaches the end of the duration. Resource Pod: Franky can launch a Resource Pod within 1250 range of himself, and within a .25 second Cast Time and a .75 second delay, the Pod lands dealing 20/30/40/50/60(+10%(Levels 1-2)/20%(Levels 3-4)/30%(Level 5) Total AD), and after a .75 second delay, the Pod emits healing nanobots, that heal allies for 2/3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/20(+1% per 1% Missing Health)(Base healing increased by Franky's Level) per .5 seconds. The Pod lasts for 5(Levels 1-2)/6(Levels 3-4)/7(Level 5) seconds, and the healing increases by double the base healing is at 2.5(Levels 1-2)/3(Levels 3-4)/3.5(Level 5) seconds, and then decreases back to its original values, then stops healing at 4.5(Levels 1-2)/5.5(Levels 3-4)/6.5(Level 5) seconds. The Healing Effects will occur within a 180 radius, will apply a 25%/30%/35%/40%/45% slow to enemies within a 180 radius, and grant sight in a 500 radius, and block movement within 65 Radius. The Pod will also have a health bar equal to 50%(Levels 1-2)/62.5%(Levels 3-4)/75%(Level 5) of Franky's Current Health. After the time is up, or the Pod is destroyed, the Pod disappears into the ground. The Cooldown of this Ability will not begin until the Pod is off the Field.

W ABILITY: Semi-Stable Generator; Cooldown: Listed in Description Below Franky can place a Generator that acts as a ward, and will explode if a Champion gets too close to it, lighting them on fire and granting sight of those caught in the blast. If this ability is cast on a Turret, it will deal damage instead. Semi-Stable Generator: Franky can place a Generator on the ground within 650 range of himself, take .6 seconds to arm (Turning invisible after 1 Second), lasting for 3 minutes, and revealing an area within 750 range upon placement. Any Enemy Champions who walk within 75 range of one or destroy it via Auto-Attacks will cause the Generator to explode, being dealt 10/15/20/25/30(+10% Bonus AD) over 3 seconds, within 300 range, and are additionally revealed over 3 seconds. A Generator will have Health equal to 125(+25x Franky's Level)(+50% Bonus AD). Franky can have up to 2(Levels 1-2)/3(Levels 3-4)/4(Level 5) Generators stored, and can only have as many Generators as Tool Box allows placed on the map. A Generator will come back to his storage every 22/21/20/19/18 seconds. If cast on a Turret, it will instead deal 75(+25x Franky's Level)(+50% Bonus AD) Magic Damage to the Tower.

E ABILITY: Static Shield; Cooldown: 15 Seconds Franky will passively have bonus Armor and Magic Resist and Movement Speed. However, activating this ability will lose the passive, give the target temporary bonus Attack Speed, and will give an Attack Damage Bonus for 3 Auto-Attacks, or for the as long the shield is active, as well as giving the target bonus Armor and Magic Resist. This Ability's passive will come into effect once this ability is off Cooldown. Static Shield: PASSIVE: Franky has 5/10/15/20/25 Armor and Magic Resist, and will also have 4%/7%/10%/13%/16%(+7.5% Bonus AD) Bonus Movement Speed. ACTIVE: Franky will give a nearby Ally within a 750 radius an electrical shield that will absorb 75/110/145/180/205(+70% of Franky's Bonus AD) damage, grant them 5/10/15/20/25 Armor and Magic Resist, as well as granting them 20%/25%/30%/35%/40% Attack Speed, and giving them an Attack Damage Bonus lasting for either 3 Auto-Attacks, or until the Shield is destroyed/lost, equal to 15/25/35/45/55(+7.5% of Franky's Bonus AD) and apply a 20% Slow for 1.5 Seconds. The slow does not stack. The damage from the bonus will be taken as magic damage. The Shield will last for 6 seconds. If the Shield is cast on Franky, he will go from 150 Range to 450 Range, and will revert back to 150 after he uses 3 Auto-Attacks, or the Shield is destroyed. His attacks will also apply a 15% Slow for 1 Second. The slow does not stack.

R ABILITY: Engineer's Pride; Cooldown: 140/110/80 Seconds Franky will disable use of all his abilities, but will gain access to temporary Q/W/E spells that will benefit his Mech, but may take away some of Franky's stats to do so. Cooldown Reduction does not apply to the temporary Q/W/E spells. Franky will summon a Mech that will fight alongside Franky for 30/37.5/45 Seconds. In addition, Franky will be able to control where his Mech can go. Engineer's Pride: Franky will summon a Mech within 600 range of himself, deal 75/150/225(+30% Total AD) upon release in a 285 radius, and apply a Stun for 1.25/1.5/1.75 Seconds. PASSIVE: Franky will gain 50/75/100 Health per 10 Seconds when this skill is off Cooldown. MECH'S STATS: Health: 1000/2250/3500 Damage: 70% of Franky's Total AD On-Hit: 10% of Franky's Total AD as Magic Damage. Mech's Auto-Attacks can't critically strike. Attack Speed: 0.725 Armor: 35/55/75 Magic Resist: 35/55/75 Movement Speed: 350 DISABLED-Q: Healing Nanobots; Cooldown: 60 Seconds Franky will activate a Healing Command, giving his Mech 40/60/80(+1% per 1% of Mech's Missing Health) per Second for 5 Seconds. DISABLED-W: Overheat; Cooldown: 60 Seconds Franky will put Mech's engine into overdrive, causing it to spit flames in a 170 Radius every Second for 6 Seconds, dealing 100/150/200(+25% Bonus AD) Physical Damage. DISABLED-E: Electrical Overload; Cooldown: 60 Seconds Franky will transfer 30% Movement Speed and 40% Attack Speed to give his Mech 20%/30%/40% Increased Movement Speed and 20%/30%/40% Increased Attack Speed for 5 Seconds. Mech will also have his On-Hit damage increase to 20%, instead of 10%, and attacks will spread to enemies within 300 Range, and will take 30% of Mech's Damage as Magic Damage from the spreading electrical bolts. Mech will also have a 25% Slow for 1.5 Seconds. The slow does not stack. This effect also lasts for 5 Seconds. Franky's Movement Speed and Attack Speed will return once the spell's effect's duration has finished.

--_

What do you guys think?!

9 Comments

RiotRiot Lutzburg1/10/2015, 11:56:29 PM2 votes

Interesting concept! Here are some notes-

For ability rank scaling, the reader will assume that it has 5 ranks, and you can cut out a lot of clutter in each ability by just using something like 10/20/30/40/50% instead of using () to denote ability rank.

I like the pod drop idea a lot. I'd increase the radius pretty dramatically (huddling around something that's not much bigger than melee attack range seems restricting) and I'm curious why you have the healing values change twice over its duration. I can see it getting stronger/weaker at the end but to have its high point in the middle and then go back down again seems odd. Is there a particular reason for this?

I think the generator cap should be tied to his W, and not his passive. Having two passives seems a bit odd, especially when the generators are so firmly related to his W.

I like the Azir-esque sacrifice of generators to deal bonus damage to towers- helpful for a team-centric support. However, giving a champion an infinite supply of free wards, that also deal damage to people who get too close, is incredibly strong. Make sure you are thinking about what other ramifications an ability like this has- namely the fact that Franky can now opt out of building a sightstone, freeing up a slot in his inventory and allowing him to hid mid game power spikes more quickly than any other support. I would probably tone down the volume of generators he can place, or how quickly they regenerate.

Holy shit, his E is bloated with so much power! This ability is nutso in both its raw stats and the volume of things that it does. The fact that he loses the passive stats, but can then cast the ability on himself, also seems odd. I would really cut back on this Rube Goldberg-esque ability and think about 1-2 iconic things you want the ability to accomplish in relation to the rest of his kit.

His ultimate is very interesting... it's basically Tibbers, except instead of a bear, he summons Rumble ?! That's neat. Disabling the rest of his abilities for the duration seems really weird and restrictive, though. As an engineer, I'd argue that he should summon the mech for HIMSELF. He jumps inside of it and his abilities change for a few seconds while he runs around in mech form. He gets a new shield/health bar that has to be destroyed before the mech blows up, then he jumps out and resumes his regular play patterns. Player choice is important, so casting R again should cause him to hop out of the mech instantly. It would sit there and time out like normal, and could be damaged by enemies during this time, but he could also hop back into it if he wanted, and it could be healed by his drop pods, too! What do you think?