Okay! So... I need some help with a concept!
So... I've been brewing on a champion concept for a while. It all started with a post about a champion not auto attacking normally and the idea brewed over a long while. Most of the champion concept is subject to change, especially the name as it's 100% a placeholder, which will be very apparent.
Anyways, I am unsure of the champion's role, though seeing them both Jungle, Top and Mid seem reasonable just as is. I've gotten the passive and Ult down to the point where I believe those just need number fixing, but the other spells are not anything good. I've had ideas, but I don't think they fit the concept.
Anyways, the concept is a champion that's most likely a robot or a robotic suit with a huge laser cannon on its shoulder. It has two forms of attack which will be explained in the passive. On to the concept!
Champion Concept: [[John]]
Attack Range: 550 units Mode of attack: Handgun or Shouldermounted Laser Cannon
Passive: SKG-096 Laser Cannon [[John]]'s normal auto attacks deal 75% damage and Marks the last target hit, a maximum of 1 Marked target possible. A Mark disappears after 5 seconds of not taking damage from [[John]]. If a Marked target comes within 350 units of [[John]], his shoulder Laser Cannon starts attacking instead of [[John]] and [[John]] cannot attack the Marked target with normal auto attacks. The Shoulder Laser Cannon does not have a wind-up animation, but attacks otherwise normally. ((IE: If he's attacking with the Laser Cannon he can walk while attacking.)) Each time the SKG-096 Laser Cannon attacks, [[John]] gets a stack of charge, increasing damage done by the SKG-096 Laser Cannon by 5% per stack to a maximum of 15 stacks which fall off at a rate of 3 per second while not firing the Cannon. If the SKG-096 Laser Cannon shoots while on 15 stacks, [[John]] gets a stack of Overcharge. Upon reaching 3 stacks of Overcharge, [[John]] will be unable to attack for 3.5 seconds and gains 100% bonus move speed which decays over 3.5 seconds. Overcharge stacks otherwise disappear when [[John]] has 14, 9 and 4 stacks of Charge respectively.
Q: Undecided The Q I suspect will be something he'll do with his arms, as currently his normal auto attacks is done with one arm to Mark and the shoulder cannon to shoot. Otherwise, his other arm is unused, so perhaps a short range low cooldown damage ability of some kind would do.
W: Undecided The W should be utility of some kind, but I'm unsure what kind of spell it would be. A CC ability of some kind or a movement spell of some kind.
E: Experimental Blubber Cooldown: About 15 seconds ACTIVE: [[John]] throws a vial of experimental blubber at a target location, breaking upon impact, dealing damage to any enemy hit. If the blubber hits an enemy champion, the blubber will bounce into the air, landing 1 second later at a location determined by the target's current movement and deal damage again. If multiple champions are hit, the target will be chosen based on the champion with the lowest health. The blubber increases in size (25 units) with each bounce, a maximum of four bounces possible.
R: Refractor Crystal Cooldown: 100-80 seconds ACTIVE: [[John]] places a crystal within his SKG-096 Laser, requiring a 0.5 seconds cast. During the cast, [[John]] loses all stacks of Charge. Once the cast is complete, [[John]] starts continually Marking all visible enemies within 700 units each second, removing the maximum amount for targets that can be Marked, then he starts attacking all marked enemies within 700 range. His Laser will attack even if there are no enemies in range and also if [[John]] is stunned or otherwise disabled, however disables that would normally make him incapable of attacking reduce his damage dealt with the Refractor Crystal by 75% for the duration of the disable. Once [[John]] gets his third stack of Overcharge, the Refractor Crystal breaks and the spell ends.
Basically, I need help to figure out the Q and W and maybe a new E, cause it doesn't work thematically.