Terminus, the War Machine

darkdill·9/10/2018, 10:12:42 PM·1 votes·1,579 views

This is an old one I found and decided to revive. Feel free to leave feedback, but no flaming, shaming, etc. And don't freak out at any numbers; they're not set in stone.


#Terminus, the War Machine

https://imgur.com/UJTDFnz (Artwork comes from the game Vanquish, made by Platinum Games) (this artwork is only for reference, and is not a final product of what the Champion should look like)

General Concept

Terminus is an AD battlemage who uses a new resource called Ammo. Ammo is used when Terminus attacks and uses his abilities, and does not replenish normally on its own. Ammo is replenished either by returning to the fountain, staying out of combat for an extended time, or by using his E ability, War Protocol. If he runs out of Ammo, Terminus cannot use his offensive abilities and his attacks become significantly weaker, making him an easy target until he reloads.

Terminus excels at AOE damage and delivering punishing suppression fire, but also has some close-range utility if the enemy tries to get into a knife fight with him. He doesn't qualify as a marksman, however, since he has no attack steroid, his base AD is low due to his passive, and he doesn't scale very well with attack speed.

Statistics (subject to change)

HP: 551.1 – 2115.1 HPR/5: 8 – 19.9 Damage: 47 – 101 Range: 450 Armor: 33 – 90.8 Magic Resistance: 30 – 47 Attack Speed: 0.550 (+20% – 38%) Movement Speed: 340

#Abilities

(expect changes; numbers are probably way off, so don't freak out)

Ammo Resource

Terminus uses a new resource called Ammo, which is used with his basic attacks and abilities. Terminus can initially hold a maximum of 25 Ammo, which does not regenerate on its own. When Terminus' ammo goes to 0, he cannot use his basic abilities (besides his E) and his attacks become weaker. Terminus can recover Ammo by using his War Protocol ability, returning to the fountain, or by remaining out of combat for 10 seconds (deals no damage, takes no damage, and does not use any abilities). As he ranks up his ultimate, his maximum Ammo increases to 30/35/40, respectively.

P - Solid-Core Rounds

Whenever Terminus attacks, he deals bonus physical damage equal to 20% of his total attack damage, provided he has at least 1 Ammo. Terminus consumes 1 Ammo each time he performs a basic attack, but this is refunded if his basic attack kills an enemy. When Terminus has 0 Ammo, the bonus damage is not dealt. This bonus damage cannot critically strike.

Q - Ion Orb/Ion Bolt

First Cast - Ion Orb: Terminus launches an Ion Orb in target direction (700 range), which deals 20/40/60/80/100 (+0.4/0.45/0.5/0.55/0.6 total AD) physical damage to enemies it passes through. After using Ion Orb, Terminus can activate Ion Bolt within the next three seconds.

Second Cast - Ion Bolt: Terminus fires an Ion Bolt in target direction (700 range), dealing 60/70/80/90/100 (+0.4 total AD) physical damage to the first enemy Champion, large monster or epic monster it hits. If Ion Bolt hits an Ion Orb, the Ion Orb explodes, dealing 80/110/140/170/200 (+0.8 total AD) physical damage to enemies in a large area around it (400 radius).

Costs 5 Ammo on both activations. 8/7.5/7/6.5/6 second cooldown (starts after Ion Bolt is used or times out).

W - Pneumatic Punisher

Terminus blasts a shockwave in target direction (500 range), dealing 60/90/120/150/180 (+0.75 bonus AD) physical damage to all enemies struck and briefly knocking them back in the same direction as the shockwave. Enemies within 150 range of Terminus are also stunned for 0.75 seconds.

Costs 8 Ammo. 14/13/12/11/10 second cooldown.

E - War Protocol

Terminus instantly restores 40% of his maximum Ammo and generates a shield around himself, absorbing up to 80/120/160/200/240 (+0.5 AP) incoming damage for up to 4 seconds. For each second the shield holds, Terminus restores 15% of his maximum Ammo.

No cost. 20/18/16/14/12 second cooldown.

R - Maximum Firepower

Toggle: Terminus unleashes immense firepower with each basic attack or offensive spell-cast, firing flak bursts in a cone (60 degrees, 500 range). Enemies hit take 50/75/100 (+0.3/0.4/0.5 bonus AD) physical damage (deals half damage to minions). While toggled on, Terminus uses 3 extra Ammo with each basic attack (4 total) and his damaging spells spend 2 additional Ammo.

8 second static cooldown upon toggling off (not reduced by CDR). No initial cost.

Background (WIP)

Terminus is a war robot created on another world by a civilization that was wiped out by the ancient Targonians. Sent into space as a last act of revenge against Targon, Terminus ended up crash-landing on Runeterra, where he now follows his programming and seeks to destroy Mount Targon and the Aspects.


This might sound like a feast-or-famine approach, but I just wanted to make a Champion who uses an "Ammo" resource. What do you think?

7 Comments

David 7779/10/2018, 11:41:49 PM1 votes

I really like the concept, although I'd tweak the numbers a bit.

Since his damage is really nice and his dueling potential is nothing short of awesome, I'd cut his range to 475 so his range would be shorter than other ADCs. I'd reduce his base ammo to 25, and the ult increase to 5 per level. The reason is that having a bigger ammo pool allows him to freely abuse his passive and ult.

I'd change his Q first cast so that he throws a ball that rolls until the target position, dealing damage and slightly knocking enemies aside. His Q second cast would only hit champions, summons, large and epic monsters, and reduce the damage from the explosion to something like 80/110/140/170/200(+0.8 AD) not being reduced on enemies hit by the ball. (Cause the reduction here doesn't make much sense)

Also, I'd change his W and E scalings so that his W would scale on AP (and have a bit higher base dmg) and his E scale on bonus AD, while recovering 20% ammo + 20% per every second the shield lasts. This way, using the shield for deffensive purposes wouldn't restore full ammo, so he'd be forced to choose between free ammo recharge and deffense. This also would significantly reduce his burst potential by removing an effective scaling from his W. Also lower his E cooldown at later levels (24/22/20/18/16).

Finally, the damage and scaling ratio on his ult should be cut short, as it quickly builds a lot of damage, to something like 50/75/100(+0.3/0.4/0.5 bonus AD).

NOTE: You should really calculate how much burst/sustained DPS your champ has, you'd be surprised. Also, a question, can his passive or ult critically strike?

Alzon9/13/2018, 8:33:06 PM1 votes

The Ammo mechanic seems to function very similarly to Rumble’s Heat. The only thing I’d change before number tweaks is either removing the out-of-combat ammo regen because War Protocol does the exact same thing, or add a relatively steep health cost to War Protocol (scrapping internals for ammo).