Rusty, The Piltover Fixer
[CHAMPION CONCEPT] Rusty, The Piltover Fixer - Needs work on name. Ideas anyone?
Intended Gameplay: Idea is based on a mage champ that deals physical damage that uses a turret as an aa modifier (say like kayles e) his normal aas are short ranged. I am aware that he would not work in the current system as building armor pen gives you attack damage. Obviously this could be changed but i do think the idea of a physical damage mage is cool
Lore: WIP
Passive: Faulty Crafting - His turret and spells uses ammo (max 75/100/150) that Rusty makes one ever 5/4/3 seconds. However due to some faulty engineering every second bullet has a 60% chance to explode on hitting his target throwing shrapnel everywhere dealing damage to nearby targets and causing any champions hit to bleed. Bleed deals 10/15/20/25/30/35/40 magic damage (+30% Ability Power) every second for 3 seconds
Q Finely Crafted - Cost: 5(ammo) - Range: 900 - Cooldown: 10 Rusty fires a single skill shot from the turret that deals 70/115/160/205/250 (+70% ability power) physical damage to each enemy it hits and bleeds the same as the faulty crafting shrapnel
W Spare Spanners - Cost: 5(ammo) - Range: 1000 - Cooldown: 14 Throws a handful of spanners that deals 15/25/35/45/55 (+20% Ability Power)(70% damage to minions) physical damage, slows for 30/40/50/60/70% (+1% for every 100 Ability Power), and bleeds.
E: Turret Attack (Toggle) - Cost: 5 to cast, 1 per hit (ammo) - Range: 600 - Cooldown Between Toggle: 5/4/3/2/1 Toggle for your turret rapidly auto attacks the nearest champion or minion (priority on champion) with lowest health. Normal Ammo: 22/34/46/58/70 (+40% Ability Power) physical damage. Faulty Ammo: 15/25/35/45/55 (+25% Ability Power) magic damage plus bleed
R (think teemo shrooms crossed with dongers turrets or shacos boxes) Sticky Turrets - Cost: 25 ammo - Range: 250 - Cooldown: 1 Rusty Places a mini turret on a minion/champion/ground which and arms immediately. If an enemy comes within 60 range of the trap it will start shooting the enemy with lowest health and deals the same damage as Rusty's normal turret for the first 5 seconds then reduced damage by 50%/60%/75% If it sticks to a champion it lasts for 7/9/11 seconds without damage reduction but cannot target the champion it is stuck on; before exploding dealing 60/100/140 magic damage (+50% Ability Power). If it sticks to minion then it stays on the minion until the minion dies or 10 minutes and will explode for 80/120/160 if the minion dies or 60/100/140 after 10 minutes If he sticks it on the ground it lasts for 10 minutes and is stealthed unless firing before detonating for the same damage as if on a minion. Rusty manufactures a turret every 30/27/25 seconds and can hold two at a time. DOESN’T COST AMMO PER HIT.