Champion Concept: Fulvere, The Rolling Thunder

kile147·8/30/2018, 1:26:57 AM·1 votes·1,087 views

AP Tank Champion Design: Fulvere, The Rolling Thunder

Goal: This champion design has kind of evolved for me throughout the process. The original intent was to create a champion who would run enemies over with a charged, linear dash, and would use a Hookshot to drift around structures and enemies. In the end I kept part of this design, but instead made it so that the drifting mechanic could be done without the hook and would instead be used to run enemies over and control the battlefield with the hook and reel. Overall I tried to make this a build flexible design, that could either act as a tanky engager (Amumu, Ornn, Malphite) or as a bulky Control Mage (Cho'Gath, Rumble, Swain).

Stats

Health: 560 +90 Health Regen: 7 +0.8 Charge: 400+ 45 Range: 150 Attack Damage: 60 + (3.5) Attack Speed: 0.679 +2% Armor: 31 +3 Magic Resist: 29 +1.5 Move Speed: 325

Abilities

P: Hextech Motion Core/Impact Dynamo

Hextech Anti-Motion Core- Uses Charge as a resource. Charge does not regen and is instead collected and expended solely by abilities. Total Charge is increased from mana from items.

Impact Dynamo- Abilities can Flatten enemies. Flattened enemies are stunned for 1 sec and have a decaying slow of 20-60% (based on level) for 2.0 sec. Flattening an enemy champion will grant you a shield of (10% Max HP, +0.40 AP) for 5 seconds (20-10 sec CD based on level). Flattening enemy champions will reduce the cooldown by 20% (5% for minions and monsters). Shield can refresh if procced within duration.

Q: Claw Shot/Reel

Claw Shot- Linear skillshot that stops on first enemy or terrain. Deals damage and slows (40%).

Cost- 10% Charge
Range- 700 (1000 to break)
Damage- 20/30/40/50/60 (+0.40 AP, + 5/6/7/8/9% Current Charge)
Duration- 5 seconds
Cooldown - 20 sec (starts immediately after cast)

Reel- Activates reel winch. Effects dependent on type of target and W status.

Champions: (Normal)- Channel to Slow Target by (20/30/40/50/60% based on Q level) for 1 sec, then break the chain. Target is stunned for 0.5 sec and takes 20/30/40/50/60 (+0.40 AP, + 5/6/7/8/9% Current Charge) damage.

Cost- 20% Charge

(During W)- Channel to Slow target by (20/30/40/50/60% based on Q level) for 2 sec, after which the target is reeled quickly. On impact with Fulvere, deals 20/30/40/50/60 (+0.40 AP, + 5/6/7/8/9% Current Charge) damage and Flattens the target. All enemies encountered along the way take 50% damage and are slowed by 40% for 2 seconds.

Cost- 20% Charge

Minions/Non-Epic Monsters: (Normal)- Reel target in slowly. Upon reaching Fulvere chain is broken and target is stunned for 0.5 sec. Remaining cooldown refunded by 60%. Cost- No Cost

(During W)- Reel target in quickly.On impact with Fulvere, deals 20/30/40/50/60 (+0.40 AP, + 5/6/7/8/9% Current Charge) damage and Flattens the target. All enemies encountered along the way take 50% damage and are slowed by 40% for 2 seconds. Remaining cooldown refunded by 60%.

Cost- 20% Charge

Terrain: (Normal)- Pulls you quickly towards the terrain. All targets encountered take 75/100/125/150/175 (+10% Your Bonus HP, +0.80 AP, +20% current charge) magic damage, are displaced with you, and are Flattened against the wall (half damage on impact with Fulvere, half damage on hitting the wall). Terrain is destroyed if applicable.

Cost- 20% Charge

(During W)- Pulls you slowly towards the terrain. Can be interupted by E. Remaining cooldown refunded by 60% upon reaching the wall.

Cost- 20% Charge

W: Lock-Down

Lock-Down (Toggle)- Roots you and begins to build up Charge. Generate 5-8% (+1% per 500 mana) per second (based on character level). Champion is immune to displacements during this time. Stuns and forced movement will interrupt charging, but will not un-toggle ability or allow Fulvere to move. Q and E can both be used from W, and will not interrupt charging.

Passive- While locked down your basic attacks cannot crit, but gain 300 range and deal (+0.10 AP, +5/6/7/8/9% of Current Charge) on-hit magic damage (5/10/15/20/25 minimum).

Cost- No Cost Cooldown- 0.5 sec during animation

E: Rollout

Begin winding up, slowing yourself by 30%. Can be cast from W to increase costs by 50%. Upon release convert the Charge cost into Momentum stacks and begin to move in target direction at a speed determined by Momentum Stacks. Stacks will not be lost until a short distance out, at which point they will fall off linearly to distance traveled.

You will continue to move until your Momentum stacks wear out. Encountering Terrain will immediately remove all Momentum Stacks and destroy the terrain (if applicable). Displacements will remove all Momentum Stacks and affect you normally, slows will increase Momentum Stack consumption based on degree of slow (bigger slows get rid of Momentum faster). Stuns will not prevent Momentum.

Activating W mid dash will cause Momentum stacks to stop being consumed and cause Fulvere to go into a power slide and come to a stop over 1 sec. (30/40/50/60/70% (based on E level)) of remaining Momentum Stacks will be converted into Charge and Cooldown Reduction on the ability over 2 secs. Pressing W again (locked out until stationary) before Momentum Stacks are all consumed will start Rollout again in target direction, resuming consumption of Momentum Stacks.

Enemy units encountered during dash or slide are Flattened and take damage (min damage for slide).

Damage- 0-10/15/20/25/30% Their Max HP Physical Damage (based on level/Momentum stacks)(20/40/60/80/100 minimum).
Cost- 20% energy per second (max 60%)
Falloff Range- 100-300 units
Total Range- 100-900 units
Cooldown- 20/18/16/14/12 sec after first launch. 

R: Core Overload

For 6 seconds Fulvere will have unlimited, max Charge, and have Electrified Status. At end of effect Charge is reset to zero and all Charge generated during the effect is added.

Electrified- Enemies who come into contact with the Claw Shot, Claw Shot Chain, or Fulvere take 50/100/150 (+0.60 AP, +30% of expended Charge) damage immediately and are stunned for 1 second (applies before Flatten if applicable). Enemies who remain in contact will take an additional 10/25/40 (+0.10 AP, +5% of expended Charge) damage every 0.5 sec.

Cost- All of Current Charge (minimum 20%)
Cooldown- 120/100/80 sec

Constructive Feedback or questions are appreciated!

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