[Champion Concept] Benjamin, the Suave Saboteur

The entire team·5/11/2019, 11:52:57 PM·1 votes·1,279 views

A new champion concept revolving around crippling opponents and gold. Benjamin is a lover for money and, with his vast knowledge of finance and love for collector’s items, assists as a support champion. He utilizes crowd control and his skills in hacking and technology to stay in the back lines, influencing the battlefield as he sees fit.

Passive: Black Market Dealership

Benjamin’s arsenal of tools and equipment enhances and increases, depending on the special upgrades he can by using a separate currency called Cash. It can only be accrued passively overtime, through the use of his abilities, and through his support items. Cash can be used to buy three specific items for 800 cash to buff Benjamin, and later on, allowed to upgrade one of the three items for 500 cash.

Tools: Glue Grenade: Next basic attack is ranged and deals splash damage. It creates a puddle where the target was, slowing them by 35% while inside, and dealing an additional 75/125/175/225 magic damage. This ability has a cooldown. Hugtight Grenade: Upgrade from Glue Grenade. The cool down is reduced, the slow is increased to 70%, and it also grounds any enemies, and stops any champions mid dash.

Merger.EXE: Benjamin gains a passive shield, based on his 5/10/15/20% of his HP. It comes back up when Benjamin is out of combat. Syphon.EXE: Upgrade from Merger.EXE. Basic attacks and abilities also restore his HP and the champion near his vicinity with the lowest % of health by a large amount.

Hoverchair: Movement speed passively increases up to 15%. Only retains 5% of the movement speed boost when in combat. Captain’s Chair: Upgrade from Hoverchair. Movement speed out of combat increases to 40% Only retains 15% in combat. His vision range also increases by 20%.

Q: Uplink 40/45/50/55/60 mana Cooldown: 12/11/10/9/8 seconds

Benjamin uses his tasers to strike in front of his enemies, dealing 70/105/140/175/210 (+0.75 AP) magic damage, slowing them briefly, and robbing Cash from them, depending on the number of champions hit.

W: Biohack/Velocity 75 mana Cooldown: 20/18/16/14/12 seconds

Biohack: Benjamin targets an enemy champion, hacking them in order to expose their weak spots, and tethering them. Damage taken from all sources increases overtime while they are hacked, up to 10/12.5/15/17.5/20%. If the tether is broken, the debuff Immediately ends. When the hack is complete after 2.5 seconds, the debuff persists for an additional 3 seconds. If the target dies, Benjamin is awarded cash.

Velocity: Benjamin targets an ally, immediately increasing their movement speed to match whomever is higher, then slowly increasing that speed by 20/30/40/50/60% for a 5 second duration. The speed is lost if the tether is broken.

E: Download 55/60/65/70/75 mana Cooldown: 14 seconds

Benjamin downloads a program to buff an allied champion with 40/60/80/100/120% attack speed and temporarily go past the attack speed limit for 3 seconds. The more that champion autoattacks or uses abilities that count as basic attacks, the buff extends, with one attack per second, up to a cap of 8 seconds. However, once the buff ends, that champion is silenced and cannot use basic attacks for 1.5 seconds.

R: Electromagnetic Virus 125 mana Cooldown: 130/90/50 seconds

Benjamin channels and launches a slow moving missile filled with a powerful virus. The missile is slow, but is also guided by the mouse, easily able to make sharp turns until it picks up more and more speed. When it hits an enemy champion, it knocks them up, dealing 100/200/300 (+0.5 AP) magic damage (doubles when it has traveled farther distance) and stuns them by 1 seconds (increased to 2 seconds when it has traveled farther distance). The bomb then leaves behind a virus residue, hacking them (increasing damage taken slowly, up to the current same skill level of Biohack) and slowing them, for 3 seconds, before it disappears.

A sound effect plays when the bomb has been launched. If Benjamin cancels the channel or is interrupted, the missile continues going on a straight path until it collides with monsters, enemy minions, enemy champions, or a wall.

.

What do you think of this concept? I appreciate your feedback~!

1 Comments

MooooooooreDakka5/13/2019, 4:27:27 PM2 votes

It might be useful to know his basic attack range, q range, and glue grenade duration.

I don't know his q range but I guess it works. Maybe give it some way to interact with his abilities that sabotage enemies beyond the basic damage amplification?

I love his w, especially the ally targeted version. It fits the theme of the character and is a fairly unique mechanic. The ally targeted version would need to update continuously to not have weird interaction with short duration movement speed buffs like mercurial scimitar. The enemy targeted version could probably use a slow and damage upon completion to give it a more tangible effect and the allied version could probably use something like a shield accumulating over the duration to make it useful for more than just going faster. Something else that might be interesting would be multiple charges or a shorter cooldown with a lockout on how often a given champion can be targeted so he can use the different effects of this a bit more in fights.

I don't like his e since it's a really powerful and long lasting damage boost that only works for auto attack reliant champions whose drawback probably isn't enough to justify it's power but would still be annoying due to being out of the ally's control. Also, he already has one way to increase allies damage in the form of the debuff applied by his w and r so it might be better if this added something new to his kit such as something that makes him more evasive/elusive or giving the saboteur more than one way to actually sabotage things.

His R is a fairly cool ability but it doesn't really make sense with his kit. He's squishy and wants to move around a fight and apply his effects to people while this roots him in place and let's him control a long range attack. The ways I can see this being used are throwing it right in someone's face which kind of wastes it's potential, throwing it from long range into a fight which might be kind of cool for roaming potential but doesn't work in the middle of a fight and after the projectile hits he needs even more time to actually reach the fight, and using it to catch someone out. With the latter use, either his ally waits for it to hit and then they can try to catch up using his w or his ally keeps moving while he channels in which case they can actually take advantage of the ability but he's just left in the dust without a target for his w or any other way to influence the fight. TLDR: his ult wants to be fired from long range and requires him to stand still while using it but the rest of his kit wants him to stay near his team to support them and keep moving to stay alive and prevent his tethers from breaking. I'd suggest changing it to something that fits the rest of his kit better or if you really like it then changing his kit to let him better make use of this.