[Champion Concept] Duke - The Horseless Jouster
I like silly concepts, and this was a pretty funny one inspired by QWOP.
Here are Duke's abilities:
- Passive: Joust - Duke does impact damage if he collides with an enemy unit above 400 movement speed.
- Q: Left foot (+1/2/3/4 movement speed for each 0.1 second not remaining from max cool down of 1 second)
- W: Breathe (+5/+6/+7/+8 energy)
- E: Right foot (+1/2/3/4 movement speed for each 0.1 second not remaining from max cool down of 1 second)
- R: Sheathe/Unsheathe (Energy cost: 50/40/30)
So to elaborate, Duke picks up speed by alternating Q and E. The faster one alternates, the faster the movement speed boost, but the smaller the window time is to alternate the other ability in time. For example, one presses Q, waits 1 second, and then presses E; but since this is fairly slow, it only adds 1 movement speed. In contrast, one pressing Q, waiting 0.1 second, and pressing E will gain about 10 movement speed. The catch? They have to be able to press Q again within 0.1 seconds to continue the speed boost, otherwise Duke begins to slowdown back to his default movement speed and Q and E will be on 3 second cool down. Each alternation boosts the movement speed, rather than maintain it; so this means that his movement is either constantly speeding up or slowing down. There is one more catch: pressing either Q or E twice in a row will make Duke trip, where he loses control and pretty much falls to the ground, getting stunned and and taking damage in the process. The faster Duke is running, the harder the fall will be if he trips.
Independent of that comes the other pairing, his W and R. Duke functions not off mana, but on energy. Duke uses his W to replenish energy. However, this too is a balancing act, Duke needs energy to do his R, but if he spams W too quickly he'll hyperventilate and lose all his energy (akin to Rumble overheating) and cannot perform W until his energy is back to empty. So Duke doesn't need energy to do the running, but rather he needs in it order to use his weapon. Holding out his weapon will add his movement speed as damage if he collides with an enemy unit, but it also drains his energy twice as fast. His R works as a toggle for sheathed and unsheathed, but it does require energy to unsheathe the weapon. I did think of a more complicated thing where the weapon always is directed towards the player's cursor and the further the cursor is away from Duke, the quicker the energy drains; but maybe that's a bit much...
Duke does not come to a complete halt upon impact (unless it's terrain/turret/etc.), but rather gradually slows down upon each unit he passes through. Duke does have melee attacks, but will see more success as a beefy tank that can continue his onslaught of ramming opponents to death. His first step with Q and E will always give a 10 movement speed boost. I know I suck at wording things sometimes, so here's a list describing the Q/E function: Q and E alternated in 0.1 second = +10 movement speed Q and E alternated in 0.2 second = +9 movement speed Q and E alternated in 0.3 second = +8 movement speed ... Q and E alternated in 0.8 second = +3 movement speed Q and E alternated in 0.9 second = +2 movement speed Q and E alternated in 1.0 second = +1 movement speed
So the tl;dr version: a champion that does damage by colliding into opponents and does more damage by the player maniacally coordinating their button-mashing in the right way.