Quas, the Apprentice Wrecking Ball

Rockman·10/19/2017, 8:32:56 PM·2 votes·309 views

Innate - Burning Spirit

Quas takes damage and is pulled to the Wrecking Ball if he doesn't hit an enemy champion directly with the Wrecking Ball after casting Shotput or Inertia.

Inflame : Quas' Wrecking Ball exudes flammable liquid. Hitting enemies with basic attacks douse enemies in the liquid. Casting a spell will ignite the Wrecking Ball, dealing damage each second around it. Quas can also be damaged by the burn but not killed by it. Enemies doused in liquid take additional damage.

Mentor : Every X seconds, Quas' teacher's soul, H, returns to assist him with his next spell cast. H has her cooldown reduced upon successful spell casts. Quas' heals for all damage dealt from the empowered spell and is not damaged or pulled to the Wrecking Ball if he doesn't directly hit an enemy champion with it. Quas' can recast the empowered spell to have H toss him to the Wrecking Ball, with Quas picking it up upon arriving.

Q - Shotput

Passive : Quas is anchored to the Wrecking Ball. He must pick it up or cast a spell to move it. While Quas is not directly holding the Wrecking Ball his basic attack is disabled. The Wrecking Ball is considered terrain while on the field. Quas can only move 1100 units away from the Wrecking Ball while it is on the field. Quas can only pick up the Wrecking Ball while out of combat, by empowered spell casts, or casting Tempered.

Active : Quas tosses the Wrecking Ball to target location, stunning all enemies in the center and pushing them outwards. Enemies hit by the outer edge are slowed instead. Quas gains a small burst of movement speed upon casting.

W - Inertia

Quas jumps into the air to target location, becoming untargetable.

If Holding the Wrecking Ball : Quas tosses it to his feet, slowing and damaging all enemies hit.

If Wrecking Ball is on the field : Quas pulls on the Wrecking Ball after a delay, causing Quas and the Wrecking Ball to move towards each other. If Quas comes into contact with an enemy champion while dashing he deals damage and stops. If the Wrecking Ball comes into contact with an enemy champion it pulls them towards Quas. Enemies who are hit by both Quas and the Wrecking Ball are rooted and take extra damage.

E - Tempered

Passive : Quas takes less damage from Wrecking Ball's flame.

Active : Quas can only activate this while holding the Wrecking Ball or near it if the Wrecking Ball is on the field. Quas picks up the Wrecking Ball if applicable and gains attack speed for 2 seconds. After 2 seconds the Wrecking Ball ignites. Successfully basic attacking an enemy champion or monster extends the buff and grants Quas a shield. Empowered Tempered spell casts give Quas additional attack range.

R - Flaming Whirlwind

Can only be cast with H's help.

Quas and H spin the Wrecking Ball, speeding up for 1 second, lasting a maximum of 5 seconds. The first spin douses enemies with flammable liquid, then ignites the Wrecking Ball afterwards. Enemies directly hit by the Wrecking Ball are Concussed, removing ally vision and grounding them. This debuff can be refreshed by any direct hit with the Wrecking Ball. Enemies hit directly by the chain take less damage and slow the spin down. Quas can cancel Flaming Whirlwind into any basic spell, empowering that spell as well. Canceling into Inertia will immediately stop the Wrecking Ball's spin and consider it to be "On the Field".

1 Comments

novac372110/20/2017, 2:09:17 AM1 votes

So I gave a shot at maybe making the idea more intuitive, as well as a few change ideas. I really like the idea n I hope my ideas help. I tried to note changes I made as well. [slayer-pantheon-thumbs]

Innate - Burning Spirit Ball & Chain

Passive : Quas is anchored to the Wrecking Ball. He must pick it up or cast a spell to move it. While Quas is not directly holding the Wrecking Ball his basic attack is disabled While holding the ball, his next basic attack gains range, and bonus damage against structures. The Wrecking Ball is considered terrain while on the field. Quas can only move 1100 units away from the Wrecking Ball while it is on the field. Quas can only pick up the Wrecking Ball while out of combat, by empowered spell casts, or casting Tempered.

Mentor : Every X seconds, Quas' teacher's soul, H, returns to assist him with his next spell cast. H has her cooldown reduced when Quas hits an ennemy with one of his abilities. Quas' heals for all damage dealt from the empowered spell and is not damaged or pulled to the Wrecking Ball if he doesn't directly hit an enemy champion with it. Quas' can recast the empowered spell with additional effects.

Q - Shotput

Active : Quas tosses the Wrecking Ball to target location, stunning all enemies in the center and pushing them outwards. Enemies hit by the outer edge are slowed instead. Quas gains a small burst of movement speed upon casting. Quas takes damage and is pulled to the Wrecking Ball if he doesn't hit an enemy champion directly with the Wrecking Ball after casting Shotput or Inertia.

Shotcannon(empowered): Quas tosses a flaming Wrecking Ball to target location, stunning all enemies in the center and Pulling in enemies near the edges. Enemies in the area around the ball also burn for %MaxHp+(HP ratio) per second. Quas gains a small burst of movement speed upon casting.

If Quas recasts this ability, he's (it is a he right?) pulls himself to the ball, knocking aside all enemies in his way, picking up the ball on arrival.

W - Inertia

If Holding the Wrecking Ball : Quas jumps into the air to target location, becoming untargetable and tossing it to his feet, slowing and damaging all enemies hit.

If Wrecking Ball is on the field : Quas pulls on the Wrecking Ball after a delay, causing Quas and the Wrecking Ball to move towards each other. If Quas comes into contact with an enemy champion while dashing he deals damage and stops. If the Wrecking Ball comes into contact with an enemy champion it pulls them towards Quas. Enemies who are hit by both Quas and the Wrecking Ball are rooted and take extra damage.

If Holding the Wrecking Ball : Quas jumps into the air to target location, becoming untargetable while he swings the ball in a circle before tossing it to his feet, slowing and damaging all enemies hit.

He can recast the ability to throw the ball to another target location instead.

If Wrecking Ball is on the field : Quas pulls on the Wrecking Ball, causing Quas and the Wrecking Ball to move towards each other. If Quas comes into contact with an enemy champion while dashing he deals damage and stops Quas will pass through terrain and enemies in his path, shredding the armor of ennemies he passes through. If the Wrecking Ball comes into contact with an enemy champion it pulls them towards Quas. Enemies who are hit by both Quas and the Wrecking Ball are stunned and take extra damage.

He can recast this ability to empower his next basic attack to deal bonus damage (HP ratio) to enemies under CC

E - Tempered

Passive : Quas takes less damage from Wrecking Ball's flame.

Active : Quas can only activate this while holding the Wrecking Ball or near it if the Wrecking Ball is on the field. Quas picks up the Wrecking Ball if applicable and gains attack speed for 2 seconds. After 2 seconds the Wrecking Ball ignites. Successfully basic attacking an enemy champion or monster extends the buff and grants Quas a shield. Empowered Tempered spell casts give Quas additional attack range.

R - Flaming Whirlwind

Can only be cast with H's help.

Quas and H spin the Wrecking Ball, speeding up for 1 second, lasting a maximum of 5 seconds. The first spin shreds enemy armor. Enemies directly hit by the Wrecking Ball are Concussed, removing ally vision and grounding them. This debuff can be refreshed by any direct hit with the Wrecking Ball. Enemies hit directly by the chain take less damage and slow the spin down. Quas can cancel Flaming Whirlwind into any basic spell, empowering that spell as well. Canceling into Inertia will immediately stop the Wrecking Ball's spin and consider it to be "On the Field".