[Champion Concept] Bumbur & Flynn, the Unlikely Duo

Jellycake Demon·4/24/2015, 10:07:10 PM·3 votes·897 views

this Champion is an iteration of 2 of my previous Champions Concept. the main thought process behind Bumbur & Flynn is that are 2 Champions in 1 package, while they can fulfill their primary & secondary roles as 1 they each can act & feel like a different Champion fulfilling a different role from one another.

Please leave a Comment, Review any Feed Back or your Thoughts on my Concept please, I look forward to what you have to say.

Primary: Fighter. Secondary: Assassin. Additional Roles: Player Choice. Statistics: Attack Power: 7. Defense Power: 6. Ability Power: 2. Difficulty: 8. Place of Origins: Bandle City. _Upon Selection: _Flynn: Let’s get a move on Bumbur. Bumbur: (speaking gibberish).

Health: 480(+30). Health Regen.: 2.1(+0.38) Mana: 276(+29). Mana Regen.: 2.0(+0.37) Range: 125(Melee). Attack Damage: 45(+3.0) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.

Friends: Braum & Rumble. Enemies: None.

Appearance: the duo consists of 2 Yordle's. .Bumbur is about 4'1ft tall & has a very heavy-built body, his fur is colored dark brown that has a golden mustache, you can't see his eyes since they stay closed, he has big bulky arms & hands but his feet are pretty small despite his size. He wears dark grey colored overalls, a pair of boots & gloves. Unlike his partner Bumbur is a jolly & carefree kind of guy. .Flynn is 2'5ft tall & has a small-built body, his fur coloration his maple brown but as you get to his head, neck & back his fur starts to turn red, his eye coloration is also red. He wears a short-cut jacket & dark grey jeans, a pair of boots & a pair of gloves. Out of these two yordles Flynn is very feisty & hot headed.

Gameplay Style: by themselves each of the duo brings a different play style for 1 Champion. Bumbur is the tankier of the 2 Yordles providing minimal survivability & protection while being able to apply a steady pace of damage, while Flynn is the more aggressive fast paced quick burst damage dealer that is very fragile & has little protection. if used the right way & combining the 2 yordles own Abilities with the others Bumbur & Flynn can be a powerful threat.

Summoner Spells: summoner 12 & summoner 14.

Item Builds: Starting Items: item 1054/item 2003/item 3340. Essential Items: item 3068/item 3074/item 3275. Offensive Items: item 3022/item 3078/item 3050/item 3035. Defensive Items: item 3065/item 3083/item 3110/item 3025.

Passive: Second to Last. After the Player has activated either the Q or W Ability & takes control of either Bumbur or Flynn the last Yordle the Player took control of will then act as a Melee-Minion that cannot be target by enemy Unites Auto-Attacks or Abilities, this Yordle will Auto-Attack a random enemy target but that Yordle will prioritize enemy Champions for 6 seconds dealing 4% of the Duo’s current Attack Damage as Physical Damage & that Yordle has access to their own Passive. After the duration of this Passive has ended the affected Yordle will then become inactive, depending on if Bumbur or Flynn is the active Yordle the E-Ability will have a different activation.

the Passive Second to Last allows the duo to keep applying lane presence & pressure that can help push the lane, clear waves or camps at a faster pace & being able to throw 1v1 fights in his favor for a limited period of time.

Q-Ability: Bumbur’s Body Slam. Range: 400. Cool Down: 18/17.15/17/16.5/16. Cost: 100. Physical Damage: 45/95/145/195/245(+40% bonus AD). Passive: While the Player is controlling Bumbur he will have 8% increased Armor & every 3rd Basic Attack will have him bump his target with his stomach dealing 4% of his current Attack Damage as Physical Damage. Activate: after the duo has chosen a 185-radius within this Abilities Casting Range then upon its activation Bumbur will make a powerful jump to the target location, when Bumbur lands at the targeted Area he will deal Physical Damage to all enemies within the area while Knocking Up all affected enemies within the radius. When an enemy lands back on the ground they will have their Movement Speed Slowed by 25% for 1.25 seconds. After this Abilities activation Bumbur will become the active Yordle.

Bumbur's Body Slam is 1 of 2 Abilities that allows the duo to initiate on the enemy while also apply a good amount damage & hard hitting Crowed Control to multiple targets, the Passive effect is what provides Bumbur little protection & the steady flow of damage.

Bumbur’s E-Ability: Big Pummeling. Range: Self-Cast. Cool Down: 18/17/16/15/14. Cost: 60/70/80/90/100. Physical Damage: 70/90/110/130/150(+30% bonus AD). Heal of Total Damage: 6/7/8/9/10%. Activate: after Bumbur has activated this Ability he will clap his hands together bumping them up, for the next 2 seconds Bumbur will gain a 15% Movement Speed boost & his next two Basic Attacks will deal Physical Damage to a target. If Bumbur uses both enhanced Basic Attacks on the same target he will be Healed by 6% of the total damage dealt.

Bumbur's Big Pummeling should be used as a follow up Ability after the duo has used their Q-Ability that will allow Bumbur to quickly deal a large amount of damage to a single target while also getting the added bonus of a Heal, but if Bumbur uses this Ability to damage multiple target it will loose its effectiveness & he won't get the Heal.

W-Ability: Flynn’s Beat-Down. Range: 500. Cool Down: 17/16/15/14/13. Cost: 95. D.O.T: 30/35/40/45/50(+40% bonus AD). Passive: While the Player is controlling Flynn he will have 15% increased Movement Speed & every 4.25 seconds Flynn’s next Basic Attack will deal 5% of the targets Max HP as Physical Damage & will Shred the targets Armor by 10% for 1.25 seconds. Activate: after the duo has chosen a narrow path with this Ability Bumbur will grab Flynn & then throws him in the chosen direction, while Flynn is traveling down the path the first enemy target that he comes in contact with will be Stunned for 2 seconds. the moment that Flynn Stuns the enemy he will start punching affected enemy dealing Physical Damage every 0.5 seconds, for the duration of the Stun then the Player can take control of Flynn. After this Abilities activation Flynn will become the active Yordle.

with its range Flynn's Beat-Down is a good way for the duo to initiate on a single enemy target while dealing decent D.O.T to the target, after this Abilities usage Flynn's Passive effect will allow him to either keep up with his main target with the small speed boost & being able to deal strong damage & apply a Debuff to the target every now & then. this Ability could be used to give the duo a good escape from a bad situation.

Flynn’s E-Ability: Red Hot Scrapper. Range: Self-Cast. Cool Down: 14/13.5/13/12.5/12. Cost: 55/65/75/85/95. Attack Speed Boost: 15/20/25/30/35%. Damage Reflection: 8/10/12/14/16%. Activate: after Flynn has activated this Ability he will start getting really hotheaded having his fur turn completely red, after the initial activation Flynn’s Attack Speed will be increased & he will he gain a percentage of Damage Reflection for 3.5 seconds. If the duration of this Ability is still active when the Player switches to Bumbur then this Abilities Buff’s will transfer over to Bumbur for the remaining duration of the Buff.

for quickly dealing damage with Auto-Attacks & have the added benefit of having a percentage of damage reflection Red Hot Scrapper is a great follow up after the duo's W ability where they can not only keep up with the affected enemy but be able to a major threat for dealing massive damage at a very fast pace, also the added benefit of being able to transfer this Buff to Bumbur at using the duo's Q will allow Bumbur to be an even bigger threat.

R-Ability: Patch Me Up. Range: Self-Cast. Cool Down: 80/70/60. Cost: 135. Heal: 185/245/305(+20% bonus AP). Increased Damage: 8/10/12%. Activate: after the active yordle has activated this Ability the inactive yordle will use a special drink to Heal the active yordle, after the active yordle has been healed that yordle also gain a Buff that increases all the damage the active yordle makes with both his Basic Attacks & Abilities for 2.5 seconds.

Patch Me UP is a very simple Ability in that it's just a Heal with a short-term damage buff but in the thick of a fight & when a large team fight has ended this a good Ability to save the duo from dying & keep them alive longer to keep on making a powerful push or be able to go after objective.

5 Comments

Jellycake Demon4/25/2015, 1:31:56 AM1 votes

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