Champion concept - Metal Knight

xUnRavelx·10/23/2019, 11:57:06 AM·1 votes·1,403 views

This champion utilises an array of tactical weaponry and is great for controlling objectives, vision and setting up kills rather than outright killing.

Passive: Tactical Mind OR Scrambler When first levelling up an ability there will be two options, choosing an ability will make it permanent for the duration of the match. Also choose between two passives Tactical Mind When Metal Knight goes in range of an ally ward, the ward is armed. The ward gains 1 extra hit point, lasts 25% longer and will detonate when an enemy walks near it. (Sweepers and dusk-blade cancel the detonation) OR Scrambler Gains a 650 range sweeper which sweeps the surrounding area for any hidden or invisible wards or champions. The sweep happens every 2.5 seconds and when the sweeper hits an enemy they are slowed by 10/15/20/25/30% for 1 second. Every sweeper hit of enemy wards, disable it and take 1 hit point off.

Q: Sticky Grenade OR Ballistic Knife Sticky Grenade cooldown: 12/11/10/9/8 s mana: 80 range: 700 Throw a grenade which sticks to the first terrain hit, champion, minion or floor. The grenade takes 1.5/1.3/1.1/0.9/0.5 seconds to arm itself and lasts up to 8 seconds. Going out of Metal Knights field of sight will disarm the bomb and vice versa. The bomb deals AOE physical damage and deals increasing damage the less resistance the enemy has. OR Ballistic Knife cooldown: None mana: 8 mana per second equipped range: 550 Gain 2 charges of ballistic knives which can be shot at enemies. Charges restore themselves every 10 seconds and cost 50 mana to shoot. The ballistic shots deal piercing damage and shred resistances, dealing more damage the more resistance the enemy has. While ballistic knives are equipped basic attacks deal more damage. Picking up thrown ballistic knives reduce the cooldown of the ballistic charges to 1 second.

W: Shock Charge OR Flash Bang Shock Charge cooldown: Gain a shock charge every 22/20/18/16/14 seconds. Store up to 3 at once. mana: 40 range: 600 Place a shock charge which will deal physical damage and stun enemies that go over it for 1 second. The shock charge lasts 10 seconds but can be destroyed like a control ward (3 hit points). By placing a shock charge within 600 range of another shock charge will create a static tripwire between them, which stuns enemies that pass through it for 2 seconds. Adding the third shock charge will increase the duration to 3 seconds while creating more static tripwires. When successfully planting a shock charge within another shock charges radius the hitpoint of all active shock charges increase by 1 and last 2.5 seconds longer. The shock charges deal magic damage on contact. OR Flash Smoke Bang cooldown: 20/19/18/16/14 s mana: 60 range: 650 Throw a flash Smoke bang which explodes on contact with terrain or enemy hit. Blinds enemies within the AOE radius of 550 and slows by 50/60/70/80/90%. Deals magic damage that increases for each enemy champion hit. Also smoke is slowly released in a spiral which will deter vision.

E: Sprint OR Tactical Insertion Sprint cooldown: 21/19/17/15/13 s mana: 80 range: none Gains 60/70/80/90/100% movement speed for 5 which peaks at 2.5 seconds and then gradually slows down. After the duration of sprint Metal Knights next basic attack will deal 250% damage. OR Tactical Insertion cooldown: Gain a new tactical charge every 40/38/35/32/28 s. Hold up to a maximum of 3. mana: 80 range: 650 Plant an invisible tactical charge with 1 hitpoint. When the tactical charge is destroyed, Metal Knight is teleported to the charge replacing it and leaving a bomb behind his original location, which deals physical damage after 0.75 seconds. Tactical charges last up to 60 seconds and enemies can also trigger it. To cancel a tactical charge, hold down on the E key with shift.

R: Black Hat OR Medical Care Package cooldown: Gain a charge of black hat every 30 seconds. Hold up to a maximum of 3. mana: 80 range: 600 Plant a Black Hat on terrain. It takes 10/9/8/7/6 seconds to arm itself and stays hidden until revealed. When an enemy goes into the radius of the black hat after it arms itself, enemies will be disarmed, silenced and disabled for 2.5 seconds. Sweepers and dusk blade cancel this effect. Black hats have 3 hitpoints and last 180 seconds. OR Medical Care Package cooldown: 240/200/160 s mana: 100 range: 3000 Target location on the map within 3000 range of Metal Knight. A care package will be dropped which lasts 240 seconds. These have 3 hitpoints and when an ally destroys it, it rapidly heals. If an enemy destroys it then the care package does not heal. Care package placement will only show to enemies if they have vision of area. The care package heals only one person.

Thoughts?

4 Comments

Fhizzix10/23/2019, 12:17:57 PM1 votes

when heimer and teemo have a baby and somehow it is more obnoxious than both of them combined.

aka i would one trick this champ, make this happen

LordKeres10/23/2019, 2:15:25 PM1 votes

I love some of his abilities, and others I'm confused about. It's a lot of abilities, so I'll try to condense to only the problems I think i see.

This is too much for both the player and devs. This is two champs' worth of assets because each ability has to be unique enough to be identified immediately upon viewing. But it's also 10 different abilities, which make it a combination of 32 possible playsets. Great variety for a champ, but increasing the learning drastically when playing with him and against him. You'll have to balance all 32 sets also.

I think you should find a way to lessen the load so to say. All the abilities seem fine separately, and it goes with the champion theme, but altogether it muddies the champ and plays. The only real problem I see in his kit, besides the sheer number is the Passive.

**Passive: Tactical Mind **- If it explodes when an enemy comes near it, then why give it extra health? It's going to explode anyway. and him being able to just walk near them gives him no added play or outplay. It makes him Anti-fun and cheap to use. There should be some kinda animation on this, or need to actually touch the ward.

Passive: Scrambler - This is the sweeper trinket, without the cool down. He can single handly sweep the map. Makes him Anit-fun, because there's nothing you can do against this. It's going to happen with him just walking the map, no outplay or tricking.