Cix, The Unstoppable Force
So yeh my first champ idea post. I've tried to give it a lot of thought but I realise only so much can be accomplished without feedback. Basic concept is: Champion that can potentially stack infinite movement speed. Before you think it's broken, please read how this scales. So without further ado
Lore I'm not that great with lore but I'll give you cliff notes:
Was member (leader?) of Vi, Jinx, Ekko's old gang. Was the one who suggested Vi and Jinx be allowed in the gang Was there on the raid where Vi switched sides Was crushed under rubble and lost both legs and an arm Rebuilt herself with the left over parts from the miner suit that Vi took the gloves from (essentially just took the legs/feet of the droid, built her own arm) Seeks out Vi to find out what the hell happened.
Description A female human with a short, green hair that is spiked backward (imagine Sonic the Hedgehog hair but much shorter). She is missing her right arm below her elbow. Her missing arm is replaced with a small, 3 fingered mechanical claw. She has a bandoleer that she wears from over her top left shoulder to her bottom right hip, and another wrapped around her waist. These bandoleers have pockets rather than bullets. From the waist down, she has mechanical/armoured legs. The foot of each leg has 2 large, triangular, tread wheels on either side of the heel, and a small jet in between. In the ankle of her left foot shit has a panel with the symbol IX on it.
Statistics
Primary Fighter
Health 440 (+84)
Health Regen 6.8 (+0.7)
Mana 225 (+35)
Mana Regen 6.5 (+0.65)
Range 125 (Melee)
Attack Damage 48 (+3.2)
Attack Speed 0.644 (+2.5%)
Armor 20 (+3)
Magic Resist 30 (+1.25)
Movement Speed 340
Passive – Momentum After moving 10000 units, Cix earns 1 point of movement speed. This distance is increased by 1000 for every 1.5 movement point Cix has gained from Momentum. After 1 second, for every second Cix does not move, her movement speed gains a slow of 10%, up to a maximum of 40%. She can reduce the slow by 10% for every 200 units moved.
Eg. Cix starts at a movement speed of 340. After moving 10000 units, Cix movement speed becomes 341. After moving another 11000 units, her movement speed becomes 342. Ect.
Eg2. Cix starts at a movement speed of 340. After standing still for 5.5 seconds, her movement speed is slowed to 204. After moving 200 units, her movements speed is increased to 238. (30% slowed) After moving another 200 units (400 total), her movement speed is increased to 272. (20% slowed) After moving another 200 units (600 total), her movement speed is increased to 306. (10% slowed) After moving another 200 units (800 total), her movement speed is increased to her base 340. (0% slowed)
Q – Spin Kick Active: Cix jumps and lands on her right hand. She then extends her legs and spins in a circle dealing physical damage at the target location every 0.5 seconds for 1.5 seconds. Once complete, any enemies still remaining in the area are knocked up for 1 second. Cost: 80 Mana Damage: 30/40/50/60/70 Physical Damage (+50% AD) per second Max Damage: 90/120/150/180/210 Physical Damage (+150%AD) Cooldown: 14/13/12/11/10 seconds Area of Effect: 250 units (twice the length of melee due to 2 legs) Cast type: Area of effect
W – Dropkick Active: Cix gains a 5% movement speed buff as she runs at target location before jumping into the air and performing a dropkick. The first enemy hit is dealt physical damage and knocked back. Enemies hit by the knocked back champion take reduced damage. If no enemy is hit, Cix lays prone on the floor and is untargetable for 1 second. She then performs a ‘Kip-up’ and dusts herself off over the course of another 1 second. Cost: 50/60/80/90/100 Mana Damage: Cooldown: 20/18/16/14/12 Range: 550 Cast type: Linear skillshot dash
E – Jump/Stomp Active: Cix charges up her boots over 2 seconds. The cast range increases up to 750 units over the course of 1.5 seconds. From 0-1.5 seconds, this ability is cast as Jump. At full charge (2 seconds), this ability is cast as Stop.
Jump When she lands, Cix tumbles and removes any slows she currently has, and gains a bonus 10% movement speed for 2 seconds. Cost: 50 Mana Cooldown: 25/21/18/15/12 seconds Range: 750 Cast type: Ground-targeted dash ability
Stomp When Cix lands, she deals damage in the surrounding area and slows enemy movement speed by 8/16/24/32/40%. Cix herself is slowed by 10%. Damage: 75/110/145/180/215 (+ 50% bonus AD) Cost: 20/25/30/35/40 Mana (75/75/80/85/90 Mana total) Cooldown: 28/25/21/18/15 seconds total Range: 750 Cast type: Ground-targeted dash ability that deals area of effect damage
R – Infinity Kick Active: Cix stomps target opponents foot into the ground and unleashes a flurry of kicks over the course of 2 seconds, suppressing and dealing physical damage to a target enemy champion every 0.5 seconds while the flurry holds. Cost: 100/125/150 Mana Cooldown: 120/110/100 seconds Damage: (20 x 5%/7.5%/10% movement speed) Physical damage Cast Type: Enemy cast - Unit targeted
Eg. Cix has a movement speed of 350. Level 1 Infinity Kick will deal (20 x 17.5) - 350 total Level 2 Infinity Kick will deal (20 x 26.25) - 525 total Level 3 Infinity Kick will deal (20 x 35) - 700 total
So yeh that's my idea. Tell me how much it sucks haha.
To add further comment that an infinitely scaling movement speed champ would break the game after a certain point, I would like to mention that there exists a movement speed nerf already in the game:
When the raw movement speed is greater than 415, there are two soft caps applied: The raw speed between 415 and 490 gets multiplied by 80%. The raw speed over 490 gets multiplied by 50%. The two ranges have their reductions applied at the same time before being added back together.
As an example, if the calculated raw speed is 600 before soft caps kick in, it is reduced to (600 − 490) × 0.5 + (490 − 415) × 0.8 + 415 = 530, which means an 11.7% reduction of the original movement speed.
If, for example, Cix got to 1000 movement speed, she would move at (1000− 490) × 0.5 + (490 − 415) × 0.8 + 415 = 730