T-40, the Ultimate Invention

Stacona··1 votes·1,610 views

Created by the genius yordle, T-40 has a mind of his (technically its) own and wields an arsenal of powerful weaponry ready to unload on any invader. The purpose of this device is to protect Bandle City, with the yordles lack of brawn and size, they need to use their wits to survive the world of Runeterra. A part of this is creating powerful guardian turrets, such as T-40, to protect them from evil doers and the such.


T-40 is a deployable marksman, clinging to walls to unleash a world of pain on to the enemy team and keeping his own team alive!


Attack Range: 450 units / 900 units Movement: 335 units per second Attack Speed: 0.750 +3% per level Attack Damage: Very High


Vaporizing Laser (Passive):

T-40 charges his attacks whenever he does not attack, reaching maximum charge after 3 seconds, decreasing based on his attack speed down to 1 second. T-40's attacks deal between 85% to 140% damage based on the attack's charge.

While T-40 is clinging to a wall, his base attack range is doubled. Moving detaches him from the wall. T-40 will attach himself to a wall after standing still near it for 1.5 seconds.

Grapple Hook (Q):

Static Cooldown: 0.5 second; Cost: 37/44/51/58/65 mana; Range: 1000 units

T-40 will throw out a grapple hook in the target direction, stopping at either the first enemy in its path or terrain.

When colliding with an enemy, stuns it for 0.7/0.85/1/1.15/1.3 seconds and deals 25/30/35/40/45(+60%AD) physical damage, this can critically strike. When colliding with terrain, pulls in T-40 and causes him to cling to it.

T-40 creates a grapple hook every 16/14.5/13/11.5/10 seconds, up to a maximum of 2 stored at a time.

Boom Boom Grenade (W):

Cooldown: 10 seconds; Cost: 75/80/85/90/95 mana; Range: 900 / 300 units

T-40 launches an electric grenade to the target location that explodes after a 1.5 seconds delay, dealing 70/120/170/220/270(+120%AP) magic damage in an area.

T-40 can attack the grenade once to cause it to explode 30/35/40/45/50% faster and deal additional magic damage equal to that attack's damage. This does not consume your attack's charge.

Defensive Protocol (E):

Cooldown: 16/14/12/10/8 seconds; Cost: 50/60/70/80/90 mana; Range: 750 units

T-40 shields himself for 30/50/70/90/110(+100%AD)(+100%AP) for 2.5 seconds. If T-40 was fully charged, then he consumes his attack's charge to shield all allies around him for the same amount and increase the shield by 20%.

Hyper Energized Intuitive Machine (R):

Cooldown: 90 seconds; Cost: 100 mana; Range: 3000 units

T-40 pulls out a massive laser cannon that fires in the target direction after 2.5 seconds, T-40 can freely move and attack during the charge up period, dealing 120/180/240(+100/125/150%bAD)(+80%AP) magic damage.

While charging the laser, T-40's attacks will mark his targets, revealing them, grounding and slowing by 20/35/50%, and causing the marked targets to be dealt 33.35% to 100% increased damage by the laser based on the attack's charge, up to 100% increased damage. Marks are immediately removed from all targets afterwards.


UPDATE NOTES:

Boom Boom Grenade: Cooldown to 10 seconds from 11/10.5/10/9.5/9 seconds Cost to 75/80/85/90/95 from 80/90/100/110/120 mana Base damage lowered to 70/120/170/220/270 from 110/150/190/230/270 Delay increased to 1.5 from 1 second Attacking it no longer consumes your attack's charge (gives it an actual AD ratio instead of a fake AD ratio).

Attacking it speeds up detonation by 30/35/40/45/50% still (faster now with a longer overall delay - fastest time between 1.05 to 0.75 second based on rank and when you shoot it [can be slower by waiting])

(Need to use your stun well to land the damage and less free explosions. Less damage early on to better showcase T-40 as a late game champion with less early game damage.)

Defensive Protocol: Cost increased to 50/60/70/80/90 from 20/30/40/50/60 mana

(Better showcases its effective power potential with the higher cost and more punishing spamming the ability off cooldown with draining your mana quicker. Keeping in mind marksmen do not build a bunch of mana items.)


8 Comments

Mr Voidling1 votes

R is paying homage to HEIMerginger? His AP ratios are a bit too high. 120% on an ability that isn't DOT is kind of insane. 90% AP for a shield is also INCREDIBLE high. That gets up to be a 1,000+ shield on full AP, which beats any reason to build tanky. Lower some of his ratios and he isn't too bad. Not AD though, those might be too low if anything. If you want double damage on R marked targets, you can just say that it crits for 200%. I'd also add a delay to him dismounting walls, to make his high range more risky.

Stacona1 votes

You are not supposed to build tanky. Also his AP ratios are fine, his viable build will be standard marksman items, but for a fun off-build he can go AP and really all in on his W+R damage.

Math is wrong with the shield, even with the 20% shield amp.

He does not need a delay to dismounting, there is a delay to mounting no matter what, so there is always time to respond to his super range. The delay will be long when standing still by a wall or a short delay when using his Q which varies based on distance he has to travel, both allow the opponent to walk away to some degree and since he cannot move for the range it makes it feel fair.

Also dismounting halves his attack range and he is immobile, only mobility spell is getting to terrain, but he has nothing to get away from it. Plus if he is punished for dismounting then players will never want to mount since the trade-offs with the risk will never make it worth it.


If anything the AD ratios would be too high since you have to remember his attacks are based on attack damage, AP does nothing more than what is specifically on the kit. Plus AD crits, Q+W both factor in critical strike chance for their damage, and only AD ratios can critically strike.

Mr Voidling1 votes

I can only imagine 2 ways for people to build him: AD. AP.

AD: you out range everyone while on your wall, and aren't close to minions while doing it, so you can shoot them in lane without any risk given. You dismount and run away if they start running up to you. Bring a tank like Alistar with you and become unstoppable in lane. Building Stormrazor and rapid fire cannon(1,050 range) as your 1st items. Hence why I think dismounting should take a brief moment, so at least ganks against him are possible. And he doesn't dominate bot. Given, either way a support like Ali will be op.

Full AP(1000): You have a 100% AP ratio shield, on top of 100% AD scaling(including base), and even 110 base shield. if he even gets to 90 AD at level 18 then you can get a 1,200 damage shield for 2.5 seconds every 4.5 seconds(which can affect nearby allies for 1,440 shield). A 1,470 damage grenade. And a 2,350 damage ult. That's 3,820 damage with 2 abilities. Full Veigar combo with max ult damage at 1,000 AP is 4,280 with 3 abilities. This is 3,820 vs 4,280, and the ult hits multiple champions. Unlike Veigar he has a shield and an escape in his kit.

That is my main concern. Damage and utility are usually balanced out.

Stacona1 votes

He is a damage dealer, so that is what he is meant to do. As long as he is built squishy is the plan, so AD or AP offer different gameplay focuses, but still fulfill the same goal.

To get to your long range you need to remember that it is telegraphed no matter what, so you can prime a skill shot when he misuses his terrain-Q and sacrifices half of his total stun time (assuming he can land the skill shot) in the process.

Full AP is closer to 500-600 AP, in EXTREME conditions it is 600 - 800 AP, you get 1k AP with a bunch of fire dragons and amp'd up with Elder Dragon. Reminder that this is a late game 6 item build with expensive items and needs to remember there is a early and mid game to get through as well (this is a newbie mistake only focusing on the end game build and not the entire game).

Q dash is blockable since it either hits an enemy or terrain, so you can tank the stun to stop the escape. Plus still a dash so you can hit him mid dash or when he exits the dash, being a lot more telegraphed to where he can use it offers a lot more counter play innately and is not like a Tristana E.


Also for damage values, you are only factoring true damage and not the magic resistance, so damage is mitigated, and it is always delayed giving time for the player to escape its range (delay can be adjusted, still pretty long at the moment without proper setup beforehand).

Also he has a 2 nuke kit for AP, which means the two nukes will be higher than average.


he could be strong with alistar, but also weak against him and Bard as well and Vayne, you are looking at everything in a vacuum without seeing what everything else can do around him and too focused on the end game build when his role is a late game role.

500 AP is the number to balance for with AP, anything higher is not relevant.

Mr Voidling1 votes

Maybe I don't understand how it all works then. Though I'm pretty sure you can go bot and mount the wall close to tower and river and then just hit the enemy if they even try to cs. Or play mid and do the same thing. It's not like you can't move to dodge abilities while mounted.

Stacona1 votes

Forgetting that the enemy can easily farm on the opposite side of where T-40 is, unless you are committing to an engagement, the opposition is not going to sit there letting him to freely attack them outside their own range.

A lot of supports are also mages, also blitz and thresh are in the game, so if you are going to be predictable then you open yourself up to skill shots.

Just seeing numbers is not good enough, you need to factor in what can and will break out, a lot of which involves actual gameplay to truly see how weak or strong something is.


In a hypothetical vacuum at max items with 3 fire dragons and double elder dragon with elixirs, he is extremely powerful, and even in this super extreme scenario which will happen like 1/1000th of the time it is still not super oppressive since the enemy team also has 5 powerful (or 3) champions on their team who also can do powerful things.

Can you safely say, even before the tweaks and changes that I made, that T-40 is stronger than Kog'Maw? All of Kog'Maw's abilities out range, has super range up more and more accessible despite being less range, and damaging abilities deal less damage, but can use them a lot more often, easier to hit, less delay, and has 5 of them (full kit).

Stacona1 votes

Quick Update Notes:

Grapple Hook: Damage lowered to 25/30/35/40/45 +60%AD from 20/25/30/35/40 +75%AD physical damage

(Too much damage since this can stun and the stun allows for free hits in. Reminder that this can double its damage if it critically strikes.)

Defensive Protocol: Shield increased to 30/50/70/90/110 +100%AD +100%AP from 10/35/60/85/110 +85%AD +90%AP

(Too weak of a shield in general, especially at the early ranks, I don't want it to be a super power mega shield (unless you are going full AP), but I also do not want it to feel useless. AP build involves having long delays to deal your damage, so the shield is very much needed in order to actually deal your damage, where as AD can still rely on dealing sustain damage from attacks and is not locked to long delayed damaging abilities and has life steal so the shield can be a lot weaker.)

Hyper Energized Intuitive Machine: Attacks against targets now cause those targets to take 33.35% to 100% increased damage, up to 100% increased damage, based on the attack's charge; from all attacks, regardless of their charge value, to increase the laser damage against marked targets by 100%.

(This is to add in better skill implementation and utilizing the charged attacks mechanic even among the ultimate, granting the player the choice to wait and fire off one attack to instantly charge the target to take max damage from the big laser or just rapid fire a bunch of weaker attacks with the risk of not getting max big laser damage against your target(s).)


By the way, Runaan's Hurricane bolts is 40% of the main attack's damage, so they get modified the same way as the main attack would just to clarify for that item interaction and can help charge up multiple targets during the ultimate's charge up time.

Stacona1 votes

UPDATE NOTES (2):

Boom Boom Grenade: Cooldown to 10 seconds from 11/10.5/10/9.5/9 seconds Cost to 75/80/85/90/95 from 80/90/100/110/120 mana Base damage lowered to 70/120/170/220/270 from 110/150/190/230/270 Delay increased to 1.5 from 1 second Attacking it no longer consumes your attack's charge (gives it an actual AD ratio instead of a fake AD ratio).

Attacking it speeds up detonation by 30/35/40/45/50% still (faster now with a longer overall delay - fastest time between 1.05 to 0.75 second based on rank and when you shoot it [can be slower by waiting])

(Need to use your stun well to land the damage and less free explosions. Less damage early on to better showcase T-40 as a late game champion with less early game damage.)

Defensive Protocol: Cost increased to 50/60/70/80/90 from 20/30/40/50/60 mana

(Better showcases its effective power potential with the higher cost and more punishing spamming the ability off cooldown with draining your mana quicker. Keeping in mind marksmen do not build a bunch of mana items.)


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