Cog, the Peacekeeper Proto-Type
Primary: Tank. Secondary: Fighter. Additional Roles: Marksmen. Statistics: Attack Power: 6. Defense Power: 6. Ability Power: 2. Difficulty: 8. Place of Origins: Piltover. Upon Selection: I live to serve & to protect those who cannot.
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Appearance: Cog is proto-type of a new type of automaton, his body is semi-bulky but has a more steam-punk rigged tank. Cog's metallic skeleton is mainly colored light grey with small patches of black with, his armor plating is shade of cameo-green with little patterns of white. on his back is large container with several pipes sticking out of it, his legs are more animal like while in his normal form but will turn into anchor limbs when in his turret mode. his right arm is a large & bulky machine-gun like firearm also its should acts as a grenade launcher, his left arm is a welding torch & the container on his back will reconfigure with his torso to turn into a large mini-gun turret.
Play-Style: while Cog is a peacekeeper he can be a powerful Top Lane Ranged AD Tank/Fighter that excels at keeping enemies at a distance providing long-distance damage for his team while also providing minimal light Crowed Control effects. Cog's strong suit is to be tactical & be able to judge what the current situation calls for like pushing with your team or be a powerful defensive make-shift Tower, however that is Cog's biggest weakness while in his normal mode Cog is able to provide pressure wither he is in Lane or with his team but when his Turret Mode he can be a powerful ally but if he does not use it at the right time he will be either wasting a good Ult or putting himself in a bad situation to be left vulnerable with very little escape to save yourself. .Knowing when to become a trenched Turret & help your team push lanes or be a powerful damage dealer or be a more mobile CC Sustain damage dealer is crucial to master Cog.
Summoner Spells:
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Cog has very little Mobility & is his major weakness for both engaging with his team or trying to escape so Taking Teleport & Flash gives Cog the Mobility he needs while also giving him presence in any fight.
Item Builds:
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Essential Items:
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Offensive Items:
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Health: 509(+32). Health Regen.: 2.1(+0.38) Mana: 0(+0). Mana Regen.: .0(+0.) Range: 350(Range). Attack Damage: 33(+2.0) Armor: 16(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.
Passive: Fractured Core. For every 5% of Cog's Max HP is missing he will gain a 5% increase to his Armor, Magic Resist, Attack & Movement Speed capping out at 20%, when Cog restores the missing % of his HP he will then loose the 5% boost to his Armor, Magic Resist, Attack & Movement Speed. When Cog’s Health reaches 0 his proto-type energy core will become unstable, after a 0.75 second delay after Cog’s Death his core will explode covering a 300-radius & the explosion will deal 3%(+2% per Rank) of all affected enemies Max HP as Physical Damage. If Cog is brought back to life after dying his Passive will not be activated.
Q-Ability: Shrapnel Blaster. Range: 450. Cool Down: 9. Physical Damage: 15/20/25/30/35(+30% bonus AD). Total Damage: 60/80/100/120/140. Passive: every 3rd Basic Attack will have Cog’s right arm Fire-Arm fires shrapnel bullets that will Shred the targets Armor by 8/9/10/11/12% for 1 second. Activate: after Cog has chosen a semi-broad path with this Ability then upon its activation Cog will plant himself in place for 1 second, for the duration Cog’s Fire-Arm will be firing red hot bullets that will continue to deal Physical Damage to all enemies within the path every 0.25 seconds. Any enemies affected by this Ability will have their Movement Speed by lowered by 25% for 1.5 seconds.
W-Ability: Spike Grenade/Emergency Thruster. Range: 550/350. Cool Down: 23/22/21/20/19. Physical Damage: 100/130/160/190/220(+40% bonus AD). Activate: depending on wither that Cog’s Ultimate is active or not this Ability will have a different activation. If one of the different activations is on Cool Down Cog will be unable to use the other activation until it is off Cool Down: Spike Grenade: after Cog has chosen a 200-radius within this Abilities Casting Range then upon its activation Cog will fire a grenade from his right shoulder at the targeted area, when the grenade hits the ground the grenade will deal Physical Damage to all enemies within the radius while also Stunning all affected enemies for 1.25 seconds. Emergency Thruster: this activation can only be used while Cog’s Ultimate is active. After Cog has chosen a broad path then upon its activation Cog will use hidden thrusters on his chest that blast him into the chosen direction, when Cog uses this Ability he cannot go through Walls or go over Terrain. after activating this Ability Cog can Recast it a 2nd time.
E-Ability: Repair Cycle. Range: Self-Cast. Cool Down: 17/16/15/14/13. Heal: 25/35/45/55/65(+30% bonus AP). Total Heal: 100/140/180/220/260. Activate: after Cog has activated this Ability he will use his left arms welding torch to repair any part of his body, after the activation the welding torch will Heal Cog every 0.25 seconds for 1 second also while he is repairing his body he will fix his legs which increases his Movement Speed by 40% for the Heals duration.
R-Ability: Turret Mode: Activate. Range: Self-Cast. Cool Down: 95/85/75. Physical Damage: 70/90/110(+30% bonus AD). Shield: 100/140/180(+20% bonus AP). Activate: after Cog has activated this Ability he will reconfigure his body to turn into a large turret, after the initial activation it will take 0.5 seconds for this Ability to finish the reconfiguration. While Cog is in this Mode he will be Rooted in place & he will gain 10% increased Armor & Magic Resist while also increasing his Auto-Attack Range by 400-range & increasing his Attack Speed by 15%, while in this Mode all of Cog gains a Damage Blocking Shield that will act as Wall that will block all incoming Projectiles in the direction that Cog is facing while the Shield is active. Now all of Cog’s Basic Attacks while in this Mode will deal Physical Damage to the initial target & any additional enemies between Cog & his target, also Cog will not be Able to use his Q Ability while in this Mode but he may use his other Abilities. Recast: while this Ability is active Cog may Recast this Ability again to turn back to Cog’s normal Mode, but by doing so this Ability will go on its full length Cool Down.
Champions that Cog Synergies With:
, the Blind Monk
with his high burst damage & good amount of CC & the Ability to engage enemies from a distance Lee can be a powerful partner for Cog who can provide more CC to help Lee to be able to burst down enemies with little retaliation, also with his own burst damage Cog can provide damage to help Lee take down more hardy enemies.
, the Starchild
unlike Soraka Cog has very means of actual lane or even team fight sustain but with her Astral Infusion & Wish Soraka can make sure that Cog remains in the fight long enough to deal some serious damage, also with her own amount of CC she can help set up easy kills for Cog.
Champions that Cog Struggles Against:
, the Yordle Gunner
with her immense amount of heavy burst & sustainable damage with her Explosive Charge & Rapid Fire combo Tristana can be a major threat for Cog also with her Rocket Jump she can easily out maneuver Cog as well as deal even more damage with her Buster Shot for good measure.
, the Missing Link
with his Hyper Gnar can eat tanks alive for breakfast while keeping at nice distance & with his Boomerang Throw Gnar can provide pressure to our mechanical enforcer while also being able to keep apply Hyper from a long distance & his Hop it's a cinch for Gnar to escape from most of Cog's CC or area abilities....& this is just his Mini-Form.
well tell me what you think of this automaton (which i think personally we could use more of) by leaving a Comment, Review or Feed Back down bellow. love to see what you have to say see you next time =D