[Champion Concept] PTMA X, Hero of the Future
PTMA X, Hero of the Future
PTMA X is an agent from the future. On an important time-travel mission back to the past, he's here to prevent a future disaster that no one is aware of - yet. In game, he’s a mage/marksman who uses powerful hextech weapons on the battlefield. Of course, he has an arsenal of more modern weapons that can blow up the entire Rift, but using them would be dangerous and hinder his mission of saving the future of Runeterra. That’s why he’s uses these modest ones instead.
PTMA X’s kit revolves around his three equipment-shifting abilities, all of which are familiar to most players who have played any kind of FPS game. Switching quickly through his basic abilities in succession grants him a special weapon, effectively providing PTMA X with a total of six different sets of equipment in his arsenal.
Ionic Propulsion Charger (Passive): PTMA X’s basic attacks deal bonus magic damage and propel him 600-range from his damaged target every sixth attack. If no target is damaged, he is not propelled and the charge is not wasted.
-PTMA X’s passive is I.P.C. He starts off wielding only his futuristic gloves and a measly 500 attack range. Every sixth attack, he’ll dash away from the target he attacks and damages. If he’s 300 range away from an enemy champion, for example, his attack will push him 300 range away from the champion. If he’s right next to a minion, he’ll push himself 600-range away from the minion.
PTMA X’s secondary passive is High-Energy Combinatory Weapon. When PTMA X equips all three of his weapons in quick succession, the final weapon to be equipped transforms into a temporary High-Energy weapon. Unlike his regular equipped weapons, these high-energy counterparts un-equip after a short duration by themselves.
High-Energy AK-HXMTGRY: Roots PTMA X in place but doubles the on-equip attack speed duration and the attack range gained from equipping the AK-HXMTGRY. Move to cancel/un-equip the weapon.
High-Energy CR1337: Grants a one-use, channeled linear laser long-ranged skillshot. After channeling for two seconds, it fires to deal the equivalent of three regular CR1337 shots of damage in a line instantaneously. Cannot be un-equipped manually without firing.
High-Energy Punisher: Lasts longer than the other two high-energy equipment. When equipped, grants an extra dash within four seconds and refreshes all of your basic ability cooldowns when you score a kill with the high-energy punisher equipped.
-As he levels, he gains access to three different types of weapons. His Q, W, and E abilities grant access to the standard FPS-equivalent of a rifle, handgun, and knife. Quickly equipping all three in succession transforms the final weapon that he equips into a more powerful variant of its original form, as described in the details of his secondary passive above.
AK-HXMTGRY (Q): PTMA X equips his fast firing energy projectile weapon. While equipped, grants a small (75) attack range and a moderate attack speed boost. Grants a large amount of bonus attack speed for three seconds and a bonus magic damage on his first attack upon equip. Does not un-equip by itself.
-His primary weapon is the AK-HXMTGRY. It’s fast, it’s powerful, and it’s the definition of pain for his enemies. When equipped, he’ll be able to dish out constant ranged mixed damage from 575 range. It’s an impressive gun for an impressive agent. Other than that, it’s not a very flashy ability. But every champion’s gotta have that one ability, y’know?
CR1337 (W): PTMA X equips his laser pistol. While equipped, his basic attack is replaced with a skillshot ability with the cooldown of his basic attack. It scales differently, costs mana per attack, deals full magic damage, does not apply on-hit effects, and pierces through enemy magic resistance. Its range scales with the ability’s level. Grants a movement speed bonus upon equip for one second. Pistol can be fired and equipped while moving. Does not un-equip by itself.
-PTMA X’s W equips his pistol. Replacing his regular basic attack and costing mana per shot, it’s a rapid-fire skillshot ability that can be cast while moving. To top it all off, he gets a movement speed boost when he equips it. Fire away!
The Punisher (E): PTMA X dashes, equipping his light-saber and protective armor. Together they grant him an additional multiplier on his passive bonus magic damage for six seconds upon equip, bonus armor or magic resistance as long as they’re equipped, but also an attack range reduction as long as they’re equipped. The armor switches between granting bonus armor and magic resistance every other time it’s equipped, starting with armor. Does not un-equip by itself.
-The question is, why would anyone in their right mind go into melee range for such TERRIBLE bonuses? The answer is, you don’t. Well, most of the time. When you power up this sword and suit set together with your high-energy passive to successfully slay your enemies, you’ll refresh the cooldown of all your abilities instantly. It’s a great way to finish someone off if you’re already in range, and an even greater way to dodge slow moving skillshots trapped within your ultimate before they blow up completely, Kirito-style. And even if you don’t want to use the melee weapon, the dash part of the ability is useful anyway.
Freeze EMP (R): PTMA X un-equips his current weapon, refunding the entirety of the weapon’s upon-equip mana cost, and tosses a high-tech time warp grenade at his location. The grenade explodes immediately in a large area, slowing everything in its radius by 80% (all movement speeds, attack speeds, attack delays, ability cast delays, ability casting times, and projectiles’ travel speeds). PTMA X and his projectiles are not slowed by the grenade, but his allies and theirs are. The affected area implodes after two seconds, destroying all projectiles within it, interrupting channels, and dealing minor magic damage that scales almost entirely off enemies’ missing healths.
Radius: 1400/1700/2000
https://www.youtube.com/watch?v=DQAdbiPy50U
-This ability goes extremely well with your high-energy CR1337 and Punisher. The video above (credits to the video/content creator) does a good job of showcasing what Freeze EMP would do to projectiles traveling within its blast radius. Combo the high-energy CR1337 with your ultimate to finish off low-health opponents, Final Spark-style.
Oh and before I forget. Piltoveran Time-Lapse Mission Agent X.