AWE YIS. A Dog-master themed champ!
Heyo! I'm taking a swing at a dog-master related champ, something Rito has brushed to some degree with
, all champions that have handy little helpers as key parts of their kits.
What about a champion that relies completely on his/her companion? A champion that holds the health, and directs a unit to deal all damage and protect the vessel that is its commander.
Introducing Bruss and his little dude Tirel!
Let's go for the abilities, then ill add the lore later if it gets over 2 views xD
HEALTH 524.4 (+80) ATTACK DAMAGE 52 (+2.8) HEALTH REGEN. 6.92 (+0.55) ATTACK SPEED 0.625 (+1.5%) MANA 350.56 (+42) ARMOR 19.04 (+3) MANA REGEN. 6 (+0.8) MAGIC RES. 30 (+0) MOV. SPEED (Bruss) 335 MOV. SPEED (Tirel) 370
Passive- Tirel Bruss does not attack, rather his hound Tirel does for him. Bruss controls what Tirel attacks, and his attacks are effected by on-hit- effects, ad, attack speed, critical hit chance, and all other properties a normal attack would contain. Tirel can only attack champions with a "hunt" debuff. Tirel does not take damage but can be crowd controlled just as any unit could. Tirel can not move past 1200/1500/1750/2000 units from Bruss. (scales with ultimate level) Minion damage is related from Tirel to Bruss.
Q- Hunt 6 second cooldown Tirel leaps and deals 40/55/80/115/155 (+0.6 AD) to target enemy, gaining 5/8/14/18/25% bonus lifesteal for 4 seconds and applying a "hunt" debuff. If the leap kills the target, the cooldown is halved.
W- Lacerate 8/7/6/5/4 second cooldown Tirel lashes out at all nearby enemies, applying a 15/25/35/40/45% slow for 1 second, a hunt debuff, and 60/90/120/150/180 (+0.8 AD) damage over 3 seconds.
E- Pinning Strike 18/16/14/12/10 second cooldown Tirel and Bruss gain a 4 second 10/15/20/25/30% movespeed buff as Tirel moves in to pin target enemy. Teril is suppressed and the enemy is rooted for 1/1.2/1/1.4/1.6/2 seconds.
R- Come! 80/75/60 second cooldown Passive- Tirel can travel 300/550/800 units farther from Bruss. Active- Bruss commands Tirel to "come", causing Tirel to charge rapidly towards Bruss, knocking aside and dealing 100/210/320 (+0.6 AD) damage to enemies he passes through. Once Tirel reaches Bruss, Bruss mounts him and gains 60% movespeed for 4 seconds or until an ability is cast.
Let's talk strats. The goal is simple, protect Bruss while farming and trading.
Early Game
Tirel's base damage is quite low, making his lane faze a bit weaker. Grabbing a Dorans Blade is not recommended as sustain isn't much of a problem early. Defensive placement of Bruss should prevent most champion damage, allowing a simple long sword start. Be careful about being to offensive early, as getting ganked while Tirel is any significant distance from Bruss will usually result in a free kill. Your goal is to focus on farming using the damage from Q resets, while attempting to zone your lane opponent from farming. Get
as soon as possible, as it offers good slow, auto based damage, and sustain for midgame skirmishes.
Mid Game As soon as you hit 6 and have some solid items in your lunchbox, look to roam and catch out the enemy jungler or laners out. Tirel is exceptional at 1v1 and 2v2 combat, as his damage and cc is mostly single target. Getting caught in a 2v1 can be fatal, as defending Bruss from two champions will be a harder game of hot potato. If the enemy team has strong gapclosing or assassins, building one or two tanky items is recomended to help keep Bruss from getting popped.
Late Game
Once you are in the 4-5 item range, say
, Tirel will be a carry's worst nightmare. Once Tirel gets on top of even a higher mobility champion he is hard to throw and harder to respond to. Make sure you have a teamate peeling for Bruss, while letting Tirel rip through the enemy backline. If Bruss gets cc'ed or is attacked while Tirel is to far away, pop ultimate to leash in your defender and, if lucky, knock around some enemies.
I would love to hear your thoughts on this concept ^_^