[Champion Concept] Bannon - The Hextech Action Hero

OddCrow19·8/9/2015, 8:35:02 PM·1 votes·1,185 views

Bannon - The Hextech Action Hero - Marksman/Tank


Bannon is a large mustachioed-man with a bionic left arm, and a sub-machine gun in his other, real arm. He's the epitome of a cheesy action movie hero, so badass it's almost a joke (think a bit like Duke Nukem I guess)


PASSIVE - Machismo Bannon is a tough dude. Bannon takes 15% less damage from all sources. Upon damaging Bannon - enemies, structures and neutral minions gain a buff called "Worthy Opponent" for 12 seconds.

Worthy Opponent: Ignore Bannon's Machismo when dealing damage to him


Q - Lone Wolf Cost - 50/55/60/65/70 Range - 1200 Cast - Self Cooldown - 10s

Passive: Bannon gains 6/9/12/15/18% Movement and Attack Speed for all nearby enemy champions with "Worthy Opponent"

Active: Bannon empowers up to 6 of his next auto-attacks (one for each nearby enemy champion, + baron/dragon) causing them to gain 50% AD and armor pen. Enemies hit by empowered shots lose their "Worthy Opponent" buff.


W - Bionic Pulse Cost - 80/85/90/95/100 Range - 1000 Cast - Line Skill Shot Cooldown - 21/19.5/18/16.5/15s

Bannon raises his bionic arm, palm out, and charges a beam. After 1 second of channeling, Bannon shoots a large, slow-moving ball of energy in a straight line.

If Bionic pulse collides with an enemy, they are slowed and take true damage based on the distance the orb traveled. Bannon can auto-attack his Bionic Pulse, causing it to explode, dealing AoE damage and blinding hit enemies. Bionic Pulse scales with AP.


E - Close Combat Cost - 80 Range - Self Cast - Self Cooldown - 25/22/19/16/13s

Passive: Bannon deals x1.25/1.4/1.65/1.8/1.95 auto-attack damage to enemies within 200 range.

Active: Bannon avoids the next champion auto-attack, dashing 250 units in the opposite direction. If Lone Wolf is active, instead dash towards the enemy, stunning them if you collide.


R - One Man Army Cost - 100/125/150 Range - Self Cast - Self Cooldown - 220/180/140s

Bannon instantly restores 10/15/20% of his Health and Mana for each nearby enemy, and reduces his Q,W,E cooldowns by 3/4/5 seconds. For the next 15 seconds, all of Bannon's passive abilities are strengthened, doubling their effects (Machismo, Lone Wolf, and Close Combat). Each rank of One Man Army decreases the length of the Worthy Opponent buff by 2 seconds (12/10/8/6).


Design Philosophy Bannon is a champion designed to thrive in the heat of combat. I gave him traits that make him play as an ADC, but have minor potential for a tanky build (perhaps in top lane). Bannon's passives ensure that he is no slouch when it comes to trading blows. I envision Bannon as a hyper-carry, able to score pentakills with proper positioning and manliness. Bannon's biggest strength, also becomes his biggest problem. He's a ranged carry built on being in teamfights, literally in the thick of them, relying heavily on peel to capitalise on his dueling and team-clear strengths. He's very susceptible to simply being out-ranged and out poked, since he can't properly use his passives against someone who can poke from a safe range.


Lore I'm working on lore, but Bannon is basically a theater actor turned war hero, who received a bionic arm after losing it when his set caught fire and collapsed on him during a rehearsal.


Building Bannon Bannon likes attack damage, his Close Combat and Lone Wolf steroids mean he can really make the most of it. He also really enjoys lifesteal. item 3153 seems like a good rush item as it lets Bannon duel even better.

3 Comments

LilQuacker8/9/2015, 11:24:50 PM1 votes

Da primary role should say Marksman

Keon Kamori8/10/2015, 12:06:35 AM1 votes

This champion would be hilarious to see interact with the current roster of champions. Just thinking of him meeting Graves is a good laugh. But about the kit, its good. The playstyle of most marksmen is to remain in the backline and beg for peel, but Bannon breaks the mold by doing his damage in the middle of the fight. His DR passive is confusing, not sure if there is a cooldown after the ten seconds or if it's just for minions. Maybe if the Worthy Opponent buff lasted for 12/10/8/6 seconds scaling with ult rank and had a 5 second lockout period. Other than that the concept is solid.