Lord Fruros, The gold hand - Champion Concept
So I thought of a champ that would be rather silly - A champion that literally throws money at his problems. And I came with this.
This is just me eyeballing what sounds about reasonable - some specific numbers may have to change.
As a passive he gets an additional 5 gold/second (25/5) at level one - this increases to 10 gold/second (50/5) at 10, and finally 15 gold/second at 18
Why the passive scaling at weird numbers levels? I'm glad you asked - You see the way I have it currently if someone were to just sit at base for 20 minutes they would get 3000 gp from the passive. If I were to have the scaling at a more conventional 1/6/12 or increase based off current level than in Summoner's Rift where you can really be level 6 within 10 minutes (probably shorter than that) then he could get 1500 (3000/2) gp before he gets to 6 from the passive then wait in base for 10 minutes for 4500 gp - In other words it scales in such a way that it forces him to actually be in lane - now for the more important stuffs.
Q: Gold bar throw Cost: 1%->2%->3%->4%->5% of current gold (now you know why he has the passive... get used to things costing gold - this champ doesn't mana) Range 400 + 1 ->1.25->1.5->1.75->2*gold consumed (point n click) Damage: 5 X gold consumed (AD and AP do not matter) ->5.5->6->6.5->7 X gold consumed CD: 10 seconds->8.75->7.5->6.25->5 seconds
His highest (non-ult) damage ability - and one of his shorter cooldowned abilities as well, Excellent to start execute a high value target with if you can pay for the execution...
W: Bribary Cost: 1%->2%->3%->4%->5% of current gold Range: 300 + 1 ->1.25->1.5->1.75->2 X gold consumed - stopped by minions in path (point n click to target, the gold takes shortest path) Damage: .5 X gold consumed, Causes a stun .1 second X gold consumed ->.2->.3->.4->.5 X gold consumed CD: 20 seconds->18.75->17.5->16.25->15 seconds
E: Blind Eye Cost: 1%->2%->3%->4%->5% of current gold Range: 450 + 1 ->1.25->1.5->1.75->2 X gold consumed stopped by minions in path (line attack) Damage: .5 X gold consumed, Causes blindness for .05 second X gold consumed -> .10 -> .15 -> .20 -> .25 CD: 14 seconds->11->8.5->6.5->5 seconds
R: Cash Explosion Cost: 10%->20%->30% of current gold Range: 500 +1->2.5->4 X gold consumed (thrown over a la ziggs ult) - Burst area on impact 300 + .25->.75->1.25 X gold consumed Damage: 10*gold consumed->12.5->15 X gold consumed Other Effects: Each player caught in the blast gets 1/10th of the gold consumed added to their gold total CD: 180 seconds -> 150-> 120 seconds
Boring stat work (I don't know how to spoilerise how I got to these stats so I'm just posting what is usefull - also stats purposely low to compensate for huge cash influence and fact his abilities are supposed to be based off of how much $ he has - besides it's always easier to underpower and work way up than overpower and try to figure out what went wrong...) 450 AA range Base Armor: Starting 23.25 +3.5/level = 64.25 at level 18 (Starts higher than average - does not end anywhere near that) AD: Starting 47 + 2.6/level =91.2 at level 18 Attack Speed: Starting 0.67 + 2.5% = 0.955 at level 18 (he needed a decent stat to build from...) Health: Starting 535.06 + 74.82/level = 1807 at level 18 Health Regen: Starting 5.42 +0.55/level = 14.8 at level 18 MR: Starting 32.1 + 1.25/level = 53.4 at level 18 Mana/ManaRegen: Starting: 0 + 0/level = 0 at level 18 - champ does not mana Movement Speed: 345 (Again - I rather expect people to build him rather tanky with extra movement power and allow his natural cash flow to just build what he wants at high level - as a result I wanted to make sure that 'waiting in base for ton of gold to get full built' would be more punishing than rewarding...)
Edits: I was right the first time Fixed a couple of instances of me overcorrecting for something I thought would be way OP because I misread my own typing