Rocco, the Rolling Justice

Stacona··1 votes·1,027 views

Rocco is a porcupine-like champion that dwells in Shurima. Though he may be slow, he rolls around with his quills spinning at full force, bringing down the thieves and bandits with a mighty blow! When the law eventually catches up to you, it is going to be that much more painful when the impact hits hard and prickly.


Rocco is a tank that rolls around a lot, but unlike Rammus where he rolls around quickly, Rocco rolls to hit hard and to hit as many as possible during his rolls. But since rolling is his basic attack action, once he commits to the roll, he cannot uncommit until he hits his target.


"Attack Range": 125 units Movement: 325 units per second Attack Speed: N/A +4% per level Attack Damage: Very High


Rolling Attack (Passive):

Range: 750 units; Radius: 125 units

Rocco tugs in with his quills hardened and pointing outward and rolls toward his attack target, lasting until he reaches his target, gaining 20%(+2% per 100AP) total movement speed, and damaging all enemies he makes contact with, this action is his basic attack. Each enemy can only be damaged 0.625 times per second, increased with bonus attack speed. Rocco ignores unit collision while rolling.

Rolling Attack can be canceled after 1.5 seconds of consecutive rolling.

Pricked: Minions and monsters can be damaged 20%(+5% per 100AP)(+1% per 100 bonus health) faster.

Poke Stop (Q):

Cooldown: 7 seconds; Cost: 50/55/60/65/70 mana; Range: 250 units each quill

Rocco brings out two large quills, one on each side of him, for the next 1.25 seconds, dealing 80/120/160/200/240(+100%AP) physical damage and knocking down struck enemies for 1 second.

During Poke Stop, he will prolong the effect if one of the quills collide with Dead End's wall, causing him to follow it instead of going to his attack target until its duration ends and gain an additional 4/8/12/16/20%(+5% per 100AP) total movement speed. Rocco ignores any other terrain during this interaction.

(Poke Stop can only be cast during Rolling Attack.)

Dead End (W):

Cooldown: 15 seconds; Cost: 50 mana; Range: 1000 units

Rocco creates a curved wall at the target location for 3 seconds, preventing all movement from going pass it and stopping enemies on contact. This wall's total length is 300/450/600/750/900 units, forming a true half-circle at max rank.

Unbreakable Law (E):

Cooldown: 15 seconds; Cost: 100 mana

Passive: Rocco gains 8/11/14/17/20%(+2% per 100AP) damage reduction during Rolling Attack.

Champion kills or assists refund this cooldown.

Active: Rocco stiffens his quills to the point that nothing can break them or stop them for 0.75 second, becoming immune to damage, crowd control, and healing himself for 150 plus 6/7/8/9/10%(+4% per 100AP) of his maximum health.

Punctured and Delivered (R):

Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 700 units

Rocco skewers all enemies with an over sized quill in the target direction, dealing 150/250/350(+125%AP) physical damage and suppressing all enemies for 1.5 seconds. While the targets are skewered and suppressed, they will follow Rocco's movement, but Rocco moves 15% slower for every enemy champion that he skewered (max 75% self slow).

(Skewered enemies remain in the same proximity to Rocco and he does not rotate for the duration.)


UPDATE NOTES:

Rolling Attack: Stated that this action is his basic attack, but no change took place. Removed his quills growing in size by 0 +25%AP units, it just added unneeded fluff

Range increased to 750 from 600 units, from a target to start rolling towards it (just more thought process needed to go into the decision of attack or not to attack, also helps if he would end up jungling since this is the only way he can close the gap, outside of walling someone off) Lock-out time reduced to 1.5 from 2.5 seconds to unroll and regain normal movement again if you so desire, instead of being forced to auto path to your attack target (when in the rolling animation)

Poke Stop: Large quill duration lowered to 1.25 from 1.5 seconds, just time it better


3 Comments

Gilgayu1 votes

Can you give a more detailed description of his passive down here at the comments section?

It is a cool mechanic for sure, but I'm just a little confused to how it works. It sounds like Rocco can target one enemy and roll to them, damaging all units on his way to the target, but he can't change the direction or anything?

Each enemy can only be damaged 0.625 times per second

This is the part that I honestly just don't get (maybe I'm just dumb lol). I think it would make more sense if you state "each enemy can only be damaged once every x second." Just a thought.

Pricked: Minions and monsters can be damaged 20%(+5% per 100AP)(+1% per 100 bonus health) faster.

Currently I don't think it is possible (nor reasonable) for Rocco to go for attack speed build, so I think increased damage will probably be slightly more helpful since that "faster damage taking" won't be benefitial if Rocco can't even attack that fast. If I'm imaging this champion in the wrong way, I'm sincerely sorry.


His w seems to be designed to help his passive hit more enemy. It certainly would be helpful in a lot of cases. It is a really cool ability :D


His r is a bit too strong. Suppression is the strongest cc in the whole game, and applying it to all enemies is just... too much. If you want to give his ultimate some sort of big cc, what about creating a whole circle (with a radius of 650 or so) centered around himself? and perhaps grant Rocco 40-ish% movement speed buff?

A closed "arena" will be where Rocco truly shines, and I think creating one around himself is just cool af.

Of course, this is your concept, I'm just giving suggestions. Hope you find my comment helpful :D

[sg-lulu]

Stacona1 votes

Once you select a target to attack, he is locked into auto movement, his basic attack is always an AoE value since anyone he touches while rolling is damaged (for his attack damage). He gains control again after either 2.5 seconds (can be adjusted) where he can move to somewhere else or when he reaches his target or his target dies before he gets there. He has auto move / auto pathing during Rolling Attack is in effect.

Rocco has no actual basic attack, whatever touches him when he rolls is when he can damage enemies, so when you are already in melee range to a target then you are basically just attacking like a normal melee attacker, except that the attack timer applies per target rather than for the user allowing for aoe attacks. So if he is melee range already, then he can have really strong wave clear for a tank. So hitting minions/monsters faster is really just to help him jungle without making him stronger against champion dueling.

Pricked is basically just giving him bonus attack speed from normal AP-tank items for minions and monsters. If he is right next to his target already, the only restriction is the attack speed rate against targets, so he can attack that fast (this would mean he can over cap his attack speed against minions/monsters).

The attack speed timer reads the same as attack speed, easier for players this way since it follows the same rules and has the same cap. 0.625 to 2.5 attacks per second or attacking each target once every 1.850~ to 0.4 second is the same thing, one is just more recognizable by players (this is why Jhin is severely overpowered, 2 seconds down time is just a 0.500 attack speed, basically is Annie's attack speed all the time - plus he get bonus damage, insane damage per attack, and free movement speed for no reason whatsoever).


Suppression is a stun with an always true duration. People place its power way higher than what it actually is, end of the day, it is no stronger than Malphite's ultimate which is a long range dash with an aoe knock-up - this is a line skill shot suppression and instead of a dash, you can pull targets along, but not to the same level or duration as Skarner's ultimate (which Skarner's cannot miss).

It is balance under being a line skill shot and as a long cooldown ultimate, plus it is a short range skill shot as well, and you cannot attack targets skewered which is fine as a tank design since you need to be reliant more on your team anyways because the targets remain the same fixed distance away from you which means you can never roll into them - you just can drag them along while they are suppressed.


W - wall is meant to cut off their escape so he can actually reach his target, lock-in mechanic works for a tank where it makes it less risky and still willing to do it while making a normally mindless mechanic of basic attacking into something that feels like an active ability (I have learned to make my marksmen concepts where their basic attack is like a spell rather than give it a slightly different steroid).

Wall is cutting people off, also can rail grind if you combo it with your Q (which is locked behind your passive since League has infinite turn speeds, so if you cannot control your movement, then it turns it into an unique skill shot rather than an AoE around him).

Stacona1 votes

UPDATE NOTES (1):

Rolling Attack: Stated that this action is his basic attack, but no change took place. Removed his quills growing in size by 0 +25%AP units, it just added unneeded fluff

Range increased to 750 from 600 units, from a target to start rolling towards it (just more thought process needed to go into the decision of attack or not to attack, also helps if he would end up jungling since this is the only way he can close the gap, outside of walling someone off) Lock-out time reduced to 1.5 from 2.5 seconds to unroll and regain normal movement again if you so desire, instead of being forced to auto path to your attack target (when in the rolling animation)

Poke Stop: Large quill duration lowered to 1.25 from 1.5 seconds, just time it better


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