New Odyssey Crew Idea

Z3Sleeper·9/19/2018, 1:47:58 AM·1 votes·1,363 views

Brief Backstory: TF's group is what happens when the worst of the worst criminals in the galaxy form a crew. Natural rivals of the Morning Star crew (who somehow always manage to outwit them and take the loot). This time though, they'll have to work together (and split the loot of course... right?).

Numbers probably need a lot of tuning to be more balanced



TwistedFate

Innate Augment - The Captain and the Pilot

  • Passive changed to "Grants him and his team +10% Critical Strike Chance. His spells can critically strike for 50% bonus damage."
  • +10% Movement Speed
  • +10% Healing for all damage dealt (33% effectiveness for AoE)
  • +50% Ultimate Cooldown Reduction
  • +15 Mana Regen per second

Passive Augments

  • Doubles Loaded Dice's Critical Strike Chance bonus for him and his team and increases his Critical Strike Damage by 25%.
  • Loaded Dice passively grants Twisted Fate invulnerability upon taking fatal damage for 3 seconds and his attacks while invulnerable deal double damage (30 second cooldown).

Q Augments

  • Wild Cards throws 2 additional cards and allows multiple cards to hit a single target for 50% damage beyond the first.
  • Wild Cards throws an additional volley of cards.
  • Wild Cards triggers Pick a Card's effect on the first unit hit they hit (effect determined by Wild Card projectile color, enemies are only affected once per cast).

W Augments

  • Pick a Card throws the selected card to an additional enemy near the target.
  • Pick a Card's Blue and Gold cards deal their damage and effect in an area around the target and Red Card's area of effect is increased by 100%. (Blue refunds additional Mana)
  • Pick a Card allows you to select 3 cards in a row then rapidly throws them at the target.

E Augments

  • Stacked Deck attack speed bonus is doubled for every stack he currently has and his attack speed is uncapped.
  • Spell hits apply stacks of Stacked Deck and proc Stacked Deck.
  • Stacked Deck increases his basic attack range by 150 and reduces his basic abilities' base cooldowns permanently by 0.5% every time it triggers (max 50%).

R Augments

  • Destiny stuns all units on the map for half its duration and has a 50% reduced cooldown.
  • Gate teleports nearby allies to the target location and grants a 250 - 1000 health shield to himself and allies teleported.

Auxiliary Augments

  • Twisted Fate gains 1 bonus AD and AP per 1 bonus movement speed and gains +10% movement speed from items that grant defensive stats.
  • Twisted Fate loses 20% total attack speed but his attacks are always Energized, causing every basic attack to heal him for 0.6 - 12 (+6% bonus AD) (+10% AP) health and grant 20% bonus movement speed for 1 second. (Meaning he will always apply Statikk Shyv and Rapid Firecannon and gain Rapid's bonus range)


Graves

Innate Augment - The Mercenary

  • Grave's basic attacks and spells deal up to 100% increased damage based on how close he is to his targets
  • +50 AD and AP
  • +10% Attack Speed
  • +10% Healing for all damage dealt (33% effectiveness for AoE)
  • +50% Ultimate Cooldown Reduction
  • +15 Mana Regen per second

Passive Augments

  • New Destiny's pellets pass through targets.
  • New Destiny has +200 range and can hold 2 additional shells.

Q Augments

  • End of the Line gains 100% increased range and the detonation deals 200% damage if it strikes a wall.
  • End of the Line fires two shells, increasing the width of the attack and dealing 200% damage.
  • End of the Line leaves a burning trail that deals damage equal to the explosion damage over 3 seconds and slows enemies in it by 20%.

W Augments

  • Smoke Screen ignites and explodes after its duration, dealing double the initial damage.
  • Smoke Screen 4 additional Smoke Screens in an arc (enemies cannot be damaged by more than 1).
  • Smoke Screen grants allies in it +50% bonus movement speed and increases the slow duration to 4 seconds.

E Augments

  • Quickdraw reduces his remaining cooldowns by 20%.
  • Quickdraw has 100% increased dash range and refills maximum ammo.
  • True Grit grants AD and AP equal to the armor bonus.

R Augments

  • Collateral Damage doesn't explode on first unit hit and instead carries enemies to its maximum range before exploding.
  • Collateral Damage can be cast an additional time after the first cast.

Auxiliary Augments

  • Explosion-type attacks explode an additional time for every 200 AP (Q, W with explosion augment and R).
  • Graves never has to reload, procs on-hit effects twice per attack and deals +5% damage on his basic attacks for every shell he has loaded.


Vi

Innate Augment - The Enforcer

  • Blast Shield lasts 12 seconds and is reduced by 2 seconds for every takedown
  • +100 bonus AD and AP
  • +5% Healing for all damage dealt (33% effectiveness for AoE)
  • +5% Health
  • +50% Ultimate Cooldown Reduction
  • +15 Mana Regen per second

Passive Augments

  • Blast Shield's cooldown is decreased by 25% and all damage dealt while Blast Shield is active is increased by 25%.
  • Blast Shield takes 50% reduced damage from area of effect attacks and shield strength is increased by 100% of bonus AD.

Q Augments (Q stops on first monster hit in this mode)

  • Vault Breaker gains 100% increased range and no longer stops on first enemy hit.
  • Vault Breaker deals 75% increased damage and reduces its cooldown by 15% for every enemy hit (max 75%).
  • Vault Breaker creates 2 echoes of Vi that mimic the skill.

W Augments (% health damage is reduced by 80%)

  • Denting Blows' attack speed bonus is tripled and the armor reduction effect is increased to 50%.
  • Spell hits apply a stack (or an additional stack for Q) of Denting Blows.
  • Triggering Denting Blows reduces Blast Shield's cooldown by 2 seconds.

E Augments

  • Excessive Force has a larger blast cone and deals +25% damage.
  • Excessive Force has 5 charges and a 50% reduced charge cooldown. Casting E consumes all charges to increase the damage dealt by 75% per additional charge.
  • Excessive Force is echoed by all units hit by the blast (no unit can be damaged by more than 2 per cast).

R Augments

  • Assault and Battery's cast range is doubled and all units she collides with are instead dragged to the end point and dealt full damage.
  • Assault and Battery refreshes Blast shield and knocks up all enemies near the target (and the target) upon completion.

Auxiliary Augments

  • Every 3 AP increases skill damage by 1%.
  • Healing and Shielding is increased by +10% for every 10 bonus armor/magic resist.


Ivern (A contrasting personality to our Ivern. This one is a poacher who catches and sells exotic life... and keeps some for his collection.)

Innate Augment - The Poacher

  • Passive has a 60 second cooldown, costs no health, makes Ivern invulnerable and stuns enemies in its area during the cast and deals 390 - 1000 true damage to all enemies in it upon completion (it automatically "smites" them)
  • Brushmaker grants permanent vision of the brush it creates
  • +5% Healing and Shielding
  • +10% Healing for all damage dealt (33% effectiveness for AoE)
  • +50% Ultimate Cooldown Reduction
  • +15 Mana Regen per second

Passive Augments (would be cool if it was renamed to Fiend of the Forest instead lol. Effect is a chain circling around the enemies)

  • Friend of the Forest heals him for 70 (+10% maximum health).
  • Friend of the Forest reduces all cooldowns by 15% for every enemy ensnared in it (up to 75%).

Q Augments (instead of roots they are chains)

  • Rootcaller fires 2 additional projectiles in a spread shot (enemies cannot be hit by more than 1).
  • Rootcaller roots for twice as long, doubles the dash range and allies that dash using it gain 100% increased damage on their next attack.
  • Rootcaller explodes on hit, damaging and rooting all nearby enemies.

W Augments (Brushes grant permanent vision)

  • Brushmaker spawns flaming brush, dealing 50% of its passive damage each second to enemies within.
  • Brushmaker's brushes are 100% larger and deals its passive damage on allies' basic attacks while they are in it.
  • Brushmaker's passive damage is doubled and the effect is permanent for Ivern.

E Augments

  • Triggerseed's shield duration is doubled and deals damage twice (at 2 seconds and 4 seconds).
  • Triggerseed's explosion grants Triggerseed to allies near it (effect happens once per cast).
  • Triggerseed can be cast on enemies to stun them for the duration and deal 50% the shield's health as magic damage (causes the above augment to apply on enemies as well).

R Augments (his R is a more savage Golem/creature that assists him in his hunts)

  • Daisy! perpetually heals all allies near her for 4 x LVL (+6% AP) health per second.
  • Flower Power's shockwave travels in all directions and deals 100% increased damage.

Auxiliary Augments

  • Gains +10% bonus damage on all attacks for every enemy you immobilize. Lasts 5 seconds. (max +50%)
  • 25% of all healing and shielding on Ivern is echoed as healing for nearby allies.


Evelynn

Innate Augment - The Assassin

  • Being attacked does not break Demon Shade's stealth. Camouflage's reveal radius slowly increases while in Demon Shade (so she can't permanently hide). Healing while in Demon Shade is increased by 100%.
  • Hate Spike's cooldown is reduced by 60% if the initial attack lands.
  • +20 Armor Penetration and Magic Penetration
  • +10% Healing for all damage dealt (33% effectiveness for AoE)
  • +50% Ultimate Cooldown Reduction
  • +15 Mana Regen per second

Passive Augments

  • Her first attack while in Demon Shade deals damage equal to the amount she healed while in Demon Shade.
  • Gain +50% movement speed while in Demon Shade and doubles Demon Shade's healing limit.

Q Augments

  • Hate Spike's recast count is increased to 10.
  • Hate Spike's initial cast bounces to up to 4 additional targets and marks every enemy hit.
  • Hate Spike's recasts fire 2 additional spikes in a spread (multiple hits deal 50% damage).

W Augments

  • Allure's curse primes instantly and its cooldown is reduced by 1 second for every unit charmed.
  • Allure is cast on all enemies near the target.
  • Allure charms for twice as long and doubles the magic resist reduction.

E Augments (% health damage is reduced by 80%)

  • Whiplash gains 400% increased range while in Demon Shade and damages enemies in an area around the target.
  • Whiplash grants % bonus attack speed equal to double the movement speed bonus for 2 seconds and basic attacks reduce the cooldown by 1 second.
  • Whiplash causes Evelynn to gain Demon Shade and doubles the movement speed bonus and duration.

R Augments (his R is a more savage Golem/creature that assists him in his hunts)

  • Executing an enemy with Last Caress refreshes the cooldown.
  • Last Caress heals her for 15% of her maximum health over 3 seconds when it kills an enemy (up to 75%) and grants Demon Shade.

Auxiliary Augments

  • Basic attacks increases the damage of the next spell cast by 20% AD, stacking up to 100% AD.
  • Gain 10% of your bonus health as bonus AD and AP.

2 Comments

Hammermancer9/19/2018, 1:53:40 AM1 votes

Nah overskill them all

Akali Kalista Azir Riven Gangplank