Cyborg Yordle Concept
Skills only for this post. I have numbers and a lore in progress but am not ready to put them out yet.
Primary Role: Fighter Secondary Role: Tank
Range: 350 (Ranged) Extremely short ranged for a ranged champion. His range is meant to be just slightly further than a melee's. For reference, Aatrox's ultimate makes his range 325. He uses a retractable chained blade attached to his right forearm as his weapon.
Passive - Jolt: (Innate): Every 12/9/6 seconds his next basic attack against an enemy champion in close proximity deals a 20 (+10 x level) bonus physical damage and knocks the target back.
Cooldown upgrades at levels 1/7/11
Q - Auto-Sentry/Infiltration: Auto-sentry: (Active): Sends a drone out to target location that fires down on the nearest enemy champion, dealing physical damage every 0.5 seconds and tracking the target's movement. While the Auto Sentry is active Infiltration can be cast.
Tracking Speed and Duration and Shots Fired upgrade with rank.
http://img3.wikia.nocookie.net/__cb20120921042257/leagueoflegends/images/b/b0/Leap.jpg Infiltration: (Active): Grapples onto the drone, swings towards it then slams down on the opposite side, dealing magic damage and silencing all enemies struck. Activating the ability mid-swing lets him drop earlier. (Basically the way this ability works is that he begins a "dash" towards his drone and will automatically land on the other side but you can also jump out of the dash early in any direction [so you can swing forward and jump backwards].)
Damage scales with rank.
W - Lock-down: (Active): Removes Airborne effects from himself and anchors down, rooting himself and gaining a shield that blocks all incoming cc effects while it persists. Breaking the shield removes the root. (Cannot be used to remove CC but if knocked Airborne while under a hard CC he can cast it to remove both the hard CC and the Airborne effect.)
Can be queue'd up during Infiltration to immediately go into Lockdown upon landing, removing any CC effects incurred while swinging. Will also immediately cause him to land if hit with an Airborne-type CC.
Shield Health and Max Duration scale with rank.
E - Grapnel: (Active): Fires a grappling hook in target direction that deals damage to the first unit hit and tethers it to himself for 3 seconds. While tethered, both he and the target are slowed when moving away from each other and slowed more heavily at the threshold. While anchored, the slow is doubled.
Damage scales with rank. Grapnel applies his ultimate Tesla every .5 seconds once Tesla is learned.
R - Tesla: (Passive): Basic attacks and abilities deal a small amount of magic damage on hit and applies a stack of Tesla for 3 seconds. Each stack increases the bonus magic damage on hit and once the target has 5 or more stacks the mark can be triggered.
(Active): Detonates all marks with 5 or more stacks, dealing 5% of their max health + 0.5% per stack of Tesla. When the detonation damage is enough to kill the target the mark will pulsate.
Additionally causes Grapnel to apply Tesla every .5 seconds.
Costs a small amount of Mana per attack. On hit and detonation base damages and stacking damage increase with rank.
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His Auto-Sentry (Q) sits on his back when not in use like a backpack.
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His Grappling Hook that he uses for Infiltration (Q2) comes from his chest.
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For Lockdown (W), he anchors down using rods that are attached to his legs.
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When using Lockdown (W) while Airborne, he activates thrusters from his shoulders that fire upwards to propel him to the ground.
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His Grappling Hook used for Grapnel (E) comes from his left forearm.
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While Tesla (R) is activated, his 'core' (chest region) emits a blue spark and his mechanical parts surge with electricity as does his attacks. Auto-Sentry's shots show blue spark-like VFX on the ground instead of the typical orange bullet impacts.
Strategy!
His abilities have high base damages but low AD and AP scalings. Building defensively to make the most out of Tesla's procs and his CC is the most optimal way to play him.
Laning Phase
In lane, Auto-Sentry (Q) is going to be your main form of harass. It's a little unreliable on its own since most champions can outrun its tracking speed so it's best used in combination with Grapnel (E). Should your opponent turn to the offensive you can send them back into a manageable range with Jolt (Passive). But as you push further up be wary of harassing with Auto-Sentry as it's your only escape tool.
Lockdown (W) is an incredibly strong defensive skill and another option for dealing with your opponent's offensive rushes. However, it's not one you can just toss out in every duel because of its punishingly high mana cost. Instead you should only use it when you know blocking a certain attack, such as Renekton's Ruthless Predator, will allow you to deny a good amount of damage and CC. Ofcourse once you've done so immediately counterattack with a Grapnel and Auto-Sentry to lay down some punishment for a pretty favorably sweet trade. Don't immediately rely on Lockdown though, as there will be times when you can simply use Jolt (Passive) to make some space to work with instead.
Once you've reached level 6 and have learned Tesla (Ultimate) you are now ready to engage in prolonged duels. First, make sure you know where the enemy jungler and potential roamers are before going hard onto your opponent. Be sure to ward up because the last thing you want is to blow your escape tools on an engage into a 1v2 scenario. Once you feel the coast is clear and the opportunity presents itself, land your Grapnel and immediately send out Auto-Sentry. This combo alone puts tons of stacks on your opponent if it tries to flee follow up on a it with an Infiltration (Q2) and Jolt followed by as many basic attacks as you can fit in before leaving your opponent in a smoldering pile of ash or limping back to their fountain. However, should the opponent turn to the offensive upon landing Grapnel instead use Lockdown and Jolt to keep it at bay while simultaneously denying any chance of an escape with your Lockdown enhanced Grapnel. Follow up with basic attacks and should you be overwhelmed you can use Infiltration to attempt to make more distance or silence your opponent to gain enough time to land those last few deciding basic attacks before letting do it's job.
Team Fighting
Your basic bread and butter for team fights is to jump into the middle of as many enemy champions as possible with Infiltration to silence them before hooking a high value target with Grapnel and activating Lockdown to prepare for the counterattack. From here just continue laying out as much damage as you can while peeling for your Marksman with Jolt and Grapnel as much as possible.
Landing Grapnel on a squishy backline Mage or Marksman isn't always the best choice for every fight. If the enemy Fighter or Tank has a track record of making things difficult for your team sometimes landing Grapnel on them to help peel for your back line is a better option. Choose the right target for the situation.
Items That Theoretically Work Best With This Champion
Defensive Items
- CDR is a great on him for countering his high cooldowns and lets him make the most of his CC and Tesla. And the Mana is great for fighting those pesky high mana costs.
- This item is almost a must have due to how well the active synergizes with Infiltration. Silencing and massively slowing the entire enemy team is a pretty devastating way to start a fight.
- You aren't immune to knockbacks and knockups during Infiltration and sometimes you don't want to pop Lockdown early and far away from your intended landing point. This item lets you hold on to Lockdown a little longer and land where you want to before setting up shop and going to town on the enemy.
- Combined with Grapnel, having this item means no-one is going to escape you and you are free to apply as much Tesla as your heart desires.
- For the same reason as Randuin's Omen but this one allows you to bring your team closely in tow as you hop into the fray.
Offensive Items
- Directly synergizes with Tesla (but the item itself is... yeah)
- The additional slow helps in catching targets and making it easier to land Grapnel. The CDR helps fight his high Cooldowns and the Mana helps with his high Mana costs.
- Helps you deal with the beefiest of Fighters and Tanks. The current health damage on the passive and active help you lower their health to a point where Tesla can finish the job. And the Attack Speed is always nice to have for Tesla purposes.