Doyle Helms - The Master Detective
#Lore
"Never before have I met a man so obnoxious, pretentious... or so damn good at his job. He's got a god complex, can't keep his eyes off of the shortest skirt in the room, and who knows what's running that mind of his. I hate that he acts like he's the smartest man in the room, and I hate that no one can deny that he is the smartest person in the room. I hate that we need Doyle Helms."
~
, Sherrif of Piltover
Doyle Helms has an eye for things people don't always notice. His sharp mind, quick reflexes, and eye for detail propelled him off of the streets of piltover and into his place as one of the most important consultants working for the city of progress. Again and again he's proven himself to be a massively helpful resource of the police to call upon.
The only issue they have is that he's a drug-fueled, narcissistic sociopath who's love of pain killing chemicals and women cost him quite a bit in the way of friends.
He's taken to the fields of justice - much to Sherrif Caitelynn's and Deputy Vi's chagrin - in order to prove once and for all that he is indeed the smartest man in the room.
#Personality
"Smartest man in the room? Maybe, but I'm the smartest Yordle in the room. You got that? Now... where did I put the Trittium Demoltarizer..."
~
, Professor of the bandle research institute - Piltover
Doyle is the sort of arrogant, self-assured, over-confident asshole that we all wish we were. He's snarky, driven, and knows exactly what's going to happen.
#Laning
"You know, I tried to punch him once. He did the most unexpected thing I've ever seen. He got out of the way..."
~
, Deputy Sherrif of Piltover
Doyle is a jungler who focuses heavily on bringing vision across the map for his team, and clearing out enemy traps and wards. His passive is quite handy for avoiding shaco boxes and teemo shrooms, as well as notifying your allies to hidden enemies - if you've got a sharp eye.
#Moveset
##Basic Attack: a simple slash with Doyle's hextech canesword ##Crit Animation: a forward pierce with Doyle's hextech canesword
#Passive - Lingering Evidence
all enemies leave a short trail as they move through the fog of war. bushes with enemies in them glow slightly
enemy traps have a barely visible outline around them.
(the glow and outline are vey faint, and they will take a keen eye to detect)
#Q - Stunning Jab cost - 60/50/40/30/20 cooldown - 16/14/12/10/8 range - 600 ft type - skillshot
on enemy champion - deal 90/110/130/150/170+60% AP damage and put their active items on cooldown for 5/6/7/8/9 seconds regardless of the item. this includes items that are not directly active but still have a cooldown
on neutral monster - deal 90/110/130/150/170+80% AP damage and stun them for .5/1/1.5/2/2.5 seconds
#W - precognition cost - 90/80/70/60/50 mana cooldown - 25/22/19/16/13 range - self type - spellshield
apply a shield to yourself for .5/.7/.9/1.1/1.3 seconds.
if an enemy hits you with a basic attack or ability the attack misses. if it is an area of effect ability, you instead take 75/65/55/45/35% of the damage. If you are in melee range, you counter attack, dealing 10/20/30/40/50+100% of your Attack damage
if a neutral monster hits you, negate the damage and gain 10/12/14/16/18% of your missing health back and deal 10/20/30/40/50+125% of your attack damage as a counterattack.
#E - Keep an Ear Out cost - 25/23/21/19/17 mana/second cooldown - 8/7/6/5/4 type - toggled range - 1500 diameter
deactivated - 10/15/20/25/30% chance to dodge large and normal neutral monsters
activated - alert your enemies to your presence in the jungle upon activation. as long as it's activated, you deal an additional 25/50/75/100/125% damage to jungle monsters
#R - Follow The Clues cost - 200/300/400 cooldown - 150/125/100 seconds Type - global vision duration -3.25/3.5/3.75 seconds
passive - you are alerted whenever you come within 250/300/350 units of a ward, though are not told where it is.
activated - for a short period of time the fog of war is lifted for your team. you do not however recieve any cooldown timers on camps unless they are warded when they are taken. enemies with spell shields, who are stealthed, or have banshies veil do not show up on the map
#Emotes and Unique Interractions
##Champion Select
- "...when you have eliminated all which is impossible, then whatever remains, however improbable, must be the truth."
- "You see, but you do not observe. The distinction is clear."
- "There is nothing more deceptive than an obvious fact."
##Movement
- "There is nothing more deceptive than an obvious fact."
- "The game is afoot"
- "'I never make exceptions. An exception disproves the rule."
##Emotes
- ###Joke - Doyle takes out a magnifying glass and looks through it
- "I can see exactly what you're thinking"
- "I'm sure there's a clue around here somewhere..."
- ###Taunt - Doyle takes out a Pipe and lights it
- "I've already got you all figured out"
- _"you're the issue? I can't see why they called me in."
- ###Dance - Doyle assumes a pugalist's stance and hops about, shadow boxing
- ###Laugh - Doyle makes a sharp, quick "heh" or a stiffled snicker
##Misc
- ###On Pentakill - "Don't come unarmed to a battle of wits."
- if
is on either team - _"Elementary, my Dear Caitelynn" - ###On ult activation
- "It is my business to know what other people don't know."
- "I never guess. It is a shocking habit,—destructive to the logical faculty."
- "I confess that I have been blind as a mole, but it is better to learn wisdom late than never to learn it at all."
- ###On Kill
- "There is nothing like first-hand evidence."
- against
,
,
, or
- "Try harder" or "One day, maybe if you attack me in my sleep" - ###Upon Revival
- "I meant to do that"
fates ulty and gave it a different name? For what reason you would do that? TF at least can teleport. This guy just reveals people.