CHAMPION CONCEPT: Quirk - The Fyrone Rocketier
Quirk - The Fyrone Rocketier
Stats:
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Health: 515 (+82) (1909 at lv 18)
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Health Regen: 6 (+.5) (14.5 at lv 18)
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Mana: 355 (+52) (1239 at lv 18)
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Range: 500
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Attack Damage: 60 (+2) (94 at lv 18)
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Attack Speed: 0.5 (+2%) (.67 at lv 18)
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Armor: 30 (+2.5) (72.5 at lv 18)
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Magic Resist: 30
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Movespeed: 330
Lore:
POOF! in a flash of brilliant light, Bandle City was gone. In its place was a dense forest filled with ravenous creatures, and instead of a united group of yordles, only many small meandering tribes remained. A once advanced civilization had become a primitive, tribal people. The yordles now, however, inhabited almost every corner of Runeterra. Whenever one tribe fell there was always another to take its place, whenever one enemy arose, there was always two other yordle clans to face them. Although most yordles were more interested in their next meal, there was one yordle that was different from the others; a yordle who had a dream.
Quirk had always had an interest in flight. During the day, he would dream of soaring through the sky like the falcons that flew high above Fyrone Flats. At night, he would wish to be one of the many falling stars that streaked across the dark sky. As he grew, he would draw out countless designs of flying machines that he would hope to build one day. He would always ask anyone he met if they knew how to fly. When he was finally given the opportunity to ask the Fyrone Elders about flight, the guard would not even let him into the Hall, saying that such a thing was impossible.
This, however, did not deter him from his dream. Night after night he would sit in his little hut trying to find a way to fulfill his dream, and day after day he would test his machines on the expanses of the flat. After months of frustrating work he finally came to the conclusion that flight was most likely impossible. But he would have no time to mope about...
War was coming. The Kumunguns had united themselves against the yordles in an effort to finally "purge the furry plague from the lands of Runeterra", as the invaders had said. As the yordles began to prepare for war, those who could not fight began to scatter and hide in the many caves and clefts that they had marked. It was in his dark cave that Quirk would make a discovery.
As he was lighting a lamp, a stray spark fell. This spark, instead of dying out when it hit the ground like he had expected, it ignited the liquid at his feet and exploded. Quirk's curiosity peaked, he decided to see what would happen if he were to set a larger amount ablaze. He collected a small can-full of the black liquid and dropped a cinder into it. Only seconds after he covered the can, it exploded, sending the rock that he had covered it with flying out of the cave in a ball of fire.
Suddenly he realized how he would fly. He would carve a cylinder out of stone, fill it with the liquid he had found, strap it on his back. and light on fire, sending him flying high into the sky. He would eventually create a way to control himself as he was flying, and His findings would eventually allow the yordles of Fyrone to stop the invading Kumunguns and take back the land that they had lost in past wars. Now Quirk fights to defend the yordles using his beloved rockets and shows that a yordle can still dream.
**Lore Challenge: QUIRK'S TRIP TO THE FRELJORD **
Quirk sneaked his way past the frostgaurd that were guarding the entrance. He had come to the Freljord looking for the "true ice" that many other explorers had talked about. Although it had great power, the little yordle only wanted to use it to create something that almost no yordle had ever seen: SNOW!
In his pursuit of snow, he had found himself deep in frostguard territory, at a cave that was said to contain the abundant supply of true ice. Carefully, Quirk began to chip off a more manageable chunk of true ice using the enchanted pick that he had borrowed. As he picked up the shard, he stumbled, dropping the shard, falling to the ground, and uttering a little cry. The commotion was just loud enough to capture the suspicion of one of the guards. As the guard entered the cave, Quirk dived into a nearby now drift and sat petrified. For what seemed like many hours, he waited, watching the frostguard circle the room and inspect the spot where he had chipped off the shard. At last, the guard left; only to peer back in as Quirk emerged from the snow drift. Panicking, Quirk fired his jetpack, sending him flying out of the cave and alerting the entire battalion that was guarding the true ice to his intrusion. Still panicking, he ran across the tundra, tripping over poro after poro and covering himself in snow.
When he finally reoriented himself, he had been cornered in front of a cliff edge. However, this time he was ready. He laid down torpedo mines at his feet and jumped up to the cliff behind him using his jetpack. Then, as the frostguard were disabled by the mines, Quirk fired his jetpack and threw a rocket at the ledge he was on, flying further up the cliff and slowing down the pursuing frostguard. He continued to fly further up the mounain, avoiding the treacherous stone spikes and traps that the frostguard had set up. Once he reached the top, he started to set up his Massive Mega Missle. However, the frostguard were not going to let him get away easily. As he set up his missile, the frostguard began to conjure a blast of dark energy. To Quirk's surprise, when he launched his missile, the blast began to follow him. He flew, accelerating as he streaked through the freljord sky. Even as he hurtled across the sky, the blast continued to follow him and also accelerate towards him. Just as the blast destroyed the rocket, Quirk fired his jetpack, sending him flying into the thick snow below. He had finally escaped the frostguard and was now able to show his yordle kind the beauty of snow.
Abilities:
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Passive: Rocket Science
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Rocket Darts: If Quirk hasn't attacked and enemy in 4/3/2 (lv1/lv6/lv11) seconds, his next basic attack will deal 60/100/150 (lv1/lv11/lv16) (+40% AP) bonus AoE magic damage and apply on-hit effects in the AoE.
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AoE Diameter: 200/300/400 (lv1/lv8/lv16)
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Blast Off: If Quirk is in the AoE of his own abilities, he will be launched towards the cursor. Blast Off cannot be triggered if he is Cced.
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Q: Rocket Blast
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Quirk throws a rocket in a direction that detonates when it hits an enemy champion, dealing 70/80/90/100/110 (+40%/45%/50%/55%/60% AP) magic damage to nearby enemies. The rocket will fire at 200 units, accelerating and traveling an extra 600 units. Quirk can hold 2/2/3/4/5 charges of Rocket Blast.
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Cost: 40/50/60/70/80 mana and 1 charge
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Static Cooldown: 1 second
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Charge Accumulation Rate: 20/18/16/14/10 seconds
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Range: 800 total units
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AoE Diameter: 400
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Missile Speed (when thrown): 1000
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Missile Speed (when the rocket fires): 2500
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W: Torpedo Mine
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Quirk lays down a mine that lasts for 5 minutes. If an enemy champion steps on the mine, it explodes, knocking up nearby enemies for 1 second and dealing 30/40/50/60/70 (+30% AP) magic damage to the knocked up enemies. The mine will also launch a missile into the air that lands and explodes on the mine's original location after a 2.5 second delay, dealing 50/60/70/80/90 (+60% AP) magic damage to enemies hit. Clicking on the mine will manually detonate it.
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Cost: 60 mana
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Range: 600 units
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Cooldown: 20 seconds
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Mine AoE Diameter: 200 units
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Missile AoE Diameter: 300 units
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Mine Hitbox: 100 units
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E: Thruster Burst
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Passive: Quirk gains a stack of Thruster Fuel for 3 seconds whenever he casts a spell (other than Thruster Burst). The duration is refreshed whenever he gets a new stack. Quirk also gains a stack when he kills a unit.
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Active: Quirk fires his jetpack and dashes in a direction dealing 50/60/70/80/90 (+60% AP) magic damage to enemies behind him while he is dashing. Casting Thruster Bursts while Quirk is dashing will cause him to consume extra Thruster Fuel (1 per extra cast) to extend the dash by 300 units per extra Thruster Fuel consumed. Hard CC will stop his dash.
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Cost: 20/25/30/35/40 mana and 1 stack of Thruster Fuel
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Static Cooldown: 1 second
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Dash Legnth: 425 units
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R: Massive Mega Missile
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Quirk launches a giant missile in a direction and jumps onto it, traveling a maximum of 1500 (+80% current mana) units. Thruster Burst can be cast to make Quirk jump off of the missile. While Quirk is riding on the missile, it will attempt to follow the cursor. The missile will detonate when it hits an enemy champion, reaches its max distance, or reaches the edge of the map, dealing** 400/500/600 (100% AP)** magic damage to all enemies in a large area.
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Cost: 100 mana and 80% current mana over the duration of the missile flight
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Cooldown: 180/140/100 seconds
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AoE Diameter: 700 units
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Missile Speed: 1500
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Gameplay:
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Early Game: Quirk's early game is simple. His Q and passive allow him to easily bully his lane opponent, and his E and passive give him enough mobility for him to safely shove his opponent into their own tower. Quirk’s traps also give him some kill potential if an enemy steps on them. A combination of a passive proc, Q, and E is his usual trade pattern.
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Mid Game: Mid game is where he begins to shine. Quirk’s decent base damages and his traps allow him to help his team control major objectives, while his ultimate gives him a great nuke or escape in early skirmishes. His ultimate also lets him apply pressure by simply stepping into fog of war depending on how many stacks he has on his Tear.
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Late Game: By late game, Quirk should have a fully charged Tear and, in result, effectively global pressure. The AoE poke from his rockets will add up quickly at this point, and a combination of a well-placed trap, a few rockets, and his ultimate can easily send entire teams back if they don’t have a lot of tankyness. His mobility will also make diving him tough, although any kind of CC will leave him extremely vulnerable.
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Recomended Items:
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: Gives him important mana sustain, which allows him to bully enemies more easily. It also helps verses mid laners who can poke him back. -
: Also gives him some mana sustain, extra AP, and a little extra HP. Useful verses high burst mid laners. -
: Standard AP boots. Gives him a little magic pen and more movespeed to add to his mobility. -
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(Core): Gives him a lot of mana for his ultimate and a good shield if he somehow gets caught. -
(Core): Gives him a ton more AP based on the AP he already has, which makes him do more damage. -
: Gives him much needed CDR, some AP, and mana regen. Lets him spam his spells. Can be replaced with
if the MR is needed for AP assassins. -
: Gives him more AP, HP, and mana for his ulti. However, it takes ten minutes for it to give the maximum amount of stats. -
: Gives him a good amount of AP and a really good statis active for dodging a lot of burst and living with no HP (almost). -
: Gives him some AP and a lot of Magic Pen so he can hurt tanks late game. -
: Gives him some HP and AP and makes him really hard to catch thanks to the slow it gives his spells.
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