Spike, the Unrelenting Punisher

Stacona··3 votes·419 views

Spike is a female porcupine-like champion that dwells within Piltover. Chasing down crime while simultaneously poking (literally) down criminals alongside her partners of the sheriff and the enforcer!


Spike is a marksman what has both no attack speed cap and can remain attacking without interrupting her movement being mobile along these lines, she gets no jumps, dashes, or blinks.

This of course needs to be balanced so her basic attacks are capped at 1 true damage (2 true damage on crits and 3 with infinity edge crits) and her damage is instead dependent on how well you can stay within your attack range to your target instead (it is true damage because you cannot deal less than 1 damage anyways). This does mean bonus attack damage cannot increase your attack damage further, so instead every bonus attack damage obtained increases your BASE attack speed instead with % bonus attack speed becoming even more effective since bonus attack speed is based off of your base attack speed.

On-hit effects do not apply to your attacks normally since they happen so frequently, instead they only apply when you critically strike and critical strike chance is massively reduced (so Rageblade is not a good idea to build this item since the second passive will do nothing like almost all the time).


Basic Attack Range: 575 units Movement: 340 units per second Attack Speed: 30.000 attacks per second +5% per level Capped Attack Damage: 1 +0 per level

UNIQUE EFFECT: Runaan's Hurricane bolts will only fire off every 3rd basic attack to roughly match its damage with other champions since damage is minimum of 1 true damage.


Thousand Needles (Passive): Spike has an uncapped attack speed and can basic attack without interrupting her movement, but this has drawbacks:

~ Attack damage is capped at 1, dealing true damage. ~ Every 1 point of bonus attack damage instead increases Spike's base attack speed by +1.000 attacks per second. ~ Cannot apply on-hit effects normally, instead on-hit effects only apply on critical hits. ~ Only gain 10% of Critical Strike Chance. ~ Life steal heals for 1 health on attack, chance based on % of life steal.

Additionally, Spike's basic attack executes minions below 100 health.

Stunning Pin (Q): Cooldown: 16/14/12/10/8 seconds; Cost: 65 mana; Range: 1250 units Passive: Spike gains 15/20/25/30/35% bonus attack speed.

Active: Spike fires a large needle in the target direction, marking the first enemy struck for 3.5 seconds. If the marked enemy takes 100 basic attacks then they are stunned for 1.75 seconds and dealt 9/10/11/12/13%(+2% per 100AP) of its max health as magic damage.

Pinless (W): Cooldown: 18/16/14/12/10 seconds; Cost: 60 mana; Range: 1000 units / 75 degrees Spike fires off a thousand needles in a cone in the target direction, dealing 50/80/110/140/170(+200% of base attack speed) physical damage and slowing by 65/70/75/80/85% for 2.5 seconds against struck enemies, this can detonate Stunning Pin's mark. Afterwards Spike cannot basic attack for the next 2.5 seconds.

Quick Prick (E): Cooldown: 6/5/4/3/2 seconds; Cost: 20 mana; Range: 525 units / 360 degrees Spike fires off 10/25/40/55/70(+125% of total attack speed) amount of needles around her, each acting as a basic attack. If a nearby enemy is slowed or stunned then all needles will home-in to the closest enemy under this condition.

If Spike is unable to basic attack from Pinless then Quick Prick's cost is increased to 75 mana and she is able to basic attack afterwards.

Imprisoned (R): Cooldown: 90/70/50 seconds; Cost: 100 mana; Range: 575 units Spike enlarges her needles all around her for the next 2/2.5/3 seconds, unable to basic attack and cast her other abilities. Enemies within these enlarged spikes are grounded, slowed by 40/50/60%, and damaged the same way as Spike's basic attacks.

Cast Imprisoned again to end the effect early.


NOTE: Transparency is NOT stealth! The ultimate grants the same functionality as stealth while still being fully visible, making it more worthy to be called an ultimate since the first half of the ability makes for a great use of defense and repositioning to really destroy the enemy team / your target.

NOTE: Total Attack Speed Ratio is the attack speed value AFTER it is enhanced by % bonus attack speed. Base Attack Speed Ratio is essentially just a total attack damage ratio in this case since it only takes in the base value and whatever is increased by bonus attack damage.


UPDATE NOTES: Other: Basic Attack Range: Increased to 575 from 525 units

Pinless (W): Damage reduced to 50/80/110/140/170(+200% Base Attack Speed) from 80/120/160/200/240(+300% Base Attack Speed) physical damage

Quick Prick (E): Damage ratio decreased to 125% total attack speed from 150% Mana cost lowered to 20 from 25 Basic attack lock-out increased mana cost decreased to 75 from 100

Imprisoned (R): Renamed from Endless Pursuit Completely reworked to feel more like a porcupine ultimate.

(Overall just toning back Spike's burst damage and emphasizing on her sustain damage ways for late game play.)


4 Comments

The Great Jordo2 votes

Really interesting concept! The limitless attack speed and only 1 damage is truly unique.

I feel like Spike has an overwhelming amount of kill potential. Early game, Q is viable and does not seem overpowered, however mid/late game, it is almost a guaranteed stun. Just base stats alone (if I did my math right) provides ~80 attacks/second at max level. Not counting the several hundred additional attacks/second from items late game.

If you combo the Q, W, E, that's a guaranteed stun, with TONS of true damage, and Spike gets to keep attacking during the stun because of E. Spike would melt any champion in mere seconds, or it at least theoretically.

Perhaps if W is casted before E, there should be a penalty of additional time of being unable to auto-attack. Then the Q, W, E combo becomes an all in finisher move, instead of essentially a free kill move. It will still do tons of true damage, but if it is not enough to finish the enemy, they at least have a chance to run away, or turn on you. The way it is set up right now, I don't see a lot of counter play, especially for carry types.

Spike's R syncs really well with the rest of her abilities, but it feels like Twitch Q on steroids. I think you can come up with something truly unique to Spike's play style, and still be just as effective.

I don't build critical strike chance often, but how difficult is it to reach 90%+ crit chance? Would it be more viable to maybe have scaling crit chance as her passive? 1/2/3/4% at levels 1/6/11/16? We are talking hundreds of non-stop auto-attacks a second, so even 1% crit chance is going to dish out a lot of damage.

I am just brain vomiting here. I really like the idea, but I think the abilities need to be tweaked a little bit so Spike is less oppressive. You probably did a lot more analysis on the numbers, so maybe I am totally wrong.

[slayer-pantheon-thumbs]

Stacona2 votes

Reduces crit chance by 90% - so 30% crit chance becomes 3% - crits are 2 (or 3) damage. True damage just adds clarity since damage cannot be reduced below 1. Her basic attack damage ends up meaning less damage than a normal marksman, but better at tank shredding since damage over time is a lot greater rather than have huge damage on one huge IE critting attack. Crit chance mechanic is to balance out on-hit effects to not be crazy strong, this does mean you need at least one crit item just to apply on-hit damage.

End game your attacks deal about 400-600 damage a second, which is significantly lower than another late game marksman that can be between 300-1000 damage or more with infinity edge crits. But Spike's damage is way more consistent and persistent so she can shred through high health targets faster than a normal marksman, especially since she does not need to worry about pen for her attacks (her abilities need armour penetration).

I will tone back her burst, at least for W (W works like Ashe Volley so shots get blocked; E shots get blocked too unless they home in, but they can only home in to the closest target; Q is a single target skill shot so it can also be blocked, and then on a delay that requires a specific action).

The Great Jordo1 votes

Reduces crit chance by 90% - so 30% crit chance becomes 3%

That is so obvious, I am not sure how I messed up my thinking around that. My bad, I understand now, and that makes much more sense.

Thank you for elaborating, you've made me it much more clear for me.

Great work! I like it.

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