Puppetmaster

Bârd·3/27/2015, 5:00:01 AM·1 votes·512 views

Passive Binding thread Abilities and basic attacks tether the target to either Puppermaster or the Puppet. Tethers stack up to 3 times, each one causing them to deal 10% less damage to Puppetmaster. Tethers last 3 seconds before falling off, and if broken by movement, slow the target by 20% per stack.

Q Marionette Throws a Puppet in a target direction. If they hit a champion, Puppetmaster roots himself, becoming immune to all CC and taking reduced damage while in self root. The champion hit is put under Puppetmasters control for 1-2.5 seconds, during which Puppermaster controls the target as though he were playing as the target, and he may make the target attack his allies.

W Puppet Replaces basic abilities with puppet types for 2 seconds. Casting a basic ability will spawn a puppet at a target location. Puppets are manipulated by Puppetmasters abilities, and attack whatever Puppetmaster attacks. Puppets last 7 seconds before dissolving in their own spookiness.

  1. Voodoo doll Binds itself to the nearest enemy champion within 1500 range upon spawning. gaining half their defensive stats. That champion is subject to 50% of the damage and crowd control Voodoo doll takes. Over killing Voodoo doll will carry over half the damage it WOULD HAVE DEALT (ex. Doll has 1000 hp, nasus Q does 1500 damage to it, reflects 750 damage to the bound target). If not killed, it dissolves into a cloud of Voodoo dust, applying that 50% damage and CC link to all enemy champions, minions, and monsters in the area. You choose, deal damage to your own allies, or run away before you have to share the damage.
  2. Vengeful Puppet Stays at the location it is summoned at, for up to 10 minutes, stealthed and immune to crowd control/damage, until an ally is killed by a champion somewhere on the map. At this point, the Puppet binds to the killer of that ally, and when that enemy walks within 650 range, the Puppet jumps onto it, fearing them and increasing the damage they take by X% for 2.5 seconds if the champion who was killed is nearby. The target is revealed for 10 seconds. The Doll has high attack damage, attack speed, and movement speed, and gains defensive stats equal to the bound target. If the bound target does not come to the Puppet within 10 minutes, it despawns. Max 5 haunted puppets at once, cannot be manipulated while stealthed, new Vengeful puppets will destroy the oldest one. Failure to kill will result in all enemies near the bound champion to be feared and have an additional damage amp applied.
  3. Hollow Puppet Walks towards enemy champions, slowing them if they attempt to run away. If the Puppet comes within 300 range of an enemy, they are pulled into the puppet for 2 seconds, extended by 1 second if an additional champion is picked up. Failure to kill results in the Puppet pulling in everything within 500 range.

E No strings attatched Target ally is freed of the ties the universe holds them down with (deep shit here), removing ability costs, granting attackspeed and granting 20% cooldown reduction for 5 seconds. This buff may take this ally above 40% cdr.

R Watch them dance

All enemies with binding thread are forced to dance for 1 second per stack of binding thread on them.

1 Comments

Booleans3/27/2015, 3:09:34 PM1 votes

Umm... I guess I'll start by saying this kit is extremely overloaded and powerful. Each ability, along with each puppet type, is as powerful as an ultimate. Imagine being able to control an enemy for 2.5 seconds using an ability with a 10 second cool down, or his E turning an ally into an URF champion every 20 seconds, or his ultimate being a sona ultimate with twice the duration, Or a teemo shroom that makes the entire enemy team take 50% of the damage they deal.

A champion who is considered well balanced has two out of three of these traits: cc, mobility, burst/defense. Yasuo and old kassadin were prime examples of overloaded kits, and had to be nerfed out of competitive viability to leave their permaban status in ranked. Not one champion in the game who has instaburst potential also has a tank ability, but your champion makes him passively capable of taking 1/3 damage from champions just by attacking them. aside from that, a passive that can apply a 60% slow for 3 seconds guarantees the target will never get away because you can walk up and reapply the tether unless they have high mobility.

So to recap, your champion has passive damage reduction and a slow, a champion control ability, a 50% damage reflection for the entire enemy team, an aoe fear that amplifies damage taken, a puppet that slows and pulls in all enemies, an URF mode ability, and a supercharged sona ultimate. He sounds like a hard engaging/peeling ranged tank assassin to me.