[champion concept] The kingpin of Piltover

destos·5/23/2015, 2:33:55 AM·1 votes·1,666 views

I saw the Riot Q&A over Ekko and this particular quote caught my eye > That character -- a Vigilnaut, is a hexmaturgically enhanced goon, most likely in the employ of someone elsee. -FauxSchizzle

this got me thinking, someone hired the Vigilnaut to hunt down Ekko, how is this true? because we see the fight taking place in front of the mural of lost people, something important to Ekko that he wouldn't purposefully engage in fights around, we even see him turn back a secured win in order to try to save the mural. So this shows that the Vigilnaut is the one who showed up looking for Ekko and not the other way around, this got me thinking who would hired someone to hunt Ekko down? he's a good person and doesn't seem to have any enemies well except for a certain piltover citizen we recently saw in the chronobreak comic...

but he's dead right? Ekko killed him!

no not at all! you see Ekko's last actions were to rewind and spend time with his dying friend and choosing to let the bad guy escape because there wasn't time to do both. This means that he's still out there, being up to no good. And Ekko's not too happy about that, so he reports this man's identity to the piltover authorities to track him down, but unknown to Ekko this guy was a crime kingpin and didnt want his identity thrown out there dragging him out of the shadows, so he hired the Vigilnaut to track down Ekko and that's how I came up with the following champion concept. let me know what you guys think! I think it would be a pretty cool resource to try to manage and I believe I came up with some interesting kit options while giving him defined weaknesses that could be played around or intentionally used. (controlled 3 second fountain back if used in the right way)

champion name The kingpin of Piltover

lore: A kingpin who runs a crime and black market ring in Zaun to fund their “legitimate” operations in Piltover, Ekko recently discovered their identity but chose to let them live in order to spend time with his dying friend. Now the kingpin plays a game of cat and mouse with his would be captors while tracking down whoever released his identity to the public.

Role: Bruiser, Support

Resource: Notoriety- using your abilities generates notoriety the longer they are active, if you reach 100% you are caught by Piltovers Finest and are stunned for 3 seconds before you make your grand escape and are sent back to the fountain.

Passive: **Dirty Money- ** You generate an additional 1 gold per 10 seconds for each nearby enemy champion and .5 gold per 10 second for each nearby ally champion.

_Q: _ Nothing to see here- toggle active: you pull out your hidden firearm and gain 500 attack range, counts as melee and generates 10 Notoriety per attack. Deals bonus magic damage to enemies below 20% hp.

Q passive- you quickly drain your Notoriety when the enemy team has no vision of you.

W: Hired Hands- toggle active: you call forth your Vigilnaut henchman to attack your target, they cannot die and remain active until the ability is canceled or you become stunned. You take 50% of the damage that your Vigilnaut takes and can take damage multiple times from aoe effects. Generates 5 Notoriety per second the ability is active. (medium ad scaling and small ap scaling)

E: Look the Other Way- You bribe local witnesses to turn a blind eye, costs 10 gold per Notoriety to empty your Notoriety bar. (longish cooldown)

R: The Root of All Evil- Generate 99 Notoriety and gain Attack Damage equal to your 10% of your unspent gold upon casting for the next 5 seconds. On Death or reaching 100 Notoriety and being captured you lose 50% of the gold you had at cast. (no cooldown)

R Passive: **Heavy pockets- ** You lose 15% movement speed during activation for every 1000 gold used

1 Comments

SulkingKING5/23/2015, 6:27:35 AM1 votes

I'd say for a concept, this is a fine idea. His name could be many things, but I feel like he should have a sort of "Batman" badguy feel about him. Like the Penguin. How about, the Whistler? No? Oh well.

Constructive Criticism and Suggestion Time!

Resource: I like the idea of him having his own unique resource, Notoriety. I don't like the idea of it stunning you and sending you back to base however, as it would dramatically disrupt his flow in battle, and think that should be replaced with something different. As an example of what I think Notoriety could be, is that he would have stages, say four of them. At stage one, your abilities would be at their weakest but give more Notoriety when activated, and if used correctly, you will nearly skip tier 2 altogether. At stage two, your abilities get stronger, but give less Notoriety making it more difficult to reach Tier three. At tier three, the abilities gain extra positive effects, and gaining Notoriety goes at a high rate again. At Tier four, your abilities will give you a high level of Notoriety and you will be fully visible to the enemy team; additionally you will grant an extra 50% bounty on death if you were killed in Tier four. Upon rising a tier, the benefits of the previous are lost, excluding T4 which gets the benefits from both T2 and T3, but come at the price of full vision of you for the enemy team. Gradually over time when not using abilities, notoriety will drop at a steady rate; this rate increases when he is not visible to the enemy team for at least 5 seconds. He will gain 15% movespeed if he has 0 Notoriety.

T1: 25 points to reach T2. (25/100) Q gives 18 notoriety per shot, allowing for 2 shots before reaching T2. W gives 5 notoriety per second while the effect is toggled on, allowing 5 seconds before T2. E resets the bar entirely in T1, which could be used for escapes due to his 15% movespeed bonus for not having any notoriety. R instantly sends you to T4, with no requirements.

T2: 30 points to reach T3. (55/100) Q gives 6 notoriety per shot, allowing for 5 shots before T3. W gives 2.5 notoriety per second while toggled on, allowing 12 seconds before T3. E drops the bar from T2 to T1, allowing him to stop himself from losing his damage bonus by reaching T3. R instantly sends you to T4, with no requirements.

T3: 25 points to reach T4. (80/100) Q gives 10 notoriety, allowing for 3 shots before T4. W gives 7.5 notoriety per second while toggled on, allowing for approximately 3.5 seconds before T4. E resets half of the current number towards T4 on T3, meaning that if you are at 79 points of notoriety, you will lose 12 points from the 24 that you have. R instantly sends you to T4, with no requirements.

Passive: This seems okay, but could have an extra effect as it's not very strong for the character itself. I would add that for every 500 unspent gold he has, he will gain a 1 GP/10, so this way even when he's out of lane and away from others he is gaining more gold.

Q: I like this effect, and wouldn't change it other than the resource cost to match the 'new' resource idea I have set. On T3, this ability would ignore 20% of the enemy's armor (before outside effects). ** W:** I don't feel as though the Vigilnaut should be invulnerable like Azir's soldiers, as it's a living being, not specters summoned by him. Thus they should both have individual healthbars, and work the same way you stated, attacking the enemy you most recently initiated a basic attack on. On T3, this ability would allow the Vigilnaut to grab and suppress a single target for up to 3 seconds (the target becomes immune for 7 seconds afterwards) and increase the damage he does.

E: Unlike your original ability, I would have this reset down one bar of notoriety instead of the entire meter. This means that if you are in T4, you will instantly drop down to T3, and if used on T3, you will drop to T2, etc. This resets the bar to the highest number in a specific Tier, meaning that if you used it on T2, you would drop to 24 points of notoriety, and so on. On T3, this ability resets T3 to half of its current number towards T4, allowing for more use of the enhanced abilities. (This extra effect does not occur on T4)

R: I would keep the idea of it raising your bar to 100%, but change the ability completely. Upon activation, your bar would rise to 100% Notoriety and instantly make you have T4 effects. Every enemy unit killed by you during this time will become allied to you, pushing towards the enemy nexus. This includes: Enemy minions, enemy player summons, small neutral monsters. This excludes: Enemy champions, Large Neutral Monsters, other objects like traps and wards. After first activation, this ability must be toggled to lower notoriety again and starts its cooldown. On T3, this ability will have a decreased cooldown upon toggling it off.

Tell me whatcha think about what I think, please and thank you!