Tinker, the Oblivious Hero

Stacona··1 votes·339 views

Tinker is a female yordle that wields an insanely heavy hammer that by no means can she lift on her own due to her lack of muscle (unlike some warrior yordles) and better yet she even throws this hammer at great distances!

What is this all about? Well Tinker is an inventor, and her creations are... well... interesting to say the least. She is a very sweet and loving yordle, and she, quite literally, will accidentally hurt others to save those in need. The best part to all of this is that she doesn't even know she saved someone, she is just off her in own world constantly, but she helps others all the time and she has no clue she is even doing it!

Let's back up a bit.Tinker, as you should all know, is a very weak and fragile yordle - always has, and always will - so to try to counter this she created a hextech suit to give her artificial strength to do things which there is no way possible otherwise. In combination of being clueless at times of what is happening around her, luckily she has good luck on her side, she will save the lives and help others out CONSTANTLY and not have a clue she is doing it, granted she is naturally kind which does help. Whether it is literally putting in too much arm in the swing of her hammer, or one of her kooky inventions actually aids someone in some way, she is always rescuing and making someone's day!


Tinker is a giant hammer throwing marksman, using the momentum to do certain tricks as well! She will have a slightly natural support feel about her as well, playing her to help her team rather than be the spotlight carry-lord, she isn't about that and the gameplay she brings shouldn't be either, despite being a marksman.


Basic Attack Range: 375 / 1125 units [she throws the hammer sometimes, is a ranged champion] Movement: 325 units per second Attack Speed: 0.690 +2.78% per level Energy Pool: 200 Energy


Oopsie! (Passive): Static Cooldown: 15 seconds; Range to Ally: 800 units Tinker uses a hextech suit which grants her a lot of strength, a lot more than she even knows about.

When an allied champion is damaged by an enemy champion near Tinker then it becomes marked for 2 seconds.

Tinker's basic attack against marked enemies triple in range dealing (+40-100%[based on level] + crit damage modifiers) increased damage and knocking it back 300 units. Critical strike chance reduces this cooldown further, up to 80% reduction.

Tinker's attacks cannot critically strike.

Twirl (Q): Cooldown: 10/8.5/7/5.5/4 seconds; Cost: 45/30/35/30/25 energy; Range: 550 units Tinker twirls around with her hammer dealing (+110%AD) physical damage and knocking back 300 units, both the damage and knock-back are enhanced further with critical strike chance.

Spin / Slam (W): Cooldown: None; Cost: 90/80/70/60/50 energy; Range: 400 units Passive: Tinker is light weight. Ally knock-ups that incidentally hit Tinker send her airborne. While Tinker is airborne her base movement speed doubles and she can fly over terrain. While airborne, Tinker gains displacement immunity from enemies.

On Ground: Tinker spins around with her hammer creating an upward draft and sending her into the air for the next 2 seconds.

In Flight: Tinker slams down to the target location and deals (+110/120/130/140/150%AD) physical damage, enhances further with critical strike chance.

Medical Drone (E): Cooldown: 11/10/9/8/7 seconds; Cost: 100 energy; Range: 1000 units Passive: Tinker's attacks on-hit restore 6/7/8/9/10 energy.

Active: Tinker sends one of her wacky inventions to the target allied champion to heal them for 40/60/80/100/120(+70%AP) health, which is enhanced further with critical strike chance. This drone also enhances their next ability within 4 seconds to knock-up struck enemies for 1.5 seconds.

Healing and knock-up duration are reduced by 50% if self-cast.

Hammer Lobbing (R): Static Cooldown: 5/4/3 seconds; Cost: 60/30/0 energy; Range: 700 units Passive: Hammer Lobbing's cooldown is reduced with bonus attack speed by 0%(+0.5% per 1% bonus attack speed), up to a maximum of 75% reduction.

Tinker tosses her hammer to the target enemy dealing (+70%AD) physical damage and doubles to (+140%AD) physical damage if it travels 375 units, damage is enhanced further with critical strike chance and critical damage, 20% increased damage if the target was an epic monster or enemy structure.

Hammer Lobbing applies as Tinker's basic attack and gaining all effects of a basic attack.


UPDATE!

Other: Bonus attack speed per level lowered to 2.78% from 4%

Oopsie!: Renamed from Denting Smash Now marks enemy champions for 2 seconds that damage allied champions near Tinker instead being an automatic sequence Attack range to mark enemies throws the hammer up to 1125 units away (triple her attack range) Cooldown applies upon usage of the enhanced attack

Twirl: Cost lowered to 45/40/35/30/25 from 70/65/60/55/50 energy Range lowered to 550 from 600 units Damage reduced to 110%AD from 150%AD Now knocks back struck enemies 300 units, increases with crit chance, at 100% crit knocks-back for 600 units No longer places Tinker in flight for 2 seconds granting 100% increased movement speed and flight over terrain, moved to W passively

Spin / Slam: Name got Spin added to Slam Cost reduced to 0 from 2 seconds Cost increased to 90/80/70/60/50 from 60/45/30/15/0 energy Passively now grants Tinker double base movement speed and flight over terrain while airborne, effect moved from Q's active Passively only grants enemy displacement immunity, knock-ups included, while airborne rather than all the time

While on ground cast added that makes Tinker spin into the air for 2 seconds Slam active changed, dash range down to 400 from 600 units Slam active deals 110-150%AD from 90-130%AD to struck enemies, increased with crit chance still Slam active no longer knocks-back struck enemies

Medical Drone: Cooldown increased to 11/10/9/8/7 from 10/9/8/7/6 seconds Passive energy restore reduced to 6/7/8/9/10 from 8/11/14/17/20 energy on-hit Ally knock-up duration increased to 1.5 from 1 second Self knock-up duration lowered to 0.75 from 1 second

Hammer Lobbing: Renamed from Structural Dust For better clarity of this skill's intended use as a true marksman ability, the damage is reduced from 120%AD to 70%AD, but if it travels at least 375 units then the damage doubles to 140%AD Epic monster and structure damage reduced to 120% from 150% damage to make the objective taking less extreme


7 Comments

CobaltTheMadMage1 votes

Her lore sounds like a fusion of Heimerdinger and Poppy...

Stacona1 votes

Maybe there is a connection? Giggity-giggity

CobaltTheMadMage1 votes

{quoted}

Maybe there is a connection? Giggity-giggity

Not with their implied age ranges there isn't.

Stacona1 votes

It is that realm in Fire Emblem Fates, time just went by a lot faster ;-)

If there is only ever one character that does X then the world becomes extremely small and uninteresting. To make a believable world with billions of people in it then there will be some overlap to a degree among champions as well.

CobaltTheMadMage1 votes

{quoted}

It is that realm in Fire Emblem Fates, time just went by a lot faster ;-)

If there is only ever one character that does X then the world becomes extremely small and uninteresting. To make a believable world with billions of people in it then there will be some overlap to a degree among champions as well.

Very true, but the issue here is with what she is rather than what she does. Poppy is the hammer-wielding accidental hero, and Heimerdinger is the inventive excessively lucky accidental hero (he literally accidentally saved a city by leaving a defective pitching machine out in the streets), and this champ so far just seems to combine the premises of both without much in her own lore to keep her distinct and interesting from the other two.

Though on the topic of "what she does", let's take an actual look at her kit:

Passive: On one hand being able to knock an enemy away to save an ally sounds good on paper, but in practice making it happen without user input would probably make it more annoying and helpful as the enemy team could learn to use it as a free disengage and/or it might disrupt allied burst combos. It might be safer to have enemies that damage allies within a certain range be marked or something so you can right-click on them to knock them away instead.

The no random crit thing is interesting, but not unlike what Jhin has already, so it's probably not too bad depending on how it works. Letting her abilities crit is an interesting change of pace, though.

Q: So... basically Tryndamere's E except you can control its movement manually? Kinda cool I guess.

W: So just to be clear, if she gets a knock-up, she is immune to all other forms of CC and can still move freely? I ask this because a lot of knockup abilities usually come with a secondary effect like Stun that would render this obsolete. Aside from that, this ability would be amazing against annoying knockup champs (screw you, Yasuo), but if you aren't facing champs with knockups it appears entirely useless. Champion abilities dependent entirely upon a condition that may not ocur in a given game aren't usually that good unless the champ has a means of invoking that condition themselves (e.g. Yasuo's ult only works on knocked-up targets-> Yasuo's Q is a knock-up). Perhaps the time she spends airborne with her Q counts as a knockup for the purposes of chaining with her W?

E: Interesting... so is it a skillshot, a point-and-click, or does the drone just home in?

R: Ok... not even Ziggs gets this much destructive power against towers for so little cost. To say nothing about the ability to shred Baron and Dragons with the right build.

Ok, so far I get the impression she's meant to be a sort of split-push CC tank; not all that great at securing kills most of the time, but good at getting away or keeping enemies off her while she focuses on objectives like towers and the like. Perhaps too much so with such a spammable ult like that one. Her using energy instead of mana (which thematically doesn't really fit, btw) doesn't do much to rein her in late-game either considering her ult basically becomes free at third level. Rest of her kit is ok, that ult just plain isn't.

Stacona1 votes

The mark would be a smarter idea for the passive.

Abilities do not so much crit as in they just straight up deal more damage based on the crit %, so like ashe passive. The passive auto always being a crit. She just scales with crit differently than other marksmen, but still needs it.

Q I was going to give it another knock-back, but then she had too much CC in the kit so I just left it as a helicopter spell that does damage on the initial cast.

W passive is knock-up immunity, but still makes her airborne (freely move while airborne), allies can also knock her up with AoE displacements (obviously cannot target her with targeted knock-ups if you are on her team; so janna Q+R, rakan W, orianna ult, diana E, etc all would make her airborne regardless of who is on what team; hard counters yasuo this way and her main auto isn't a projectile despite being ranged, only throwing the hammer makes it a projectile)

E is a point and click heal, and then enhances the target's next ability to knock-up for a short time within a short window, the E heal scaling with crit chance and ap - she can E herself and make her Q knock-up if she wanted to as well

R is a low DPS auto attack essentially, it hits harder for the lower attack rate, she needs some way to take out objectives well as a marksman and to kill the frontline. Damage amp to objectives might be a tad extreme though


A split-pushing tank? A ranged champion that requires you to build full damage to deal damage and requires teammates to be nearby to be fully unlocked. R is being treated like a basic attack to help her siege in the late game, maybe I should do a "if it travels so far deals double damage" to emphasize it is meant to be used at a long range and really lob the hammer playing more like a marksman. The ability is meant to be fully unlocked by level 16 by the way (late game) which is why it has no cost.

And she uses Energy because she has such an unique play style for a marksman and without the high regen it won't play out when she is placed in the bottom lane. I wasn't going to allow E to be self-cast, but her innate range against someone like caitlyn kind of needs her to have some kind of in-kit sustain so the heal can be self-cast just at half value to encourage use on your support rather than self.

More from Concepts & Creations

More by Stacona