Tinker, the Oblivious Hero
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