[CC] Blinkie, The Uncatchable Yordle
Since I've started playing League back in Season 2, my preference has always been mobile champions with slight variations. But my hunger for an extremely fast champion has yet to be satisfied. Katarina has been able to fulfill that for me when I get resets, but I always wanted a champion that can give me the same satisfaction of being mobile and to reward me for making smart fast decisions right from laning phase until the end of the game, not in just specific situations. I find myself hopping between champions like Fizz, Shaco, and Kennen, because there hasn't been a champion that has all the qualities that I like about them combined. I just want a champion that has extremely low cool downs, gains power by stacking movement speed and attack speed (Hecarim was such a let down for what movement speed can do), and gives me a lot of mobility.
I've tend to play rogues/thieves in any kind of RPG, opting for a build that moves quickly, and even in World of Tanks I enjoy playing extremely fast tanks instead of heavy tanks, where I have to make correct and quick decisions or die instantly. I'm sorry Riot, but you have yet to create a champion that satisfies my play style. I don't know if this will ever be looked at, but at least this will let me fantasize while creating this champion. This is still a work in progress, but I want to show the ideas I have so far.
My aim is to create a champion that has an excessive amount of mobility and gains strength from building more speed and movement, but must be able to complete combos to actually do damage, and will do a mix of damage to not be countered too easily by defensive items as the champion is not necessarily building damage. The champion will also be extremely squishy and skill shot reliant.
I originally thought of Blinkie as a cheetah yordle, but with the yellow and orange yordles we have already, I thought maybe a lynx would be more interesting. Having Blinkie be a cheetah would also suggest he was already predestined to use speed in battle, but with him being cultured and well traveled as a diplomat and combining different battle styles, having a more unconventional animal to represent him would be more fitting. This was the best image for what I had in mind, all credits go to Black-Nevir.
Lore (WIP): Growing up in Bandle City and becoming a diplomat in Ionia, Blinkie incorporated his battle style by combining Ionia's many fighting styles and Bandle City technology. Blinkie felt he wasn't good enough to compete with the likes of Rumble or Heimerdinger, and he felt as an outcast in Ionia's traditional culture as an individualist. Blinkie believed the best fighter is someone that was willing to learn and incorporate everything he learned, and even as a diplomat he saw that it was important that Runeterrans tried to understand the differences among each other. Even though his way of thinking was quickly looked down upon by some of his peers, Blinkie's desire to prove his own insecurities and the others' opinions wrong wouldn't let him hold back.
BASE STATS:
**Health **350 (+80) Attack Damage 40 (+3) Health Regen 6 (+0.5) Attack Speed 0.694 (+4%) **Energy **200 **Armor **17 (+3) Energy Regen 50 M. Res 30 (+0) Range 125/550 Movement Speed 360
PASSIVE: Bandle City Roots
Any out of combat stats Blinkie receives will still be kept during combat, and he will receive a stack of Momentum for each auto attack, maxing out at 8 stacks from auto attacks alone. At 10 stacks of momentum, Blinkie will enter Flash Mode.
Flash Mode: Blinkie will become a being of light and transcendence for 4 seconds. Blinkie will have projectile speeds doubled and animation casts halved on his abilities, will ignore attack speed and movement speed caps, and all his auto attacks will gain 1% health damage as true damage. If Blinkie fails to re-enter Flash Mode within the 4 seconds, Blinkie's suit will burnout, forcing his basic abilities on cooldown and halving his movement speed until he re-enters Flash Mode.
Q: Beam Dash (Range: 1000) (Cost: 100 Energy) (CD: 15) (Projectile Speed: 2000) (PHYS: 5%/10%/15%/20%/25% of MS) (Slow: 10%)
Blinkie will perform a fast dash, and the dash will have added benefits based on how many times it has been cast. The dash can be cut short by pressing Q again. If the dash does not hit a unit or the third cast is performed, it will be set on cooldown and the energy cost will be taken.
First Cast: Blinkie's dash will leave a trail due to it's force, dealing damage and slowing enemies. Second Cast (Duration: 1s): The next dash will not require to hit units to stay off cooldown or take energy. Third Cast (Duration: 1s): Blinkie will perform a powerful Dash that will push all enemy units, and will receive 50% of Blinkie's movement speed as physical damage. If the units hit by Blinkie hit a wall, the units will instead receive 100% of Blinkie's movement speed as physical damage and will be stunned for a full second. Once this dash is performed, Blinkie will gain 550 range and the Momentum cap will be raised to 10 for 3 seconds.
W: Beam Bolt (Detonator Range: 500) (Dash Range: 1200) (Cost: 100 Energy)(MGC: 30%/40%/50%/60%/70% of MS x Attack Speed)
The initial move can only be performed at 0 Momentum. Blinkie will throw a detonator at a chosen target, a marker will appear for Blinkie's teammates and enemies.
When Blinkie enters Flash Mode, he can use this ability again to become stationary and channel a powerful dash. Once Blinkie is done charging, he will head towards the cursor, and if he hits the marked target, he will deal magic damage to the target based on his attack speed and movement speed, and will get off Flash Mode without his suit getting burned out.
E: Beam Blink (Range: 400) (Cost: 100 Energy) (CD:15) (MGC: 5%/10%/15%/20%/25% of MS)
Blinkie will perform a fast blink, and the blink will have added benefits based on how many times it has been cast. If the blink does not hit a unit or the third cast is used, it will be forced on cool down, and the energy cost will be applied.
First Cast: Enemies hit by the small AoE will be blinded. Second Cast (Duration: 1s): The next blink will not require to hit units to stay off cooldown or take energy. Third Cast (Duration: 1s): Blinkie will perform a powerful blink, dealing magic damage and knocking up opponents. Once this blink is performed, Blinkie will gain 550 range and the Momentum cap will be raised to 10 for 3 seconds.
R: Neon Show (PHY: [60%/80%/100%] MS x Attack Speed + MGC: [60%/80%/100%] MS x Attack Speed) (CD: 180/160/140)
Blinkie will combine the Ionian arts and Bandle City fireworks into one final move. Blinkie will leave a neon trail wherever he runs, and he will have 7 seconds to draw a circle on the battlefield. The enemies trapped in the circle will be dealt magical and physical damage based on Blinkie's movement speed and attack speed. Blinkie can use his other abilities to complete the circle.