Gerlan, The Underestimated Underminer
This is Gerlan, a utility-heavy support that advances in aiding his team to counterattack and take advantage of any success within the game. His abilities focus on allowing his teammates to quickly advance on the enemy team, and take turrets with ease. He struggles against tanky enemy champions, for they can take all the utility hits and allow the enemy ADC's to decimate Gerlan's team.
Appearance: Small, ugly, and dirty looking mole-like creature with hardhat and light on head with various hextech-like tools, clothes, etc. He carries a two-handed drill on his hip like a large machine gun. He auto-attacks (melee) by drilling into the enemy briefly.
Lore: Zilean underwent another time travel.
On the ground that would become Piltover, Zilean found himself on a barren landscape --alone-- waiting to be taken back to a time he recognized. Suddenly, an ugly creature sprouted from the ground, brandishing a complex and powerful drill that resembles hextechnology. The creature introduced himself as a Korgnar, a race of intelligent engineer-focused beings determined to create the greatest city in history. He guided Zilean through the massive caverns and articulated infrastructure of the underground city. Zilean saw the advanced weaponry the Korgnar used to kill any giant worms that 'threatened' the cities expansion, and was awestruck. Fearing their superior progressive capabilities, Zilean rushed to leave the time and the horrible Korgnar.
Ages past by in seconds.
Zilean believed it to be a dream -- a nightmare. The powerful Korgnar were gone, and each time Zilean thought about that memory, it grew fainter. Eventually Zilean left the mountain alone.
One day, a young Yordle by the name of Heimerdinger, while working on his first transmigitation ray, noticed a small creature in the corner of his vision. Heimerdinger invited the young Gerlan with food. Gerlan ate happily, realized what Heimerdinger's project, and pulled the perfect part out of his sack to complete it. He lodged the piece in place, and the ray whirred to life. The two were together forever. They both learned much from each other. Heimerdinger learned about the Korgnar, their love for engineering and science, and their heavy influcence on the technology boom in Piltover. Heimerdinger told Gerlan all about the history that took place above the ground while the Korgnar remained dormant. They built spectacular machines together, and improved the infrastructure of Piltover ten-fold. Eventually, Zilean found out.
Zilean, realizing the nightmare from long ago to be true, called for the invasion of the mysterious Korgnar mines that filled the mountain beneath Piltover. Vi and Caitlyn smashed and searched their way through the first level of mines, only to find nothing and lose direction within the endless caves. The people of Piltover joined with the trusted Zilean and hated all Korgnar, never knowing the contributions they made to Piltover. Gerlan, determined to show Piltover the prestige in the Korgnar, grabbed the best weaponry of his people and joined the league to fight.
Abilities:
Passive: Intelligent Destroyer The Summoner's rift turret designs are, by Gerlan's standards, lazily done. Gerlan, figuring the weaknesses in the schematic, reduces the armor and magic resist of turrets by 5 every auto-attack (minimum time between applying each stack is .75 seconds. This keeps people from loading up on attack speed). This ability stacks up to ten times, and stacks are lost if Gerlan does not attack the turret within 3 seconds of the last applied stack.
Notes: This is a very unique passive that gives Gerlan astonishing siege abilities. Losing a team fight against Gerlan next to your turret is going to cost you more turrets than you think.
Q: Flash Flare {aoe skill shot} Gerlan throws a Korgnaric light flare (Range: 900 units) that detonates on impact, damaging enemies with 50/80/110/150/200 + 40% AP magic damage and blinds them for .5/.75/1/1.25/1.5 seconds. (Similar to Heimerdinger's E, and on purpose!)
Notes: This adds some damage/poke tools to his kit. The symbolic nod to Heim's E furthers the theme of the character.
W: Korgnaric Miner's Shield {click on ally} Covers an ally with a rocky/metallic armor, shielding them from physical damage 30/45/60/65/80 + 70% AP, decreases the duration of crowd control effects by 25%, and allows them to "burrow" through enemies. Burrowing allows the ally to move through enemies and deals physical damage ONCE per enemy based on the shielded ally's maximum health (2/4/6/8/10%).
Notes: This is essential to understanding the power behind Gerlan. By allowing his ally (usually his ADC in lane) to move through units, the two can quickly advance on an enemy champion that has drifted too far forward. This works well with Vayne, as she can rush forward through the minions, tumble, and impale the enemy champion into a nearby wall.
E: Tunnel Drones Sends out a Korgnaric drone in a line that seeks out the nearest champ visible. If the drone doesn't reach an enemy champion within two seconds the drone self destructs. When it reaches the champion, the drone latches on, providing vision of the champion for 4.5 sec after latching on, and slowing movement speed by 12/15/20/25/30%.
Notes: This is added to give Gerlan the chasing ability discussed with his W. This ability is used to keep an enemy in Gerlan's allies' sight. For example, if the enemy ADC drifts too far down the second bush on bot lane, Gerlan responds with W and E to tag the enemy if they try to hide in a bush.
R: Drill Passage Gerlan channels for two seconds and drills into the ground to a location (about the range of Twisted Fate's ult) and sprouts from the ground at the location (location must have vision to drill there). For 100/200/300 seconds, allies may pass through the tunnel, but only in the direction Gerlan went through in creating the tunnel (forwards, not backwards). Enemies may destroy either end of the tunnel with five autoattacks (like pink ward) to destroy the passage. Ends of passage do not provide vision.
Notes: Gerlan's Drill Passage is his game changer. The ability to redirect your entire team across a large area has serious implications for on-the-fly strategy. After taking Baron, for example, Gerlan could use Drill Passage to tunnel his allies UNDER the advancing enemy team to midlane to finish the game. Also, he can use this in lane to aid the jungle or make getting back to lane easier for his ADC.
Voice/Personality: When picked: "We're gonna show them!" Taunt: "And you thought I was below you!..... wait..." and "If you want victory, you should dig deeper!" Joke: "It would be really hard to make a pun about mining... wait was that one?! That rocked!" Dance: Does the Carlton
Special interations: Taunt while against Zilean: "Happy to see me?" Taunt while against Heimerdinger: "Heim! Great to see you!" Taunt while against Malphite: "What kind of rock is that?" Taunt while near ally Quinn: "We come from above AND below!" Taunt against Blitzcrank: "Do you need some fixing?" and "Are you broken again?" Taunt against Rek'Sai: "Your tunneling strategy makes no sense!"
If assists Heimerdinger in a kill: "We're unstoppable!" If assists in killing Zilean: "You should learn from the past, old man!"
Recall: brings a big drill out, hops on, flashes his headlight twice, and digs down to erupt at the spawn.
If you have anything to add, just comment and I'll take a look! I am looking for suggestions on base/ability stats.