Beakin: The Tracker
I made sure to give the abilities up front in case you don't feel like reading my notes at the end.
General Champion Description Beakin loves the hunt. Finding his prey is half the fun, and making it even more of a challenge is the other half. He has low to medium durability Low to medium mana pool Medium base AD at level 1 through 18 Medium attack range for a marksman
Passive: Double Blind - Ability damage, with exception to Last Resort, is doubled when applied to a target Beakin does not have vision of upon attack. (on-hit and spell effect damage is not doubled)
Q: Long Gun Cooldown - .5 seconds Toggled off - Beakin has a standard ranged auto attack.
Toggled on
Cost of 6/8/10/12/14 mana per attack
Beakin augments his auto attacks to significantly increase the range to 2100 radius (Reference; same range as
's Heightened Senses vision) but decreases the physical damage by 25%. Also Beakin uses Alt + Right Click to target the ground within his auto attacks instead of targeting an enemy directly . Augmented attacks will not damage structures.
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When targeting an area which Beakin currently has vision of, a visual indicator will be visible, identifying to all players the area in which damage will be dealt (Reference; same AOE size as
's ultimate mortars). -
When targeting an area in which Beakin does not currently have vision, no indicator will be displayed for the enemy. Also the amount of damage decreased by these enhanced attacks is lessened by 5% per 100 AD, returning to a maximum output of 100% of his total AD. These enhanced attacks apply on-hit effects and can not critical strike.
Particle effects will change in color based on what is hit and will take priority from top to bottom.
Enemy champion = Red Enemy non-champion = Orange Neutral monster = Yellow Miss = Grey
Keep in mind, the passive will double the damage dealt to an unseen enemy, causing Beakin's attacks to deal 150% AD to a maximum of 200% AD.
W: Motion Sensor
Cost: 1 charge
Cooldown: Placement - 1 second / Charge - 15 seconds / Max - 3 charges
Range: Placement - 700 units from Beakin / Area - 400 units from sensor
(Reference; Same placement and area ranges as
's Twilight Shroud)
Beakin places a sensor on the map that is similar to a ward but does not grant vision. Instead it will ping his teams mini map when an enemy champion has moved into the active range of the sensor. There is no visual indication to an enemy that they have triggered the sensor or where the sensor is, unless using a sweeper or true vision. The sensor can be destroyed if dealt damage 3 times. While an enemy is within this active range, Beakin is able to target this space with Long Gun toggled on. A maximum of 3 sensors can be active on the map. If a 4th sensor is placed on the map the most previous sensor to have been placed will instantly be destroyed.
E: Blindfold Passive - When Beakin deals damage to a unit from any source he applies a mark of Track on them for 5 seconds. Additional damage will reset the mark. Cooldown - 20s / 18s / 16s / 14s / 12s Toggled off - Beakin has normal vision.
Toggled on - Beakin blindfolds himself applying the nearsight 'debuff' (although in his case it is a buff and this effect also works the same when enemy champions apply nearsight as well) to himself and automatically toggles Long Gun on, if it is not already on. All Track marked units leave a visible trail (Reference; similar to
's Tremor Sense). While Blindfold is toggled on, dealing damage to a marked unit will deal an additional 10 / 15 / 20 / 25 / 30 + (25% / 30% / 35% / 40% / 45% AP) magic damage and applying spell effects. Blindfold will remain active until toggled off, which can be done after a .5 second cooldown, then the long cooldown timer will begin.
Keep in mind, the passive will double the damage dealt to an unseen enemy, causing these enhanced attacks to deal an additional 20 / 30 / 40 / 50 / 60 + (50% / 60% / 70% / 80% / 90% AP) magic damage.
R: Last Resort Cost: 50 / 75 / 100 mana Cooldown: 180s / 140s / 100s
Beakin detonates all triggered motion sensors, destroying them, and dealing 200 / 300 / 400 + ( 50 AP) magic damage to all units within range.
Keep in mind, this damage is not effected by vision.
So, that's my idea, now for some notes. (please be patient with the unorganized flow of this paragraph, I'm tired) One of the most interesting things I see about this kit is that it all focuses around Beakin's auto attacks. Essentially, he has the ability to deal standard auto attacks and augmented auto attacks with his Q. His W has the ability to be used as a pseudo-ward to simply identify when enemies are passing through a specific space or to potentially increase the range of his augmented auto attacks to essentially anywhere on the map. These motion sensors can also be used in coordination with vision wards in order to more accurately identify where an enemy is within the targetable space so you can be sure to land a hit when they are within vision, or wait until they are just out of vision to get the full effect. The track mark will then give you a short glimpse as to where they are headed just after being pegged out of nowhere. Without the use of a vision ward, I feel the size of the motion sensor area is large enough to make it difficult to know where the enemy is, but small enough to make a reasonable guess. With that said, I also want to be sure to state that I am fully aware that any numbers I have provided are entirely theorized as a complete guess at creating a balanced champion. I do believe that with some adjustments, this could be a fully functioning champion. I also wanted to try and explain that I am imagining his attacks being something like a rocket. Non-augmented would simply be fired in a straight line from him to his target. Augmented would be fired into the air (off screen), then after a delay, they would drop straight down onto the target. This would allow for a sufficient delay for targets within vision to attempt to dodge out of the way, as well as eliminate the issue of projectile speed for targeted spaces both near and at an extreme distance.
I also wanted to talk about my ideas for how this kit works with itemization. I wanted this champion to feel a lot like a marksman in the sense that you can decide to aim for DPS with an attack speed build, or be rewarded for a raw damage build. I had to be sure that augmented + passive-doubled attacks could not critically strike because that would essentially cause damage to be quadrupled, which would be insane, so instead I decided that the 'full AD' builds would feel more like they are critically striking by approaching 200% AD. On the flip side, I wanted to be sure that this champion would not be able to hide out under their own tower and farm/harass enemies, or to harass enemies who are hiding under their own tower. Decreasing the damage, and giving the enemy a chance to dodge these attacks, ultimately resulting in wasted mana, seemed like a good way to discourage this. I also wanted mana to be a bit of a concern for this champion as well. Without addressing it a full attack speed champion will burn through his mana pool fairly quickly. I also really like when champions can utilize both AD and AP, and this is where Blindfold came in handy. If the player decides to go for a full AP or even a Hybrid build, this can definitely allow for a strong amount of magic damage, while also causing you to place yourself in a great deal of danger. If you decide to blind yourself in order to spam as much damage as you can, but there is an enemy assassin lurking nearby who you failed to mark, there is a good chance you won't live. This still is a big help for AD builds however. I had a previous iteration of this champion that did not include this ability, and it was addressed to me that this champion would essentially become useless in team fights as your allies would likely cause you to have vision of the enemy team. So as long as you have damaged a majority of the enemy team within the last 5 seconds, or you can at least guess where they are, you can still deal additional damage to support your team from the back line.
I'm sure I have more notes, but it's probably time for me to stop. I don't even know if anyone will actually read this far. If you do, tell me your favorite color in the comments, just for fun. And please, give me some feedback on this concept.