[Champion - Top Lane/Jungle] Lenko, The Toxin Master

Fikule·1/8/2018, 11:58:51 PM·2 votes·469 views
https://i.pinimg.com/736x/96/ab/5d/96ab5d4b3b0e61bc3a5056f4a097bacf--plague-doctor-tumblr-posts.jpg

Lenko would be a Zaun champion. His aesthetic is basically a modern plague doctor in a Zaun-themed hazmat suit with exaggerated boots and gloves. He carries a gun that resembles a flamethrower attached to a tank on his back, using his toxic ooze as a weapon.

Lenko would be an AP Tank with an option to focus on either or mix it up. He has high mobility and engage/escape (though not both at the same time) potential but lacks slows or crowd control, instead dealing in pure damage and damage reduction.

By default his auto attacks are hard to hit on moving targets (as they aim where the target was) though he has good damage in lane through Toxic Overcharge and Toxic Spray along with sustain through Ooze Injection. He scales in damage potential based on the amount of damage him and enemies are taking, meaning that his effectiveness in a teamfight can greatly outstrip his effectiveness in lane.

He is extremely weak to ranged attackers, but can make up for it using his ult if timed correctly.

Passive: **Ooze **- Lenko uses Ooze as a resource. Whenever a nearby enemy or Lenko loses life, Lenko gains Ooze equal to the percentage of life lost. **Ooze Mortar **- Lenko's auto attacks fire a blob of ooze to the target's location, dealing (AD + (10% AP)) to the first enemy to touch it and 50% of that damage to anyone nearby. **The damage is increased based on Lenko's current Ooze, up to 100%. **

Q: Toxic Spray [Cost: 0-100% Ooze / Range: 100-1000 / Cooldown: 16s] Lenko sprays toxic ooze towards a target location. The button can be held down to use Ooze, increasing the range and laying down a path of spray. The toxic ooze lasts 5 seconds. Allies running on the spray quickly gain 20/30/40/50/60% movement speed while maintaining their current direction and can walk through other units. Enemies on the spray take 2/4/6/8/10 + (5% AP) damage every 0.5 seconds with the effect doubling each tick, up to 4 times. Doubling damage: 1x 2/4/6/8/10 + (5% AP) 2x 4/8/12/16/20 + (10% AP) 3x 8/16/24/32/40 + (20% AP) 4x 16/32/48/54/80 + (40% AP) This attack is good to use as an initiator, escape or sustained teamfight damage. Note: The ability can be used while moving, this increases the range if running towards the target, or lowers it if moving away. The speed boost on the spray itself will further enhance the range when using it to charge in. However, the spray will fire on a straight path regardless of how the character moves.

W: Toxic Overcharge [Cost: N/A / Range: Variable / Cooldown: 8s] Lenko overcharges his Ooze pack, jumping in whichever direction he is currently moving based on his current movement speed. The jump can be cut short by re-activating the ability. Upon landing Lenko's Ooze pack temporarily vents for 3 seconds, dealing damage every 0.5 seconds to all surrounding enemies. Enemies affected by this deal reduced damage based on Lenko's Ooze for 1 second, refreshing with each application. Damage: 8/16/24/32/40 + (10% AP) + (1/1.5/2/2.5/3% Maximum Health) Max Damage: 48/96/144/192/240 + (60% AP) + (6/9/12/15/18% Maximum Health) Damage Reduction: 20/30/40/50/60% of Ooze % (e.g. 50% Ooze at rank 5 reduces damage dealt by 30%) This can be used in combination with Toxic Spray to enter combat, even over walls. Here his health will impact his damage quite a lot. while simultaneously reducing the damage of those around him, providing protection for himself and his team. Based on his speed the jump can go from being unable to even clear a small wall (Slowed) to going over long distances (Predators + Spray for example). The reactivation lets him come down early to drop into a fight. I feel like the landing might need something extra, but not sure what.

E: Ooze Injector [Cost: 30-100% Ooze / Cooldown: 10s] Lenko injects himself with all of his Ooze, restoring health over 3 seconds and increasing the effect of his Ooze Mortar based on the amount of Ooze injected for 5 seconds. Health Restored: 20/25/30/35/40% of Max Health * (% of Ooze) (e.g. At 50% Ooze, Lenko restores 20% of maximum health at rank 5 over 3 seconds) Ooze Mortar Damage: +(% of Ooze) (e.g. +50% damage at 50% Ooze) This ability is best used at maximum Ooze but will heavily impact his damage reduction. The idea is that his tankiness will allow the health restore to keep him alive as damage to the enemies and himself replenish his Ooze. In a team fight this quick replenishment can quickly make his auto attacks double in damage.

R: Full Spread [Cost: 50-100% Ooze / Cooldown: 60/50/40s] Lenko unleashes a stream of ooze from his Ooze Mortar when auto attacking, rapidly draining his Ooze and dealing Ooze Mortar damage every 0.5 seconds to the target and enemies near them and leaving a trail of Toxic Spray. Lenko cannot activate other abilities while using Full Spread or gain Ooze. Lenko can attack and move at the same time so long as he stays within range of his target. Ooze Drain: 33% per second (max 6 hits) Max Damage (without Ooze Injector + Rank 5 Toxic Spray): (9x AD) + 310 + (245% AP) Max Damage (with 100% Ooze Injector + Rank 5 Toxic Spray): (18x AD) + 310 + (335% AP) This ability requires a lot of work to get to it's full potential, as it would require a full Ooze Injector followed rapidly by a full replenishment to 100% Ooze. However, it allows a very big damage potential and chase potential. However, none of Lenko's abilities provide a slow, so it is up to him to keep up with the enemy, making him weaker against dashes that can get an enemy out of his auto attack range, wasting the ult. The ult also prevents access to other abilities for the duration and leaves him with no remaining Ooze. As he does not gain Ooze while using the ability it must be timed well to achieve the full effect.

1 Comments

DrFiveMinusMinus1/9/2018, 3:27:59 AM1 votes

Hi there! I saw this champion concept while looking around the boards, and I was going to write a full review of all the abilities like I sometimes do, but I couldn't find much of anything to say besides "This is good!" Instead, I have a few questions.

On-hit AP builds (Nashor's, Guinsoo etc.) and the C&C boards are the only things that make my life worth living at this point, so when I found a champion with auto-based AP damage I was happy again for the first time in 3 weeks. My question in whether Rageblade will consider his passive damage to be an on-hit effect.

In a similar vein, will Runaans' allow him to fire 3 blobs at once?

That's all I have, great concept!