[Champion Concept] Terlyrl - The Bandle's Hyperforce

SomeSortOfAsian·8/22/2016, 3:07:49 AM·2 votes·709 views

**Terlyrl: Bandle’s Hyperforce. **

Lore

Throughout the history of Bandle city, no one has seen a yordle as energetic and ferocious, as Terlyrl. From a young age, her energetic personality along with her bold, impatient and hot head personality continuously causing havoc around town. Theft, vandalism, burglary, … all small crimes seemed to have her involve. However, the list of items that she had stolen was certainly more bizarre. Terlyrl never steals jewelry, goods or even money. The things she stole vary from table lamps, cutlery, and even mechanical tools like wrenches and hammers. Most of them could be scrapped and rebuilt into something new. After every deeds, she would venture down to the city scrapyard unnoticed and drop the stolen goods there, before bolting out without a trace.

The town’s guards never seemed to be able to keep up with her, for Terlyrl small posture and natural agility. Dashing through buildings, jumping over walls, gliding on rooftops, the little yordle seemed almost unstoppable. That is, until one night, when she made her first, and only slip up. One wrong step, and her getaway door closed down right before her eyes. The little yordle was left cornered, and captured, ending her rampant streak of criminal behavior. She was sentenced to be banished from Bandle city, but later, the verdict was changed, after a member of the Bandle City’s Special Force had suggest that her agility and energetic personality could be put to work with proper training. Terlyrl was given a second chance to repay the City for her mischiefs by joining the Force.

Under strict control of an Elite member of the force, Terlyrl undergo a harsh and rough training, aim to improve and put her agility and acrobatic to combat, as well as teaching her discipline, respect, and loyalty. Even though she was stubborn throughout the entire course, Terlyrl remade her name as one of the best trainee and one of the fastest to graduate the standard course. She became an official member of Bandle City’s Special Force in less than half a year, earning her many names, and attention.

Statistic Health points: 576 - 1980 (+78) Health Regen: 5.68 - 18.208 (+0.696) Resources: Bullets: 30 Attack Damage: 56 - 94 (+2.12) Attack Speed: 0.657 - 1.032 (+3.18%) Range: 500 Armor: 21 - 79 (+3.21) Magic Resis: 28 Movement Speed: 335

Abilities

P: Hyper Focus / From Scraps, Augmentation Hyper Focus:Damaging enemies with basic attack marked them with the Hyper focus mark. Only one target can be marked, and the mark last 3 seconds. Abilities gain bonus effects if it hit the marked target. From Scraps, Augmentation: Every level, Terlyrl received 5 Augment scraps that she could use to upgrade her weapon, granting bonuses depends on the augments. Additionally, killing a champions and objective will give her 5 extra scraps, while assists in those will only give her 2. While she could gain an infinite amount of Scraps, there’s only a limited amount on how much she could modify her gun. Of the five augments choices, she will only able to choose 3 of the 5 for her augments slots. However, she could remove an augment with another one to fit her situation, given that she can’t salvage the scraps already spent.

Pack a Punch [Cost: 25 Scraps]: Modifying her gun barrel, Terlyrl’s weapon now could shoot a burst of 3 bullet, each deal 40% of her total AD. However, her attack now consume 3 times the ammunition than before. Overload Capacity [Cost: 40 Scraps]: By modifying her ammo cartridges, Terlyrl will replace her magazines with the better upgraded ones, able to carry up to 60 bullets in one magazine instead of the original 30 bullets cartridges, double the original amount. In addition, her Flurry of Bullets also will deal double the damage, but the duration will be extended by 2 more seconds Focus Ironsight [Cost: 20 Scraps]: Modifying her Ironsight, Terlyrl was able to increase the gun’s aiming effectiveness, increasing the Hyper Focus mark’s duration to 6 seconds. Additionally, Terlyrl also permanently gain 50 ranges to her auto attacks. Rocket Booster [Cost: 30 Scraps]: Modifying the gun’s barrel by adding a grenade launcher, Terlyrl increased the distance of her Blinding Grenade up to 800 units, and also allows her Run and Glide to latch onto the walls at a further 400 unit distance, as well as increasing the leaping distance when she jumped off the wall by 200. (total distance: 350 unit) Rapid Fire [Cost: 25 Scraps]: Modifying her rates of fire by lowering the recoils of her gun, Terlyrl can burst the target down with her gun at a much faster rate, gaining a permanently 20% Attack Speed buff. In addition to her fire rate being increased, Terlyrl could empty her magazine much faster with less recoils, effectively reduced the Flurry of Bullets duration by 2 seconds, as well as reducing the slow penalty to 10%.

Q: Flurry of Bullets Cost: Every bullets left in the magazine. _Cooldown: 15 seconds on all levels _ Terlyrl unloads everything in the magazine in a 700 units straight line, damaging the first target hit, dealing low but consistent damage for 6 seconds. The ability deals 5 / 10 / 15 / 20 / 30 (+60% AD) (minimum of 30 Damage), but deal 150% damage against champions.Flurry of Bullets damage will scale correspondingly to the percentage of her ammo left in the magazine. If she have spent 20% of her ammo, then the ability will deal 20% less damage overall. However, she can not use the abilities if there’s less than 12 bullets left inside the magazine. Terlyrl can reactivate Flurry of Bullets to cancel it alongs with the bullets draining. During the duration of the ability, if Terlyrl was moving forward, she is slowed by 20%, however, she will gain an extra 10% movement speed if she moves backward instead. Marked Target: Marked targets hit by the ability will be slowed by 20 / 22 / 24 / 26 / 28 / 30% for as long as they're remain in the line of fire and taking damage.

W: Blinding Grenade Cost: None Cooldown: 26 / 25 / 24 / 23 / 22 seconds Terlyrl throws a grenade in a 600 units radius around her that explode in a blinding light at a 2500 unit radius, applies nearsight to anyone that's facing toward it for 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds, and deals 40 / 50 / 60 / 70 / 80 (+35% AP) magic damage. The damage is halved if the enemy had their back turn on the grenade instead. Once the grenade landed, there's a small 2 seconds delay where the enemy can disarm the grenade by destroying it with two auto attacks, negating the blinds effect and damage. Marked Target: If the grenade detonated and hit the marked target, it deals extra 30% damage, and stun the enemy for the duration instead of blinds them

E: Aim and Burst Cost: 3 Bullet Cooldown: 12 / 11 / 10 / 9 / 8 seconds Terlyrl takes aim and shoot a quick three round burst in a small 1200 units straight line (A little thinner than Jhin’s W), ignores minions and small monsters, instantly deals 80 / 100 / 120 / 140 / 160 (+50% AD) physical damage to the first enemy or epic monster hit and apply the Hyper Focus mark. The shot can hit the Blinding Grenade instead and will instantly detonate the grenade instantly, but will not apply the marked effect of the grenade onto the target. Marked Target: If the ability hit an already marked target, then it will grant Terlyrl 20 / 23 / 26 / 29 / 32% movement speed for 3 seconds when she move toward the target.

R: Battle Hyperforce / Run and Glide Cost: None Cooldown: 120 / 105 / 90 seconds Passive: Battle Hyperforce Terlyrl slowly become more and more hyperactive in battle as times goes on. She gain additional reloading time for every points spent on to the ability. Her reloading time, from 2 second base value is reduced to 1.75 / 1.50 / 1.25 seconds , allowing her to return to combat at quick as possible Active: Run and Glide Within 250 unit radius, Terlyrl jumped onto the nearest naturally generated wall and gain an additional 30 / 35 / 40 % movement speed as she run along the wall for ten seconds. Although she can’t Aim and Burst, or shoot her target, Terlyrl can still use her Blinding Grenade and Flurry of Bullets. While running, the ability can be reactivate for Terlyrl to leap off the wall. If she latched onto another wall, Terlyrl will continued running toward the direction she’s facing. Additionally, whenever she leaped toward another wall, Terlyrl will cancel her Flurry of Bullets if she was using it, but the cooldown is reset for her to take aim and fire again. If she came to the wall’s endpoint, she will automatically jumped to the nearest wall. However, Terlyrl is not capable of doing sharp turn when she’s running, and if there’s no wall for her to jump to, Terlyrl will dismount, jumping 150 unit toward the cursor. If the ability is reactivated to the ground, come to a dead end or Terlyrl ran for the whole duration, she will dismount the wall and return to the ground, automatically reload her weapon and refresh the cooldowns on Flurry of Bullets. Any hard crowd control or displacement spell will knock her off the wall, and she won’t be able to reload, or get ready to unload her bullets onto the enemy.

Gameplay

In game, Terlyrl is portrait as a mobile marksman, who sacrifice her range for extra mobility. She’s exceptionally well with sticking onto a target with her Flurry of Bullets and Hyper Focus marks. In teamfight, her grenade can be devastating, allowing her to blind any enemy facing toward the grenade, and incapacitate one important target for her team. Using a special bullet mechanic, Terlyrl is most efficient when pursuing enemy with her Aim and Burst for the extra movement speed, and kiting around with Flurry of Bullets and Burst Replenishment.

> Laning In lane, she can safely farm from a distance using Flurry of Bullets as an effective wave clear, but for the time after she use it, she’s vulnerable for having no mean to escape but using her grenade. Utilizing Aim and Burst and Blinding Grenade for an instant blind, she can create an easy setup for ganks as well as all in trades. If caught in an unfavourable trade, mark the enemy with Hyper Focus and kite away with Flurry of Bullets is a good method of getting out of harm’s way, since during the wave of bullets, she'll be granted some extra movement speed to run back to safety.

Once she got her Ultimate,** Run and Glide** is an exceptional tool to start the fight, as she can latch onto the wall and run toward the enemy to block off the escape with a** Blinding Grenade** or Flurry of Bullets. However, it’s also an exceptional disengage tool, since you can kite away with the slow from Flurry of Bullets while Run and Glide give you some extra movement speed to get out of the area.

>Skirmishes In a one on one fight, especially in the jungle, where there’s plenty of walls for her to switch around., Terlyerl is exceptionally slippery because Run and Glide gave her exceptionally good mobility for dodging skill shot while leaping between walls, while dishing out some damage back with Flurry of Bullet and Blinding Grenade, especially when she dismount the walls to acquire the instant reset on her ability. However, Terlyrl must be precise when she took aim, for the moment she had decided where to shoot, the little yordle will stick to that angle for the rest of the duration, even when she’s attacking nothing but the air.

>Teamfights Terlyrl’s teamfight is all about where she could aim her line of fire and use her asset to its fullest. A well placed Blinding Grenade will effectively blinds the whole enemy team, or frontline, giving her team a perfect opportunity to initiate and start the fight. Additionally, Terlyrl wants to start the fight where she could utilize the terrain to her advantage, able to dive in and out using the walls and deal damage with the Flurry of Bullets. However, if she’s not careful, the slippery former theft can be caught out of position and eliminated from the battle in a blink of an eye.

5 Comments

Chokogabs8/22/2016, 3:19:32 AM1 votes

bump

Azeranth8/22/2016, 2:50:20 PM1 votes

Change it so, her passive grants her a stack of scrap every time she maxes an ability and on taking Neutral objectives (Dragon and Baron). She can get one of the 5 augments every time she gets a stack of Scrap and after 5 stacks, it gives her Bonus AD and AS. it should read like this:

Upon reaching max leveling in an ability or by taking a Map Objective (Tower, Inhibitor, Dragon, Baron, Rift Herald) Terlyl gains a stack of Scrap, which can be spent to upgrade her Portable Augmentatively Improved Nail-gun which occupies Her first Item Slot. Every stack of Scrap grants bonus AD.

Basically, she will have an item just like Viktor's Prototype Hex Core. But instead of gold, she spends objectives.

Also, for her Ammo mechanic, Replace her Mana bar with Ammunition of however large the magazine is, and make each auto cost one ad her abilities caost the appropriate amounts. When her bar reaches 0 or after 10 seconds out of combat, she reloads, for 2.0 seconds.

I like the ult, its complicated, but I think instead of running along the wall, she can move over them and jump between them. My opinion and I think the ult needs a little work to make it more condensed but it sounds cool.