(Champion Concept) Dr. Stein and His Creation, Frank
##Dr. Stein and His Creation, Frank##
Or Frank and Stein, if you prefer
##Role: Support/Fighter##
##General Design##
Inspired by Frankenstein and TF2's Medic class, Dr. Stein is a ranged support, with both light CC and healing abiltiies at his disposal. This alone would make Stein a relatively boring champion to play, if it weren't for Frank, Dr. Stein's controllable creation. While Steins abilities can help allies perfectly well, they aren't necessarily made for them. Rather, they're made for Frank, giving him defensive bonuses and ordering him where to attack. This makes Stein not only a good support, but a potent solo laner who can act as a duo lane with Frank.
##PROS##
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Turns solo lanes into duo lanes, and duo lanes into trio lanes
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Provides good healing
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Frank deals good damage and CC
##CONS##
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Most/all of the duo's damage is tied to Frank
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Healing is situational and limits Stein's abiltiy to escape
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Stein himself has no peel
##Lore##
'twas a very dark and stormy night
When Dr. Stein began his crusade,
To conquer death, with all his might,
and magical knowledge at his aid.
Again and again poor Dr. Stein tried.
But he seemed doomed to fail,
he prayed and begged, groveled and cried,
sadly, to no avail.
But then one night, Stein tried something new!
He was just sure it would succeed
"With more of this, and more of that too,
he'll live"! He cried out, quite addled with mead.
And that night, to Stein's surprise and shock,
His experiment worked! Frank was alive!
And while others may stare, insult and mock,
Dr. Stein and Frank live with life deprived.
##Appearance##
*Stein is a middle-aged scientist in a standard labcoat. He carries with him his Tissue Regeneration Ray, which he uses with his E and his R, and various medical instruments in his coat-pockets. Speaks with a slight German-sounding accent. His "son", Frank, is a monster made of multiple stitched together corpses that, despite physically being an adult, acts and talks like a baby (he was only brought to life a year ago).
##Abilities##
##Passive: The Modern Prometheus##
Frank: Dr. Stein's "son", Frank, is a pet that remains on the field until killed. Explained further with Arise, Frank!
Festering Wounds: Frank's auto attacks deal (8/12/16/20/24 (+ 10% AP) per second for 4 seconds, with subsequent attacks refreshing the duration. If Stein attacks the affected champion, it deals an extra (15/20/25/30/35 (+15% AP) Magic Damage on hit.
A simple passive, Festering Wounds encourages two things; attacking mostly with Frank, and synergizing with Frank for max damage output. While Frank plays in a similar way to Annie's and Morde's pets, he's a much more constant force in lane than both of them, and serve a larger purpose than the standard "push towers" strategy that other pets use.
##Q: Bait Bomb##
70/85/90/105/120 Mana, 14/12/10/8/6 Second Cooldown
Dr. Stein marks a targeted AOE with sticky bait, slowing enemies inside by (15/20/25/30/35)% for 2 seconds. If Frank is nearby, he is drawn to the bait, charging to the AOE. He knocks aside enemy champions in the way of him and the bait and stunning champions inside the AOE for 1 second, dealing (30/45/60/70/85 (+60% Frank's AD).
The duo's primary CC, Bait Bomb is most effective when used on the backline. The knock-aside and stun can leave squishies open to poke/assassinations. However, it provides very little if Frank is dead or in play somewhere else.
##W: Regeneration Beam##
35/50/65/80/95 Mana Per Second, 15 Second Cooldown
Dr. Stein uses his Tissue Regeneration Beam on an ally or Frank, slowing himself for 50% and spawning a line between Stein and the target. If no units lie between Stein and the target, he heals (40/60/80/100/120 (+30% AP) per second for up to (3/3.5/4/4.5/5) seconds. When cast on Frank, the heal is increased by 50% and increases resistances by 30%.
A standard heal over time with a twist. Dr. Stein has to commit to healing a target for a while if he wants to really patch them up instead of bandaging a few scratches, and has to pay mind to whether or not theres anything between him and the ally he wishes to heal.
##E: Frank Smash!##
No Mana Cost, 13/11/9/7/5 Second Cooldown
Passive: Lightning occasionally strikes Dr. Stein's weapon, causing his next basic attack to deal an extra (15/30/45/60/75 (+ 15% AP) Magic Damage.
Dr. Stein has Frank smash an area around him, dealing (25/40/55/60/75 (+100% Frank's AD) Attack Damage to enemies in the area. The area is divided into two circles (inner and outer). Frank stuns enemies in the inner circle for 1.5 seconds and slows enemies by 20% for 2 seconds.
The duo's most potent hard CC, Frank Smash is entirely tied to Frank's position, like Shen's Spirit Refuge. Use this after Bait Bomb for an incredibly potent damage/CC combo.
##R: Arise Frank!##
No Mana Cost, 50 Second Cooldown, Unlocked at Level 1
Dr. Stein targets an ally minion, and after a 3 second channel, converts them into Frank. Cooldown begins when Frank is killed.
Frank Details: Frank has (600/1200/2800/3200 (+ 25% Dr. Steins Bonus Health), (30/50/70/90) resistances, and has ad equal to (50/75/100/125 (+50% of Dr. Stein's AP). Frank acts similarly to Tibber's and Mordekaiser's ghosts, and goes with Stein when he teleports or recalls. Gives 50g on death.