Champion Idea: Vernon ~ The Hextech Technician
**Vernon ~ The Hextech Technician **
Look https://rawwad.deviantart.com/art/grey-mech-182953267 https://grosnez.deviantart.com/art/Mecha-Pilot-1-613477087
Foreword
This is one of the most complex champion concepts I have ever created and it took multiple hours of planning and though. The concept has multiple parts to it as Vernon’s Mech can be upgraded in multiple ways.
Stats
HP 484 (+75 per Level) HP Regen 8.18 (+1 per level) Mana 310.6 (+45 per level) Mana Regen Mana Regen 6 (+0.8 per level) AD 50.24 (+3 per level) AS 0.625 (+2.8% per level) AP 0 (+0) Armor 21.88 (+3.5 per level) MR 30 MS 335 Range 525
**Background **
- From Piltover or Zaun
Passive:Three Round Burst & System Upgrade :
Three Round Burst While outside of his mech, Vernon’s AA run on an ammo system ( while inside his mech Vernon’s AA are normal ). Vernon has 9 rounds max, and every AA fires of 3 bullets dealing 20 (+ 25% AD)(+ 20% Bonus AD) per bullet. When all shots have been expended Vernon takes 2 sec to reload. Vernon’s bullets apply on-hit effects at 33% effectiveness per bullet (100% effectiveness per AA) and critical strikes act normally increasing each bullet by 200% ( 250% with Infinity Edge )
System Upgrade In the store Vernon’s Mech can be upgraded in the store using gold. There are 5 possible upgrades available for the mech
Infantry 350 g (tier I) Shocker 750 g (tier II) Inferno 750 g (tier II) Reaper 750 g (tier II) Valkyrie 750 g (tier II)
Each time Vernon upgrades, the cost of this other upgrades increase by 250 g and take up the slot of his trinket. Each upgrade gives him new or modified Q & W and his tier II upgrades give him modified a Passive & E. If Vernon has no upgrades her only has access to his Q Protocol: Strike. While in his mech he has increased size (Think around 4 stacks Cho’gath) but and Vernon has a shield equal to 200 (+20 × lvl)(120% HP), and when the shield is destroyed, Vernon leaves his mech with 50% of his normal HP.
Shocker (+) 30 HP (+15 HP × lvl) (+) + 30 Armor & MR (-) - 15 MS (-) - 50 Range (+/-) Attack Speed set at 1.00 Protocol: Tesla: Vernon’s mech’s AA deal Magic Damage, scale of (+ 30% AP) and deal 40% of their damage to the two closest enemies.
Inferno (+) 6 (+5 AD × lvl) (+) AA deal 75% of their damage and all on-hit effects in a 75 unit radius (+) AA can apply melee on-hit effects (Even though he is ranged) (+) + 25 lethality (-) - 30 MS (+/-) Attack Speed set at 1.25 (-) Cannot Crit (-) - 25 Range Protocol: Volcano: Vernon’s mech’s AA deal 28 (+4 × lvl ) (+ 25% AD) True damage on hit.
Reaper (He gets a giant sword!!) (+) + 50 MS, doubled out of combat (+) 25% increased healing while attacking (+) Attack Speed capped at 2.50 (+)25% increased Attack Speed (-) - 375 Range (now melee) (-) - 10 Armor & MR Protocol: Assassin: Upon leaving stealth or brush Vernon’s mech’s next AA within 4 sec deals 75 (+60% Bonus AD) and heals him for 50% of the amount.
Valkyrie (+) + 175 Range (700 Range total) (+/-) Attack Speed capped at 2.00 (+) Critical Strikes deal 50% increased damage (- ) - 20% total HP of mech Protocol: Railgun: Vernon’s mech’s AA pierce small monsters and minions
All of these effects only impact Vernon while he is inside his mech
Q:Explosive Magazine / Protocol: Strike :
Passive
Vernon’s bullets scale with an additional 3/6/9/12/15% Bonus AD.
Active CD: N/A Range: 600 units AoE: 350 units
Whenever Vernon reloads, for the next 4 sec he can throw his magazine to a target location dealing 40/75/110/145/180 (+ 120% Bonus AD)
Mech
CD: 6 sec all ranks Cost: 25 Mana Range: 150
Vernon’s mech punches a target dealing 20/30/40/50/60 (+100% AD) Physical Damage
Infantry
Vernon’s mech punches a target dealing 35/50/65/80/95 (+110% AD) Physical Damage
Shocker
Vernon’s mech punches a target dealing 40/45/50/55/60 (+70% AD)(+45% AP) Magic Damage and gains a shield for 80/85/90/95/100% of the damage for 1.5 sec.
Inferno
Vernon’s mech punches a target dealing 30/50/70/90/100 (+80% AD) Physical Damage to all enemies in a 200 unit radius. Applies Protocol: Volcano to all enemies damaged.
Reaper
Vernon’s mech slices through a target 400 units dealing 70/80/90/100/110 (+120% Bonus AD) Physical Damage to all enemies he comes in contact with. If the original dies within 2 sec, the CD of this ability is refreshed.
Valkyrie Range increased to 450 units.
Vernon’s mech flies to a target dealing 15/30/45/60/75 (60% AD) Physical Damage and knocking them into the air for .75 sec. Vernon’s mech then gains 20% Attack Speed and MS for 2.5 sec.
W:Adrenaline / Protocol: Bombardier / Black Hole / Hell Fire / Razor Edge / To the skies:
CD: 4 sec all ranks Cost: 5 Mana & 1% Max HP per sec
Toggle On Vernon artificially boost his stamina gaining 30/40/50/60/70% MS and 30% tenacity. These stats are doubled out of combat.
Toggle Off Vernon gains 30% Attack Speed for 2 sec.
Mech
This ability is not available without at least a tier I upgrade.
Infantry CD: 10/9/8/7/6 sec Cost: 40 Mana all ranks Range: 650 units AoE: 300 units
Vernon’s Mech Launches a grenade dealing 80/95/110/125/140 (+ 65% AD) Physical Damage.
Shocker CD: 4 sec Ammo Recharge: 12/11/10/9/8 sec (Max ammo: 3) Cost: 50 Mana & 1 Ammo all ranks Range: 550 units AoE: 375 units
Vernon’s Mech launches a bomb which detonates after 1 sec dealing 70/90/110/130/150 (+60% AP) Magic Damage, pulling enemies 200 units towards the center, and slowing them by 60%.
Inferno CD: 3 sec Ammo Recharge: 14/13/12/11/10/9 sec all ranks Cost: 30/40/50/60/70 Mana & 1 Ammo Range: 700 units AoE: 300 Units
Vernon’s mech launches a wave of incendiary rockets dealing 5/10/15/20/25 (+25% AD) Physical Damage and slowing enemies by 25% every .5 sec for 2.5 sec. Every wave of damage applies Protocol: Volcano.
Reaper CD: 8 sec all ranks Cost: 40/50/60/70/80 Mana Range: 600 units Width: 125 units
For the next 5 sec Vernon’s mech can launch up to three saw blades dealing 25/40/55/70/85 (+40% Bonus AD) Physical Damage each to all enemies they hit.
Valkyrie CD: 19/17/15/13/11 sec Cost: 70/75/80/85/90 Mana
First Cast Vernon’s mech flies up into the air gaining 15/20/25/30/35% Armor penetration for up to 8 sec, but is unable to move during the duration.
Second Cast Range: 500 units AoE: 200 units Vernon’s Mech spirals towards the ground dealing 80/95/110/125/140 (+60% AD) Physical Damage to all enemies. If the ability isn’t recast Vernon’s Mech lands directly below when he first cast it. Upon landing Vernon’s mech gains 20% MS.
E:Shield Projector / Protocol: Shockwave / Flare / Shadow / Salvo : CD:23/21/19/17/15 sec Cost: 60/70/80/90/100 Mana
Vernon places a device that projects a barrier in a 300 unit radius around it. The barrier has 600/700/800/900/1000 (+10% HP)(+30% AP) HP and absorbs all enemies AA and abilities that hit it or are cast inside it from the outside. The device has 4 ward health and if the device is destroyed the barrier is also destroyed no matter the health.
Mech
Not available without a tier II upgrade.
Shocker Passive Enemies damages by Vernon’s mech’s AA and abilities are Polarized and slowed by 10% for 4 sec.
Active CD: 25/22/19/16/13 sec Cost: 80 Mana all ranks AoE: 400 units radius
After a 1.5 sec channel, Vernon’s mech releases a wave of energy dealing 40/65/80/95/110 (+40% AP) Magic Damage. If an enemy is Polarized when they are hit, they take 20/40/60/80/100 (+40% AP) additional Magic Damage and are stunned for 1.5 sec.
Inferno CD: 10/9/8/7/6 sec Cost: 50/55/60/65/70 Mana Range: 550 units Width: 200 units
After a 0.5 sec delay, Vernon’s mech releases a blast of heat dealing 65/90/115/140/165 (+120% AD) and applying Protocol: Volcano to all enemies hit.
Reaper CD: 17/16/15/14/13 sec ** Cost: 60 Mana all ranks**
Vernon’s mech gains Stealth: Invisibility and 30% MS for 7 sec. While stealthed his next AA will break stealth and deal 30/40/50/60/70 (+30% Bonus AD) bonus Physical Damage and slow the target for 50% for 2 sec. This ability activates Protocol: Assassin
Valkyrie CD: 25/23/21/19/17 sec Cost: 50/55/60/65/70 Mana Range: 700 Width: 50 units
After a .25 sec delay, Vernon’s mech locks itself in place before releasing a barrage of 20/25/30/35/40 Rockets over 4/5/6/7/8 sec (1 rocket per >0.2 sec) dealing 2.5 (+2.5% Bonus AD) Physical damage per Rocket in the direction of his cursor. Each rocket can critically strike.
R:Call Mech / Tactical Strike / Protocol: Recall : Passive While Call Mech is on cooldown, Call Mech is replaced by Tactical Strike
Active CD: 100 sec all ranks (available at lvl 1) Cost: 200 Mana Range: 400 units AoE: 200 units
Vernon calls down his mech dealing 100/125/200/275 Physical Damage. Vernon can them mount his mech by clicking it ( like a thresh lantern ) and after a 0.75 stun delay, Vernon will then control his mech. While mounting him mech Vernon’s Mech has a shield equal to 20% of its HP for 1.5 sec. While climbing in his mech Vernon rapidly regenerates his HP and Mana.
Tactical Strike CD: 15/14/12/10 sec Cost: 50/60/70/80 Mana Range: 500 units AoE: 200 units
Vernon signals his mech to fire a rocket onto a target area dealing 15/50/110/170 (+40% AD) Physical Damage. The cooldown of Call Mech is reduced by 5 sec for every enemy champion hit.
Mech Same no matter what
Cost: 50 Mana
Vernon jumps out of his mech gaining 30% MS for 1 sec. His mech then flies up and is repaired, setting Call Mech on cooldown based on the percentage of its missing HP when recalled. (if it is recalled at 20% missing HP it will be on cooldown for 20 sec)
My idea for this concept was to have a champion that could literally do it all! With this one champion you could be an assassin, a jungler, a fighter, a marksman / ADC, an AP tank, or even a support. I hope you enjoyed.
Suggested Builds
Shocker
**[Boots] -
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[Offensive] -
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Inferno
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[Offensive] -
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** Reaper
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[Core] -
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[Offensive] -
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Valkyrie
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[Core] -
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[Offensive] -
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**
YOU MADE IT! This concept took me soo long to plan and write. I would greatly appreciate anyone brave enough to review or leave comments on this lengthy concept.
~DiamondMatthew
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[Offensive] -
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