[Champion Concept] Colt, the Siege Engineer

dialMARK4acti0n·10/7/2014, 7:24:58 PM·7 votes·2,383 views

http://i.imgur.com/gqTULcW.gifv

Behind every great weapon... there is always a man.

Notice: So, I entered Colt into the October CCC (Champion Concept Contest) and I was blown away, because he got himself 1st place!! I am so grateful to SirArmaMalum for doing this contest every month! He is very awesome for what he does. I'd also like to thank all the judges that participated. I'm surprised I won because there were tons of other cool concepts in the contest and I'm lucky to be the winner. Thanks to all the concept community for taking me in with open arms. Thank you all.

Last Updated: October 12th, 2014

Appearance

http://i.imgur.com/BVHSqcC.jpg

Colt is a young man in his late-20s. He has spiky black hair and a small goatee. He holds his hair up with his goggles, which he can put on and off using an emote, kind of like Neon Strike Vi. He uses a sleeveless white shirt and blue jeans. He has a big backpack-type machine (the Energy Pack) on his back, where he has two shoulder cannons. He can direct the shoulder cannons using handles attached to them. The backpack also has two drones that attach themselves to his backpack, TEK and ATT. Colt also has a gauntlet on his right forearm, with a mounted energy gun he uses to attacks when Mobile. The gauntlet can bring up an interactive hologram he uses to control his armor and mines and such. His legs are equipped with heavy armor with rocket boosters, that he uses to hover all the time. They can also attach him to the ground, locking him in place.

TEK and ATT are both small circular-shaped drones. TEK has a gold-green color scheme and has a green eye, on a black eyeball, his "armor" is positioned over his eyes to make it look like he's smiling all the time. ATT has a gold-red color scheme and much like TEK, has a red eye and has his "armor" set up to make it look like he's always angry.

Lore

Colt has always been a troublemaker since his youth. Nevertheless, he has a heart of gold. He's known as "The Siege Engineer" nowadays, thanks to his masterful work and great contribution in the field of siege weapons and such. He used to work for the highest bidder, but after he saw what his weapons did to innocent people, he decided to stop making weapons for the wrong people and use them himself for the greater good!

Colt left his parents' house in Bilgewater at an early age. His parents knew he was capable of doing great things and that he wasn't meant to be a plain fisherman. Their son had spent all of his childhood tinkering with his inventions. It was obvious that's what he loved. And as great parents as they were, they were holding him down. Colt left that day crying, but with his head up, as if he were prideful for leaving his home. He had a destination and now, he just had to get there. After quite a journey, Colt managed to find what, he was sure, needed to be his new home: Piltover. Here, he knew he could do something with his inventions that could make a difference. He soon realized his talent lied with creating weapons, and so he did.

He started small, building custom-made rocket launchers, mini-guns, hand revolvers... Heck! He even tried building a Mercury Hammer. But, soon, he started thinking bigger. He quickly realized how the weapons market had big potential. He loved inventing and the income he'd get would let him build whatever he had ever wished! So, he started building cannons, battering rams and all sorts of siege weapons. Needless to say, he was very successful in the business, since we lived in unsteady times. The country of Noxus was one of the biggest buyers and ordered hundreds of cannons, crossbows and vehicles every month. Other usual clients of his were the Winter's Claw, Demacia and Zaun. He soon became one of the most acclaimed weapon makers in all of Valoran. His fame and glory clouded his judgment and made him keep building these war machines for years.

One day, Noxus asked for him to personally go and fight alongside them in battle. Colt accepted, fearing that the Noxians would feel insulted if he rejected. He had just made his companion drones, also made for sieges, and took them with him. Once he got to the battlefield, the battle had already started. What he saw that day scarred him for the rest of his life. His own weapons were being used for a massacre in a village to the north of Noxus. His cannons destroyed homes and his crossbows shot the arrows that pierced the hearts of women and children. It was the first time he ever saw his weapons in action. After witnessing the evil he was sponsoring with his inventions, Colt started attacking the Noxian escort that was with him. He sent his attack drone to attack the Noxians that were part of the massacre and his healer drone to help anyone hurt. The Noxians were forced to flee due to Colt's intervention.

As soon as he got back to Piltover, he cancelled every single one of his weapon shipments and started destroying all his life's work. But, suddenly, his drones called out to him, as though they understood what he was feeling. He realized how the massacre would've been much greater if he had not been there with his drones. He came to the conclusion that his inventions weren't bad, the people who used them were! He, realized he could use his weapons for good and that he could only really trust himself with his own weapons. Not long after that, "The Siege Engineer" was still a name whispered in the ears of men and children all over Valoran. But, not as a weapons maker, but as a hero in his own right.

Bonus Lore: Knock Knock (Please check it out!)

Abilities

Base Stats

HP: 380 (+80) HP5: 5 (+0.55) Mana: 240 (+50) Mana Regen: 7 (+0.5) Range: (Mobile Mode) 475; (Siege Mode) 750/775/800/825/850 AD: 52 (+3) AS: 0.625 (+2.25%) Armor: 16 (+3.5) Magic Resist: 30 (+0) Movement Speed: 330

P - Siege Engineer

Energy Pack: For every 50 bonus mana, Colt gains 1% CDR.

Upgraded Tech: Whenever Colt destroys or assists in destroying a structure, Colt gains 5% extra bonus damage against structures and +25 range from his Siege Mode, 5% extra bonus movement speed from his Mobile Mode. Additionally, Colt can also choose an upgrade for both his Siege Mode and his Mobile Mode, giving them bonus effects. These effects can stack up to 4 times.

Q - Land Mine (Mobile) / Lock-On! (Siege)

**Land Mine:**Colt throws a land mine on the target location, priming it after 0.5s and can plant up to 1/2/3 (rank 1/3/5) mines at any time. Colt can right-click the mine at any time to make it blow up after a 0.5s windup in the center, and the rest of the area 0.25s after the first explosion. The center explosion damages enemies for 80/110/140/170/200 (+0.9 AP) and stuns them for 1.25 seconds, while the second explosion damages enemies for 70/95/120/145/170 (+0.6 AP).

The ability can be recast while the land mine is being thrown to make it blow up instantaneously when it lands.

Cost: 60 mana Cooldown: 8 seconds Initial casting range: 1000 Activation range: 800 Explosion range: 200-radius

Lock-On!: After casting this ability, a laser pointer coming from Colt's energy pack that follows the cursor (clicking with Normal Cast; Holding Q with Smart Cast). Pointing at an enemy for 0.5 seconds, locks a missile onto that target, up to 2/3/4/5/6 targets. When you let go of the ability, all missiles are launched onto the targeted enemies slowing them by 10% for 1 second and dealing 60/95/120/155/180 (+0.6 AP) magic damage. If the enemy moves away from Colt's vision, they can cancel the lock-on. Turrets can also be targeted.

The slow can stack if multiple missiles hit the same target and each subsequent missile on the same target deals 20% less damage than the last one.

Cost: 55 (+5 mana for each missile launched after the first) Cooldown: 16/15/14/13/12 Lock-On Range: 775

W - Enter: Siege Mode / Mobile Mode

Enter: Siege Mode: Casts for 0.25 seconds, rooting himself in place, gaining 275 range, reducing the effectiveness of CC by 20% and changing all of his abilities. While in Siege Mode, Colt's basic attacks deal 30% (+3% per 100 AP) bonus damage to structures and minions as magic damage.

Enter: Mobile Mode: Casts for 0.25 seconds, "unrooting" himself and gaining 40% bonus move speed for 1.5 seconds.

Upgrades:

  • While in Siege Mode, Colt's basic attacks also deal 30% (+4% per 100 AP) of his basic attack damage as magic damage in 150 units around the target.
  • While in Siege Mode, Colt can move with 50% movement speed.
  • While in Mobile Mode, Colt pulls out his backup gun and his basic attacks deal 30% (+4% per 100 AP) of his basic attack damage as bonus magic damage.
  • When entering Mobile Mode, Colt shares his movement speed buff with allies around him and reduces the effectiveness of CC by 20% while his movement speed buff is active.

Cost (for both): None Cooldown (to enter Siege Mode): 3 seconds Cooldown (to enter Mobile Mode): 0 seconds

E - TEK Drone (Mobile) / ATT Drone (Siege)

TEK: Colt sends his healer drone, TEK, flying to the target direction, stopping at the first enemy hit. TEK then damages enemies around the target for 50/80/110/140/170 (+0.5 AP) and silencing them for 1 second. TEK then remains in the battlefield for 8 seconds, searching for allies around Colt that are low on health automatically. TEK then heals the target over time, but can only heal any target for a maximum of 100/130/160/190/220 (+0.5 AP) health. TEK can be destroyed with three basic attacks.

At rank 3, TEK also shields any allies he heals for 80/100/120 (+0.2 AP).

At rank 5, TEK releases a healing pulse that heals allies around him for 110 (+0.25 AP) every 2 seconds.

Cost: 80/85/90/95/100 mana Cooldown: 11/10/9/8/7 (after TEK disappears or is destroyed) Initial Cast Range: 1000 AoE Collision Range: 210-range Range: 750 (around Colt)

ATT: Colt sends his attack drone, ATT, flying to the target direction, shooting in that direction for 40/70/100/130/160 (+0.2 AP) total magic damage and stopping at the first enemy hit. ATT then damages enemies around the target for 60/90/120/150/180 (+0.6 AP). ATT then remains in the battlefield for 8 seconds, searching for enemies around Colt automatically, depending on who is being attacked. ATT damages enemies over time, but can only deal a maximum of 100/130/160/190/220 (+0.5 AP) magic damage to each target. ATT can be destroyed with three basic attacks.

At rank 3, ATT's basic attacks also slow enemies by 5%/10%/15% for 1 second.

At rank 5, ATT releases a damaging shockwave that damages enemies around him for 110 (+0.25 AP) as magic damage, every 2 seconds

Cost: 70/75/80/85/90 mana Cooldown: 11/10/9/8/7 (after ATT disappears or is destroyed) Initial Cast Range: 1000 AoE Collision Range: 210-range Range: 750 (around Colt)

R - Reflector Dome (Mobile) / Siege Ammo (Siege)

Reflector Dome: Colt roots himself and summons a dome around him for 6 seconds that absorbs enemy projectiles. Absorbing enemy projectiles, heals allies inside the dome by 25% of the damage the projectile would initially deal. It can be destroyed after taking 400/600/800 (+0.5 AP) damage from enemy projectiles. Allies can get in and out of the dome at any time, while enemies can't walk through it. The dome's duration is halved if it is used under a turret, but can absorb turret attacks.

Cost: 100 mana Cooldown: 130/110/90 Range: 350

Siege Ammo: Fires an area with big explosive ammo, dealing 150/250/350 (+0.5 AP) magic damage in the target location after 0.75s. The target location then burns for 3 seconds, dealing 100/200/300 (+0.25 AP) magic damage over time and slowing enemies inside by 10%/15%/20%. Can be recast immediately after. Any other Siege Ammo used in the next 15 seconds costs 50% more and can't be recast immediately afterwards. The initial explosions can hurt turrets. Destroying a turret resets Siege Ammo's cool down and mana cost increase and the next Siege Ammo used has no cost.

Cost: 100 mana Cooldown: 8/7/6 seconds Range: 800 AoE Range: 150-radius

Gameplay

I think Colt would be best described as a very mage-oriented support, or a very support-oriented mage. In this sense, I think he is somewhat like Karma. A mage that can stand on his own and that deals some pretty good damage to enemies, all the while pushing his lane to the max, when going on a solo lane. While also being able to help his partner in the duo lane, by healing him and zoning enemy champions.

As a support, Colt's laning phase is very poke-oriented. Entering Siege Mode while inside a brush is optimal, so that Colt can control more of the lane and use Lock-On! to enemies that don't respect his range. His range in Siege Mode is always shown to enemies, except when there is no vision of Colt himself, so being able to sneak into a brush and deal surprise damage with his basic attacks and abilities is optimal. Planting Land Mines in all the right places will also help both of Colt's offense in lane, as well as defense. Since, Colt can also activate Land Mines while in Siege Mode, using them for of your advantage to zone enemies will result in an easy farm lame for your carry. Using Lock-On! on multiple enemies instead of just one can also prove advantageous when hard pushing the lane and when the jungler comes in for a visit, since the slow can allow for a safer escape. When pushing turrets however, using Lock-On! only on the turret can also help push the turret faster, allowing Colt faster access to his upgrades from Upgraded Tech. ATT is also good for not only pushing lanes, but for sieging turrets, by poking enemies and giving you a safer trade. While in Mobile Mode, Colt's threat is minimized, but using TEK to heal allies and minion waves can also grant more sustain for staying in lane and allow for a more effective push. Be careful though, because TEK requires a lot of mana to cast in early levels, so keep that in mind. Reflector Dome can also allow you to win fights under turrets, since it allows to block turret hits, but be wary, since not only is the duration shortened under tower, but the tower can also quickly break the dome.

Colt can also excel in either of the solo lanes, being able to farm and poke enemies at a safe distance in Siege Mode. Setting up two Land Mines on both sides' river brush, can also allow Colt enough time to turn to Mobile Mode and escape, if he is able to stun his enemies. Be careful when using Siege Mode still, because junglers can gank from behind and the enemy mid laner can also trade with you pretty easily, if you're not careful enough. TEK and ATT can allow you to stay in line longer and to harass your opponents more safely, respectively. Siege Ammo is a great tool for zoning and pushing the lane effectively, although Colt's lack of dashes or blinks can make it hard for him to escape, if he pushes too much. Reflector Dome is also a great way to gain a new life if you run low, but keep in mind when it's about to break or to time out, the dome will flash red, warning the enemies of the perfect timing to send their skillshots.

In teamfights, Colt can be very flexible. He could dish out damage from way afar with Siege Mode, launching as many Siege Ammo as he can, or he could stay up-close and personal to the enemy team in Mobile Mode, allowing for TEK to have enough range to heal his allies and allowing him to do defend his allies with Reflector Dome. His engages are also pretty good, if he has upgraded his Mobile Mode to give his allies a short movement speed buff, that allows them to position themselves as they prepare for the battle ahead.

Building Colt, you need to pay attention to his Energy Pack passive. Having fully stacked Rod of Ages and Tear of the Goddess, Colt has full cooldown reduction. Building Rod of Ages and then building Ionian Boots can also work and allow to build more damage-oriented items. Rylai's is a pretty good pick for him, allowing him to bring more utility to his team and adding to Lock-On!'s slow and allowing Land Mines follow-up explosion to have some utility as well. Building him off-tank is a good idea because you'll be able to be less punished when attacked while in Siege Mode, allowing to shrug off some of the damage you take. As a support, his starting items should probably be Spellthief's Edge, a health pot and a ward. Although, he has his Land Mines that can be placed anywhere, Colt doesn't gain vision with them and even if he did, he would need to be in activation range to counter a jungler gank. Having a ward would help him be able to see when the enemy was coming. Spellthief's Edge would also allow him to add some damage to his poke and gain gold from it, since he already has a really strong poke.

Release Skin Ideas

Full Metal Colt: Colt would be all robot with this skin, having a rusty golden color scheme. He would have a similar visor to Full Metal Jayce and have a robotic filter for his voice. TEK and ATT would also be more teched out, having more mechanical and robotic looks to them, and having similar visors to Colt. As he changed from Siege Mode to Mobile Mode and vice-versa, his entire body would move accordingly, with transforming parts and such. His Reflector Dome would be light-blue and more mechanic-y. His Lock-On! particle would also change (kind of like how Woad Scout Quinn changes the passive) and his Land Mines would have light-blue explosions and more technological.

Medieval Colt: Colt would instead of having mechanical and technological theme, he would have a more medieval theme. His Energy Pack would be wooden, and his cannons would be more like traditional cannons. He would fire cannon balls instead of his normal ammo. His gauntlet would become a crossbow, mounted on his forearms and his backup gun would become a second crossbow. His legs would be wooden with iron planks, with some gears that would rotate when entering Siege Mode. Instead of hovering he would ride with wheels on his legs. His Lock-On! would be a barrage of explosive arrows, instead of missiles and his Land Mine would be a more traditional bomb.

Quotes and Emotes

I will avoid putting too much quotes here to avoid a giant wall o' text (e.g. Movement, Spellcasts, Shop purchases, etc.)

Upon Selection:

  • "Guns can be harmless or deadly... Depends on who's holding the trigger."

Jokes:

  • Colt starts nodding - "Boy! I hate guns..." - ATT starts beeping - "What's that ATT? What's on my back?" - Colt looks from side to side as if he's nervous - "It's ok when I use them, ok?"
  • Colt starts nodding - "Noxians... I hate those guys... - TEK starts beeping - What? Ezreal says that all the time?" - Colt looks from side to side as if he's nervous - "I don't know what you're talking about..."
  • Colt starts nodding - "Be careful, or you'll be hit by a lightning Colt!" - TEK starts beeping - "What's that TEK? Not funny...?" - Colt looks from side to side as if he's nervous - "That's your opinion!"
  • Colt starts nodding - "You'll get eletrocuted if you touch an energy source with over 100 MegaColts!" - ATT starts beeping - "What's that ATT? What do you mean?" - Colt looks from side to side as if he's nervous - "That was comedy gold!"

Taunts:

  • "Please... I used to make guns for a living!" - starts spinning his handgun around then throws it to the air, making it land on his holster while he finishes taunting - "Fighting is what I do."
  • "What? You want some of my weapons?" - starts spinning his handgun around then throws it to the air, making it land on his holster while he finishes taunting - "Not gonna happen."
  • "C'mon! I'm a weapons maker, not a fighter!" - starts spinning his handgun around then throws it to the air, making it land on his holster while he finishes taunting - "Then again..."
  • "I could disarm your weapon right now..." - starts spinning his handgun around then throws it to the air, making it land on his holster while he finishes taunting - "...without breaking a sweat!"

Dance:

  • Colt puts his goggles on/off (toggle) then uses his gauntlet's hologram projection to make himself spin around effortlessly with his leg's mounted on rocket boosters, while he crosses his arms and TEK and ATT spin around him

Laugh:

  • Colt, TEK and ATT laugh histerically together

Recall:

  • Colt starts tinkering with his gauntlet's hologram projection, making his shoulder cannons point donwards and shifting gears on his legs. He then puts his goggles on and looks upward and achieves liftoff

Special Interactions:

  • Joking near allied Jinx : "You've been blowing up people again haven't you?"
  • Joking near allied Jinx : "Hey Jinx! I'm blowing up stuff. Just the way you like it..."
  • Taunting near allied Jinx : "C'mon Jinx! Let's blow stuff up together!"
  • Taunting near allied Jinx : "We make a good team of blowing stuff up!"
  • Destroying a turret near Jinx : "DID YOU SEE THAT?!?"
  • Destroying a turret near Jinx : "Hey Jinx! Consider this a gift."
  • Destroying a turret near Jinx : "That one was for you Jinxie!"
  • Blocking a projectile with Reflector Dome when Jinx is inside the dome: "I'll always get your back..."
  • Blocking a projectile with Reflector Dome when Jinx is inside the dome: "Don't get yourself blown up!"
  • Being near to allied Jinx when she taunts: "Ooooh... Shots fired!"
  • When allied Jinx kills someone with Super Mega Death Rocket!: "That's my Jinx!"
  • Joking near Vi : "Fat Ha.... I mean... officer..."
  • Joking near Vi : "Wow! Your hands really are fat!"
  • Taunting an enemy Vi : "Mhmm... did you build those yourself?"
  • Taunting an enemy Vi : "Don't think you can beat me just 'cause you made those yourself!"
  • Joking near Caitlyn : "So... your Caitlyn and they call you Cupcake... shouldn't it be CupCait?"
  • Joking near Caitlyn : "I really like cupcakes. But I prefer Coltcakes... No? Ok..."
  • Taunting an enemy Caitlyn : "Please Cait! Who do you think supplies the police with weapons?"
  • Taunting an enemy Caitlyn : "I built your gun! You stand no chance!"
  • Interacting with Orianna : "Interesting..."
  • Interacting with Orianna : "Mhmm... who made you?"
  • Taunting enemy Ezreal : "Your weapon astonishes me..."
  • Taunting enemy Ezreal : "I make weapons... but yours is just... interesting..."
  • Joking near Jayce : "Hey Jayce! Can we exchange notes?"
  • Taunting an enemy Jayce : "You may have built the Mercury Hammer... But I built everything else!"
  • Joking near Lyte (Howling Abyss purple side shopkeeper): "Are you sure that's a drone...?"
  • Taunting an enemy Noxian: "Noxians...!!!"
  • Taunting an enemy Noxian: "Urgh... you'll never take my weapons again!"

Changelog

October 11th, 2014

Balance changes:

  • Changed Energy Pack's (P) CDR gain, from every 30 mana, to every 50 mana. This change was to keep the original intention of the passive to need at least 2 mana items (RoA; Tear) to gain full CDR.
  • Reduced Mobile Mode's range from 525 to 475.
  • Reduced cast time for Siege Mode/Mobile Mode (W) from 1 second to 0.25 seconds.
  • Removed 20% Attack Speed loss from Siege Mode.
  • Added a +25 range bonus in Siege Mode for every turret pushed, from Upgraded Tech (P). This set of changes were made to really emphasize Siege Mode's strengths, without feeling punished for using it. And to better differentiate Mobile Mode's weaknesses from Siege Mode's weaknesses and really showing their strenghts.

Miscelaneous:

  • Added a TON of special interactions.
  • Removed some of the special interactions with Jinx. The ones removed weren't really that important or examples of Colt's character, so, to keep it simple, since he has so many lines with Jinx already, I removed them.
  • Added the changelog and the notes section
  • Some minor tweaks to the post aesthetics and some spelling corrections

October 12th, 2014

Balance changes:

  • Changed Enter: Mobile Mode's (W) cooldown to 0 seconds. This change was made to fit with the reduced casting time for both Enter: Siege Mode and Mobile Mode from the day's prior changes, and to make it so that, players don't feel punished for entering Siege Mode and rooting themselves for too long.

Miscellaneous:

  • Added sketch art

Notes

  • His upgrades from his passive work like Kha'Zix and Viktor's upgrades.
  • TEK and ATT's health work like wards.
  • His theme is inspired by Sgt. Hammer from Heroes of the Storm.
  • He built a ton of weapons for some of the League's champions. Especially champions from Piltover.
  • Colt would be the champion with the most range in League ever! He even gets more than Twitch with his ultimate, if he stacks his passive 3 times.
  • Colt can outrange turrets after stacking his passive 2 times.
  • Colt built all of Jinx's weapons, and that has made them spend a lot of time together...
  • Even though Colt is a good guy, he refuses to tell the Piltover P.D. about his relationship with Jinx.
  • This champion has been entered to the October Champion Concept Contest by Sir ArmaMalum.

15 Comments

DMC7500110/7/2014, 7:42:58 PM1 votes

Lol, This guy's in looooooveeeeeeeee...........

I gotta say, Colt would be awesome for interacting with a champion I got coming up. He's in the preview named H.I.V.E Case File #24601, go check it out! Since, he's alway's causing trouble, and the law might need to help him control his actions. What I love is that he utilizes the tech in his own way, and bonds with it, like Jinx and Fishbones!

I'm going to be doing lots of Community Champion Interactions! Maybe we can chat about it some time! To summarize, great champion! And, don't forget to check out my preview!

LordHippoman10/8/2014, 2:36:51 AM1 votes

Despite my burning hate for Jinx and all Jinx related media, you've got an interesting concept here. Did you ever read about that old DOTA hero who was removed, the Siege Tank? Reminds me of that, but a better kit.

Dragon Skylight10/11/2014, 5:31:30 AM1 votes

Greeting

I don't mention it often but very good concept, I added few idea to make it more interactive and display more weakness.

few things:

The drones should be falling after 2 AA or be considered as a minion like Zyra plants so it does not force an over commitment and be cleared by AOE. Also what about making the drone deployment like the undertow of Olaf and simplifying the concept and counterplay to it:

Tekk: The champion launch his drone forward ( like Olaf skill shot). If it hits a enemy champion it explode dealing damage and silence them. If it hit an ally it bind itself to it, become targetable, and heal during 4 interval spinning around the ally stopping for one sec between waves. One on the ally front, right, back, left which will allow enemy to target it more easily when it stop to counter the sustain. If it doesn't hit anyone it heal the closest ally without moving and is directly targetable. ATT: Same concept. If it bind to ally it does like the pixy of lulu does to help the ADC without the shield effect, but if it collide with the enemy, the drone attach itself to the target and attack during 4 sec turning around its victim ( at rank 5 it fire all around it resulting to an AOE damage, it can create havoc during a well placed grouped team fight.) Note: if it doesn't hit anyone it act like a mini turret keeping its position for 8 sec.

With his kit I don't think you need the boost speed after returning into mobi form forcing the player to make choice. Lastly for the lock on it will be great to have a good animation because the since Heimerdinger, I don't really trust the clarity over a lot of those missiles during team fight.

Afterthought: Great concept, I love it a lot but I'm a bit afraid for the ray shield because of people hating Yasuo and Braum. Really hope the concept come through.

DMC7500110/24/2014, 7:23:06 PM1 votes

DIAL. NEWSFLASH. YOU WON THE OCTOBER CHAMPION CONTEST!!!!

Side note, Fu Xi got second place. Darn! XD Well, we'll both celebrate as winners eh? ;D

Sir ArmaMalum11/7/2014, 5:42:16 AM1 votes

BETTER LATE THAN NEVER!

http://i.imgur.com/gqTULcW.gifv

That jank is 1080p though!