Rufus, the Might of Bandle City

Stacona··2 votes·2,048 views

An one of a kind yordle that was born with unbelievable strength that wields a huge greatsword that is also linked to a heavy chain. Rufus disproving all kinds of logic and turns it upside down because such a little guy cannot possibly wield such a greatsword with the ease that he does. Let alone most cannot possibly even lift this thing up even half a centimetre from the ground!


Rufus is a replacement to the bottom lane marksman, though a melee attacker, can throw out his greatsword with great force up to an immensely great range. This range has a downside to it as he must reel in his greatsword after throwing it, rendering him unable to attack or move during this time, the further he throws it out the more time it takes.

The reeling in process quickens the more attack speed he has, but attacking in his melee range is always faster than attacking at range, so there is a trade-off decision between safety or damage output.

The reel in time is set to attack rate times a multiplier. Example: 2.500 attacks per second times 500 equals 1,250 units per second.


Attack Range: 250 units Attack Speed: 0.625 +2.5% per level Attack Damage: Very High Movement: 345 units per second


Chained Greatsword (Passive):

Max Attack Range: 1000 units

Rufus wields a giant greatsword on a heavy chain, allowing him to fling his greatsword when attacking outside of his attack range, but he must reel in his greatsword afterwards, rendering him unable to move or attack while he does this.

The time it takes to reel back in his greatsword quickens based on Rufus' current attack rate multiplied by 520 - 700 as units per second.

Harsh Swing (Q):

Cooldown: 12/10/8/6/4 seconds; Range: 250 units / 180 degrees / adjustable 90 degrees

Normal Cast: Rufus swings his greatsword in the target direction, dealing (+110%AD) plus 8/9/10/11/12%(+4% per 100AP) of targets max health as physical damage, this can critically strike for double damage.

Reeling In Cast: Rufus swings his chain and greatsword up to 90 degrees, either to the right or left of its current location, dealing (+110%AD) plus 8/9/10/11/12%(+4% per 100AP) of targets max health as physical damage to those struck by the greatsword and half of the damage to those struck by the chain, this can critically strike for double damage.

Quick Reel (W):

Cooldown: 24/20/16/12/8 seconds

Rufus reels in his greatsword twice as fast and suppresses enemies struck by the butt of the sword for 1 second, pulling in enemies with it while they are suppressed.

(Can only cast while reeling in the greatsword.)

Heavy Bash (E):

Cooldown: 16/15/14/13/12 seconds; Range: 250 units

Rufus uses the butt of his sword to bash in struck enemies in the target direction, dealing 60/115/170/225/280(+50%bAD)(+50%AP) true damage and knocking enemies back 700 units.

(Can only cast while the greatsword is in hand.)

Whirling Greatsword (R):

Cooldown: 100/75/50 seconds; Range: Anywhere between 250 to 1000 units; Slam: 500 units

Rufus whirls his greatsword around him a set distance, unable to attack or cast abilities during this time, dealing 35/50/65(+110%AD) true damage every time enemies are struck, the further the greatsword is swung at then the slower the rotation. This damage can critically strike and targets struck by the chain take half damage. This swing lasts for 5 seconds, ending the effect instantly reels in the greatsword.

If Rufus swung his greatsword at the minimum range, with no chain, then he can cast Whirling Greatsword again to end the effect early and slam it to the ground, dealing 150/225/300(+200%AD) physical damage in a larger radius which can critically strike, this occurs after 5 seconds.

Rotational speed also increases with Rufus' bonus attack speed.


UPDATE NOTES:

Heavy Bash: Base damage increased to 60/115/170/225/280 from 50/105/160/215/270 Ratio damage lowered to +50% bAD +50%AP from +60%bAD +60%AP

(Better control over its power with less ratio and more base here.)

Whirling Greatsword: Now scales with Rufus' bonus attack speed to spin even faster.

Damage lowered to 35/50/65 +110%AD from 40/80/120 +125%AD true damage per hit Still half damage if the chain is in play and struck by it Critical damage lowered to 70/100/130 +220%AD true damage from 80/160/240 +250%AD true damage

(This change is making the ability less bursty, but a lot more overall damage over time as long as you are building attack speed and make his ultimate scaling with all of his stats appropriately and make it not an awkward outlier. In other words, better against tanks and worst against squishies.)


8 Comments

Inkling Commando2 votes

this is a very interesting character. a little yordle wielding a greatsword on a chain.

Makami1 votes

Just from reading through this he wouldn't be a marksman. I 100% guarantee he would be used purely as a support. You have a free attack once a second at level 1 where you can hit the enemy from a safe distance. Unless you put some sort of cooldown on his passive alone you're not even going to have a use for his base range because he can't attack when his greatsword is out. Hell you contradict yourself right at the beginning. "Rufus wields a giant greatsword on a heavy chain, allowing him to fling his greatsword when attacking outside of his attack range, but he must reel in his greatsword afterwards, rendering him unable to move or attack while he does this."

Now assuming he can attack while the great sword is gone it means there is 0 risk for him using it other than being unable to move briefly. If he can't attack then his base attack range would be 1000. Ignoring that problem for now though if his attack hits, assuming it stays this way, does the sword land in front of or behind an enemy. If its behind then you've given him a free pull through minions in combination with his e. Hell at level 3 you're going to basically 100-0 most adc's with zero risk to yourself. You basic attack them, pull them with something that does way too much max health damage then on top of that you do true damage when you knock them away.

Somethings you could do to make it somewhat better would be to 1) remove all of the true damage/max health damage. You don't need that off of a single more or less undodgable skill. 2) Remove his q completely and instead make his passive his q and make it a skill shot. You could even make it one that goes through the targets it hits if you want. 3) Add some sort of detriment for missing abilities. Him taking damage would be very beneficial in balancing him out. 4) You'd have to reduce his attack range. Because if he had an attack from a range that's longer than every other champions by a lot even at the lowest level unless the enemy is moving towards him he's going to be able to attack and move away.

The idea is interesting but he would have to be nerfed to hell on essentially every ability including his passive.

Stacona1 votes

He is not a marksman, he is a marksman replacement and the long range allows him to siege towers as well as grab CS from a distance.

Throwing out your greatsword prevents you from moving and attacking, that is the risk, and he reels it in faster based on his attack speed, plus directly scaling with AD and crit chance, he scales with all three of the marksman stats so he is very gold reliant.

The reel in time is a movement speed value, so farther you throw it out, the longer you have to wait. The ranged attacks is somewhere between 5% to 50% slower than the melee attacks pending on how far the attack was thrown out, which can be quickened with W which acts as an AoE hook ability with E being used as either a defensive option to get someone away from you or knock someone into your team after reeling them in with W - I am thinking of making Q's ranged swing adjustable to help combo with W better with adjusting its position to bring in what you want for that combo potential (with the cap being 90 degrees, melee remains fully frontal 180 degree swing).

The passive is a trade-off between safety and less damage or more damage and mobility for more risk since you are in melee range.


The attack is frontal, the pull with W is from the butt of the sword pulling enemies as it gets dragged along, so if you want to pull in a target then you need to attack something behind it.

I am going to need to add a suppression duration to the pull and have it read as only gets pull while targets are still suppressed, which nerfs the pull at low attack speed and buffs it at high attack speed. Also suppression instead of stun so that the duration is always true since it is meant to pull in the tank to then slaughter it.


% health damage and true damage should indicate as tank buster, the weight of a greatsword is what is used to break through even the heaviest armour, it also allows for less damage against squishies and less damage overall respectively.

If anything I need to go harder towards tank buster for his balance.

The passive is adjustable balance since the movement speed of the reeling can be tuned very easily, including implementing a scaling value for the multiplier so the ranged attacks have higher risk to them for its range, especially going for the super long range attacks. Currently the early game speed is around 500 units per second, varies on attack speed that you have. When you go for long range attacks, you know he is a sitting duck and cannot attack, so then you have a choice between running away or going in all ham to take advantage of his low DPS.

Stacona1 votes

UPDATE NOTES (1):

Chained Greatsword: Reel in time multiplier reduced to 520 - 700 based on level from flat 750

[325 to 1,750 units per second based on both level and attack speed from 469 to 1,875 units per second based on attack speed]

(This creates more risk for going for the long range attacks, especially in the early game, with the slower reel in time allowing for proper counter play with the ability to counter attack his long range harass or when farming.)

Harsh Swing: Damage changed to 110%AD plus 8/9/10/11/12% +4% per 100AP max health damage as physical damage from 40/60/80/100/120 +125%AD as physical damage Chain damage is stilled halved Can still critically strike Clarified that critical damage is double damage (unchanged)

Made it where the reeling in cast is an adjustable angle up to 90 degrees from a static 90 degrees Still choose between swinging right or left (unchanged) Melee cast is still 180 degree swing in the target direction (unchanged)

(Two part change here. I want Rufus to feel like he is wielding a greatsword that is very heavy and can bash through super thick and heavy armour as what a greatsword should do, rather than be a sharp cut to kill squishies, so I want to emphasize tank busting qualities like % health damage and true damage over large flat physical damages which are weaker against tanks and stronger against squishies.)

(Other change is allowing to adjust the angle of the ranged swing, this allows for a one time re-adjust to the path of the greatsword to combo with Quick Reel for the pull.)

Quick Reel: Percentage health damage removed and moved and adjusted to Harsh Swing. Now suppresses enemies struck by the butt of the sword for 1 second Clarified that enemies are pulled by the butt of the sword, so need to throw the sword ahead of the target that you want to pull in (unchanged) Enemies are only pulled while suppressed, so now at low attack speed the target is not pulled all the way in anymore (when near max range), but at high attack speed allows for a free hit in after pulling them in

Still reels in his greatsword twice as fast (unchanged)

(Reason why this change occurred and why it is suppression over a stun is because a suppression is a true duration for tanks who build tenacity which allows for a shorter duration overall. The other part is not to nerf the ability for building the intended build of a lot of attack speed with your attack damage and crit chance.)

Heavy Bash: Damage adjusted and lowered to 50/105/160/215/270 +60%bAD +60%AP from 30/90/150/210/270 +75%bAD +75%AP as true damage


NOTE: Quick Reel's pull is roughly 750 max range (a bit more than that, more like 850 range since the blade goes into the target a bit and suppression and pull is any collision with the butt of the sword) away since the pull is based off of the butt of the sword. Quick Reel can also be buffered while the ranged attack is in mid-flight so Quick Reel will instantly activate when the greatsword lands for an easier time to combo.

NOTE: Swinging with Harsh Swing's ranged cast briefly stops the reeling process, which can also buffer Quick Reel during this time to instantly starting quickly reeling in the greatsword once the swing completes.

ChaosReyn1 votes

Neat concept...I'm always a bit nervous when I see true damage, especially on something that isn't a summoner or ult, but I get you're trying to make a tank buster. I still think it should be scaled down JUST a bit. Not much, but enough that 60% of both AD and AP doesn't make building Hybrid Rufus 1 shot squishies with just his E and maybe one auto or other ability. If you're making a tank buster, definitely focus on %hp over true damage, cause true damage overload makes it reaaly, REALLY hard to manage his damage output.

Stacona1 votes

You need to keep in mind the cooldown on the ability as well, he really is not dealing that much true damage, and the highest source of true damage is from his ultimate.

Every time you are struck by the swing it deals damage, the short range swings creates a faster rotation so more potential damage over the duration, with a huge physical nuke around him if he uses the closest range swing.

True damage is EASIER to tune his damage values since you always know the amount of damage he can deal, which means it does less damage making it weaker against squishies, but still effective against tanks. The purpose of true damage is to make something deal less damage than what it should be doing if it did physical/magical damage.

He also has a ton of risky elements in his play style plus he is super immobile with limited defensive options, so he needs to make up for this with his damage output in some regard and/or kill setup potential. His E is mostly going to be used to get someone away from you, but can also be used to bash someone into your team after reeling them in or used as a potential finisher for the skill expression element, since it is his only defensive element you are never going to spam it off cooldown which reduces its damage even further plus even if you did it still is his lowest damage out putting ability by a lot (and never high enough to feel cheated by it).

Ultimate is different as it should feel threatening when he is using it, especially damage only ultimate should deal a lot of damage.

Stacona1 votes

UPDATE NOTES (2):

Heavy Bash: Base damage increased to 60/115/170/225/280 from 50/105/160/215/270 Ratio damage lowered to +50% bAD +50%AP from +60%bAD +60%AP

(Better control over its power with less ratio and more base here.)

Whirling Greatsword: Now scales with Rufus' bonus attack speed to spin even faster.

Damage lowered to 35/50/65 +110%AD from 40/80/120 +125%AD true damage per hit Still half damage if the chain is in play and struck by it Critical damage lowered to 70/100/130 +220%AD true damage from 80/160/240 +250%AD true damage

(This change is making the ability less bursty, but a lot more overall damage over time as long as you are building attack speed and make his ultimate scaling with all of his stats appropriately and make it not an awkward outlier. In other words, better against tanks and worst against squishies.)


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