Techette, The female Yordle whip marksmen (tech-et)

Shy Holo·7/22/2015, 7:35:51 AM·1 votes·964 views

Techette is a Top and bot lane marksmen. **(look at the E for more info Movement speed items dont work on her. shes a berefoot yordle!)

Techette is a Yordle from Bandle City, a street raised girl with a wit as sharp as a whip and the skills to get away from any danger she might be into, or caused. techette had a run in with a crazyed girl with long blue hair. they Quickly became frienemys. Friends who enjoy trying to destroy one another. there fequent runnins lead them to piltover. Techette who became more of a freelancer doing things for coin or if it sounded fun enough would often have jobs conflicting with the gun girl and her big fisted counterpart.

(Edited version) Passive: Whips Range: Since whips are a rope and not a shot there is a max range her autos can travel. so if someone was to move out of the range the auto will stop at its max range. Sweet Spot: if techette attacks a enemy within a certin range. (530-540pre 6, 540-550, 550-560, 560-570) it will crit. (techettes crit doesnt increase with items built from the shop.) she can not crit any other way. (infinity edge passive wont work on her) On hit effects are only applyed if she crits. from autos or Q.

Q: Pin Point Strike: Techette whips out a thin line shot dealing 200% crit if it hits an enemy with the very tip. (last 5 points of her current attack range) if the target is closer it deals 110% of attack damage. (6/5.5/5/4.5/4 CD)

W: lasso: Techette whips in a arch that will curve back into it self catching enemy champ(s) or tower in the loop.once it hits techette flings her self the same distance on the opposite side of the Target. target is rooted for the duration.

**E: Parkour: techette dashes a short distance forward. it cannot go through terrain, instead she jumps off it. or if dashing at an angle she will wall run a short distance. E passive: StreetKnowlage: Techettes attack speed does not increase with items. instead buying Attack speed items increase her movement speed. (Movement speed items dont work on her. shes a berefoot yordle!)

R: Round 'em up: Once techette lands a lasso she can then activate her Ult, she then spins around her lassoed target for her attack range in a 360degree circle around her target catching all enemys in the radios. once techette lands where she stared she pulls the whip tight pulling all enemys into the center then rooting for 1 second then releasing them. If you cast her ult again before she spins back to her starting location she lands where she is and pulls the whip tight spinning the enemy she ulted. away from her. the further she spins around the further they are spun away. R: passive Whip Mastery: As you lvl your ult Techette gets better with her whip allowing her to have increased range. (540 pre 6, 550, 560, 570) and increasing her attack speed. (.8 pre 6, 1.0, 1.2, 1.4)

(Old version) Passive: big Spender: Techette can buy new whips in the shop, each increasing her range, crit damage, and attackspeed of her whip. Whip1: 500ATKrange and 70% crit .90 ATKspeed Whip:2 600ATKrange and 80% crit 1.00ATKspeed Whip3: 700ATKrange and 90% crit. 1.10 ATKspeed. Whips Range: Since whips are a rope and not a shot there is a max range her autos can travel. so if someone was to move out of the range the auto will stop at its max range. Sweet Spot: if techette attacks a enemy within a certin range. (490-500) (580-600) (670-700) it will crit. (techettes crit doesnt increase with items built from the shop.)

Q: Pin Point Strike: Techette whips out a thin line shot dealing 180% crit if it hits an enemy with the very tip. if the target is closer it deals 110% of attack damage. if the target is to far or it misses the whip comes back and deals 80% of your attack damage to yourself. (6/5.5/5/4.5/4 CD not descressed with CD)

W: lasso: Techette whips in a arch that will curve back into it self catching enemy champ(s) or tower in the loop. once it catches an enemy they are stunned in place for a moment (like a thresh hook) until activated again or after 1/1.5/2 (based off ult lvl) seconds. then techette and the enemy switch places as she pulls the enemy into her current place and jumps to where they were standing. if it "hits" a tower. techette flings her self the same distance on the opposite side of the turret.

E: Parkour: techette dashes a short distance forward. it cannot go through terrain, instead she jumps off it, or if dashing at an angle she will wall run a short distance. E passive: Weapon mastery: Techettes attack speed does not increase with items. instead buying crit items lower the recoil damage of her Q as she perfects her whip skill. (-5% for crit) and buying Attack speed items increase her movement speed. (7% for ATKspead)

R: Round 'em up: Once techette lands a lasso she can then activate her Ult, she then spins around her lassoed target for her attack range in a 360degree circle around her target catching all enemys in the radios. once techette lands where she stared she pulls the whip tight pulling all enemys into the center then releasing them.

1 Comments

Tritus17/25/2015, 2:48:11 AM1 votes

I really like this idea for a champ. The auto attack mechanic is very unique, requiring skill and allowing counter play. The skills all bring fairly unique mechanics to the game as well. Here are a few of my concerns.

  1. Removing crit. I love the crit mechanic and i think it should stay. But removing crit is, in my opinion a bad idea. Crit is essential for any add and nullifying it makes many items cost inefficient. I would suggesting making crit expand the range of the sweet spot. This would give meaning to crit items, while keeping the unique mechanic. For starters you could say that 10% crit=2 additional range on the sweet spot, a 20 percent ratio. Obviously the number can be tweaked, but this is just for example. At 100 percent crit, which most people never get and is ineffective, would grant an additional 20 range, which isn't all that much.

  2. Removing attack speed. Again this is a similar critique to the previous. Attack speed is essential to an adc. Capping it at 1.4, although is a great number limits what items techette can use effectively. The move speed idea is cool though. What if you made the passive a ratio instead of nullifying attack speed. Techette could convert x amount of her attack speed into move speed. 

In summary, my fear is that by removing both crit and attack speed you open the door for an adc to be built more like a bruiser. removing one might be okay, but definitely not two. I really love this champ concept though and would love to see something like this be developed. Good work.