Dash, the Buggy Rider

Vanic998·5/20/2016, 6:30:18 PM·5 votes·1,649 views

Dash, the Buggy Rider

Role: Primary: Tank Secondary: Support.

Position: Top/Bot

Lore: Dash is a Yordle who always dreamed of driving fast. With the help of Heimerdinger, he was able to construct a fast, durable, and powerful buggy. This buggy was capable of enduring tough adventures and can move though almost any environment. Once Dash ventured through the void while riding his Buggy and took negligible me damage and survived getting corrupted by the void. Once Dashed raced against Corki's ROFLcopter and held its own against it.

This is a buggy if you didn't know: http://www.kitcarlist.com/images/meyersmanx-dualsport.jpg

Auto attack range: 150 Melee

Secondary Bar: Mana

Passive: Built Tough: After every third ability used, Dash is immune to the next crowd control. At three stacks, there will be an indicator around Dash kind of like Banshee Veil's indicator.

Q: Propulsion Blast: Dash activates the propulsion on his buggy dashing in a non pass through target direction for 600 units or less if the buggy hits an enemy minion, enemy champion, or monster in a target direction. This ability deals physical damage and slows the first enemy champion, enemy minion, or monster. This ability can go through walls.

Damage: 80/ 130/ 180/ 230/ 280 (+100% Bonus AD). Slow: 30/ 35/ 40/ 45/ 50%. Cooldown: 14/ 13.25/ 12.5/ 11.75/ 11 secs. Cost: 65/ 75/ 85/ 95/ 105 Mana.

W: Oil Slick: The buggy releases oil from behind it as an AOE for 3 secs whose shape depends on how the player chooses to move Dash. If Dash drives the buggy straight forward, then the AOE will be a rectangular AOE (Like Kog’Maw’s E). The oil applies a new crowd control called “Slipping” to enemies and allies that walk, dash, hop, blink, knocked up and towards on the AOE. Allies and Dash gain movement speed while on the oil. If Dash uses his Q, propulsion blast, while on the oil, the oil is ignited and deals a true damage AOE DOT to enemies that walk over the ignited oil. The oil lasts 4 secs.

True damage: 8/ 16/ 24/ 32/ 40 (+10% Bonus AD) per sec or 32/ 64/ 96/ 128/ 160 (+40% Bonus AD) over 4 secs. Bonus Movement Speed: 5/ 10/ 15/ 20/ 25%. Cooldown: 18/ 17/ 16/ 15/ 14 Secs. Cost: 50/ 55/ 60/ 65/ 70 Mana.

Slipping: When an enemy and or ally is effected by slipping, they can only move in the same direction that they were moving in when they were initially effected and cannot stop moving by their own but can be stopped or change direction by another crowd control that effects them. If a target is standing still when effected by slipping, the still move in the same direction if they move after they were effected by slipping.

E: High Beams: Dash activates his high beams in a long range non pass through 15° AOE cone in front of the buggy that reduces the attack speed enemies and grants vision within the AOE. This ability only effects enemies that are in the front. Enemies in the front block part of the beam depending on the size, and depending on how close they are to the buggy (For example, a fully stacked Cho'Gath that is using Elixer of Iron can probably block the whole thing by himself while it may take 2 or 3 teemo sized champions to block it at half range). The direction of this ability cannot be changed and stays the same direction as the initial mouse direction (Like Braum's E, unbreakable). The high beams can go through walls. This is a toggled ability. (High beams are like extra powerful headlights that most cars have that are used in an emergency or if you're in an area without street lights or any outside lights at all.)

Attack speed reduction: 20/ 30/ 40/ 50/ 60%. Range: 2000. Cooldown: 8/ 7/ 6/ 5/ 4 secs. Cost: 25/ 30/ 35/ 40/ 45 Mana per sec.

R: Burning Rubber: Dash accelerates the buggy causing the tires to produce smoke in a radius of 300 centered around him that causes enemies within the radius to be near sighted. The buggy also gains increased movement speed and bonus tenacity.

Bonus tenacity: 10/ 20/ 30%. Bonus movement speed: 30/ 45/ 60%. Duration: 5/5/5 secs. Cooldown: 120/ 100/ 80 secs.

Suggested Build item 3078item 3742item 3102item 3110item 3748item 3111item 2138

Playing as Dash: Dash is a champion that specializes in messing with your enemies. When playing as support, when you’re ready to engage, use the oil slick and Q towards your target (Since the oil slick is coming from behind, you cannot Q forward and benefit from the oil slick unless you use oil slick and dash in the opposite direction) the oil will help your ADC follow up quickly. Then use the high beams to reduce the attack speed of the enemy ADC and try to keep it shining on them to minimize damage to you and your ADC. Try to make the Q the third ability used to help dive into your enemies to make it harder for your enemies to chain cc you. If playing in the toplane, try to Q and hit your opponent when they try to farm while using oil slick so you can easily disengage by moving towards the oil and out running your opponent thanks to the movement speed boost. When getting ganked, use oil slick and use Q perpendicular to the oil AOE to ignite the oil as a way to kite and zone the enemy jungler. In teamfights, use the ult to disrupt your target and try to follow your priority target to continue to make them near useless. The near sight will force your priority target to move away from or kite you so they can be useful in a team fight. Beware; you will need to be tanky to be able to be in the middle of the enemy team. The ult will work even better if the whole enemy team is surrounding you since they can well be near sighted. The ult will work even better if the whole enemy team is surrounding you since they can well be near sighted. Sometimes if none of your enemies are AP, building Mercury treads anyway can be useful because of the tenacity. Tenacity synergies well with the ult because it can help you move and disrupt your enemies with less interruption from crowd control. If you use the ult and w together, you can surround your enemies with the oil and ignite it so they will most likely have to take the true damage dot. In addition to team fighting utility, the high beams can also be used for granting vision of dragon or baron if the enemy has a pink ward and destroys all your wards there.

Any more ideas, suggestions, criticisms? I'm willing to listen.

Good Neighbour Bonus: Raseri, the Living Conduit

10 Comments

King Maruilla5/20/2016, 7:13:28 PM3 votes

Amazing.

To put a racing champion, simply amazing.

Rand0mH3r0X5/20/2016, 7:41:45 PM3 votes

That just sounds too adorable to create.

When Dash is Laning: http://gph.is/1d8ERgk

When Dash is carrying: https://metrouk2.files.wordpress.com/2015/10/dog-driving.gif

Ruhollah Khomein5/20/2016, 7:48:34 PM3 votes

Well, they pulled off a vehicle with Corki, so why not this? Seems like a decent idea :D.

Yoricc the Thicc5/21/2016, 12:13:14 AM2 votes

awesome except i don't think riot will be able to make an entire new cc type

gemini3336/1/2016, 6:53:43 PM2 votes

CCOS Review

I think this concept has a lot of potential, and I like the idea of a racing champion who has a sort of vehicle to roll around in (like Rumble and Corki). I think the lore could use some more work though; I recommend looking into some of the old lore that LoL has if you don't want to write pages and pages of backstory.

Pros

  • Dash has a clear identity and playstyle that is reflected in his kit. I really enjoy how he races up and down the lane, attacking and disrupting enemies with his upfront playstyle. It gives him a unique place in the League that I feel hasn't been really done so far, and it fits his tank/support design.

  • I think the new CC type (slipping) is pretty interesting, and gives a lot of counterplay with it (enemies can use it as a pseudo-dash at times). The fact that it strengthens his identity as a racing champion is also a plus.

Cons

  • There's too much CC in his kit. All together, Dash has a slow, blind, nearsight, and a slip (the new CC type). It grants him way too much leverage against opponents and I think it can get pretty frustrating and unfun to play against. The nearsight is especially annoying, since it has a really long duration and pretty much screws over any melee champion along with the amount of CC Dash has (they can't hit him with attacks due to blind, but they can't get out of his reach due to his dash/slow/slip). I think toning down some of this CC would be good, since he feels a bit too much like a CC bot at the moment.

  • Dash's E (High Beams) feels very clunky to use. It has a strong CC effect, but it seems extremely feast/famine depending on how It is utilized. On one hand, it's practically impossible to dodge given the high range, but practically useless at close range. Moreover, it doesn't really suit Dash's playstyle of an upfront tank/support that disrupts enemies by running into them.

  • A small pet peeve of mine, but the damage ratios feel weird to me. There's a ton of CC, but very little damage that he can do. I'm not sure if you intended this or not, but I do think that rounding him out would make him feel more satisfying to play with (less CC, a bit more damage)

Some Suggestions

  • Reducing the amount of CC is probably the big one I would put down as an improvement. The nearsight/blind combo is pretty frustrating to play against, and I think changing the effects would be nice. In this case, I think Dash's ultimate should reiterate on the slipping mechanic a bit more (spreading more oil around him). Careful placement of the oil would help out allies, and igniting it all at once would feel very good for the player. The self-stat buff in itself is fine though.

  • I think Dash's E (High Beams) can have the blinding CC effect removed. Instead, you could change it to attack speed reduction that increases to a cap (say 40/45/50/55/60%) over a few seconds of remaining within the AoE. The effect duration can be lengthened (or changed to a toggle with mana cost), and the ability can keep Dash facing the same way while it is activated (similar to Lucian's ultimate). This would give Dash a few more possibilities, such as kiting with your ADC and improved body-blocking. More importantly, Dash won't waste the ability if he decides to move backwards and defend his allies. Lastly, you should probably reduce the range and widen the AoE cone to keep it more in line with the upfront tank playstyle; this way, Dash can drive up to them and feel rewarded for keeping enemies in his line of sight. Enemies will also feel rewarded for maneuvering outside of the AoE, giving the ability decent counterplay.

Mister Support6/15/2016, 7:25:05 PM2 votes

Just some thoughts

Passive - interesting idea, but I think it should be changed or have something added. If against a team with NO crowd control, it will be utterly useless. If against a team with suppresses or very powerful crowd control, it would flat out be oppressive.

Q - This feels way too much like Sejuani Q, but still makes sense thematically so I'll give you that.

W - Base value for damage should be a bit higher for later ranks, and may want to look at changing bonus AD ratio to something else. Having a true damage fire scale off of bonus AD just feels weird. Perhaps AP for a secondary option for build? Otherwise I like the "slipping" idea.

E - Having a bright light lower attack speed is a bit weird imo but would be good for gameplay. Personally I would change this altogether just because having an ability's only purpose be to reduce attack speed is a bit lack luster.

R - Having just CC with no damage or other effect.

Overall. For a melee tank champion, I think the damage is too low and the wrong types of CC are used here. Even though he is a tank, with how champions typically are they should be able to kill others at a semi-decent rate on their own. And the CC I'm referring to is the attack speed slow and the nearsighted. Attack speed slow is better put on a duelist than a tank, while nearsighted is more suited for someone who is mid-ranged and wants zone control. I feel like some crowd control that could be good here instead could be a knock-back (head on collision) or knock up. Otherwise the idea itself for the champion is unique and I like it!