Thomas, the Boomerang of Piltover(Mechanically Difficult ADC)

Prospector Pete·9/24/2015, 10:28:03 PM·1 votes·1,020 views

>Lore: When Thomas was young, he always had a fascination with boomerangs. He always wondered how they worked and how they were made. Since he lived in Piltover, there were many inventors. So, for Thomas's 12th birthday, his father gave him a specially engineered hextech glove that he could lob tons of boomerangs out of. At first, it was just fun and games, but soon, Thomas got out of hand with it. He accidentally destroyed many buildings and injured many people. One day, he found out that his dad had fallen ill and gone to the hospital. Four days later, he died. Thomas stashed the hextech glove away and vowed to never use it again, but when the time of war came, he got it out and destroyed everything with it. Once he realized the true power of it, he realized he could use it for good purposes. Now, he seeks for someone that can help him with something: upgrading his glove.


Attack: 8 Defense: 3 Ability: 1 Difficulty: 8 Range: 550 Resource: Energy


> Passive: Boomerang Shots- Thomas's auto attacks curve towards his target, dealing 40% damage to any enemies hit along the way and applying on hit effects. After it hits the target, it curves back at an angle towards Thomas, flying to a location someone near him. If he picks it up in mid air, he immediately issues another attack towards his target. Catching a boomerang also restores 7 energy.


Q: Hextech Jump- Thomas lunges to a nearby location, gaining 10/15/20/25/30% tenacity for 2.5 seconds. If he picks up a boomerang, the cooldown on Hextech Jump is reduced to 1.25 seconds. Cost: 20 energy Cooldown: 12/11/10/9/8 seconds Range: 325


W: Energy Surge- (Passive) Catching a boomerang increases Thomas's attack speed by 4/5/6/7/8% and range by 10/13/16/19/22 for 1.25 seconds, stacking up to 7 times. Getting stunned removes all stacks. (Active) Thomas increases his attack speed by 30/35/40/45/50% for 2.5 seconds, but slows himself by 30/25/20/15/10% for the duration. Cost: 45 energy Cooldown: 15/14/13/12/11 seconds


E: Bigger Boomer- Thomas charges up his glove for 1.25 seconds(does not stop movement or other commands) before launching out a mega boomerang, dealing 100/150/200/250/300(+100% AD) physical damage to enemies hit, reduced by 20% for each unit it passes through, down to 30%. It then comes back to Thomas is a straight direction. If he catches the boomerang, the remaining cooldown on Bigger Boomer is reduced by 50%. If Thomas catches a regular boomerang, the cooldown on this is reduced by 0.75 seconds. Cost: 60 energy Cooldown: 18/17/16/15/14 seconds Range: 850


Ultimate: Flamerangs- Thomas causes his boomerangs to heat up for the next 6 seconds, causing them to deal 40/60/80(+20% AD) bonus magic damage over 4 seconds, stacking up to 4 times. Enemies that attempt to heal(like Soraka, not like a health pot) whilst on fire have grievous wounds applied for 5 seconds. For every boomerang that Thomas catches during this time, the duration is extended by 0.5 seconds.


Base Stats: Health: 460+80 Health Regen per 5: 7.25+0.35 Attack Damage: 56+2.9 Attack Speed: 0.69+3.2% Armor: 27+3.2 Magic Resist: 30 Movement Speed: 335


> Example Item Builds: item 3153 item 3006 item 3085 item 3072 item 3031 item 3087 item 3153 item 3006 item 3085 item 3091 item 3078 item 3022 If you're jungling for some odd reason, take devourer. Every 2nd attack will cause 2 boomerangs to fly out.


Did you like my champion? Leave a comment on anything you think should be changed!

8 Comments

regonas9/24/2015, 10:45:49 PM1 votes

While it all fun and games, there is still few problems. First of all, there would be tons of bugs with his passive, because it would be made with formulas where every time unit conditions change so does end results. For examples how will his basic attacks curve and travel when enemy flash away? What happens if you attack Kassadin while he ulty away, then flash away and clicks on Thresh lantern? It's curve and return path would be too complex to be implemented.

Q makes no sense. You can reset it with every basic attack you catch? How is that hard and not op?

W - so you get bonus attack speed, bonus range while you still can jump like mario around the map with Q? No melee will be ever able to get close to this champ. How is that mechanically difficult ADC?

R is so overpowered it could kill Yasuo, rape Zed and make sweat sweat love to Vayne. True damage on ADC is always a bad idea, look at how overpowered vayne is. And you need only few attack speed items to make his R to last forever? While doing tons and tons of true damage?

Instead of saying that this is mechanically difficult you should say: impossible to implement and too overpowered to even try.

Still a good try, though. Better luck next time.

Blade of Justic9/24/2015, 10:47:18 PM1 votes

There seems to be a trend of people calling their champ ideas "Mechanically difficult."

gr8artist9/25/2015, 9:22:02 AM1 votes

I don't think Riot would ever allow "on-hit effects to ALL UNITS it passes over". Also, like Regonas said, your passive is very much a visual thing, so it's almost paradoxically impractical to work when enemies possess the kind of extreme movement that League has. Perhaps if your passive also included a "enemies that move too far from the boomerang's intended target point are unaffected" then it might work. I assume he can have only one returning auto attack at a time (Draven is capped at two, regardless of his attack speed, right?).