Bill, The Janitor (Until someone comes up with something better)

Kanzler·5/12/2019, 6:45:48 PM·1 votes·1,095 views

I think we could use a champion that plays with portals. I envisaged this kit to be for a utility focused ADC.

Passive Every 3rd auto attack deals BASE + X% Bonus AD bonus damage and passes through the target, dealing the same damage to enemy units in a 300 unit line beyond the target.

Q - Beamshot CD - 12,11,10,9,8 seconds Bill fires a beam from his gun, dealing BASE + X% Bonus AD damage and slowing by Y% for 1 second to any enemy that comes into contact with the beam. Holding down Q for up to 2 seconds will cause Bill to be rooted while firing a longer beam. Beam length and slow amount scales based on channel time.

W - Mindhack CD - 22, 20, 18, 16, 14 Bill mind hacks any enemy minion or ward, permanently making it an allied unit. A maximum of 2 units may be mind hacked at any given time. Mind hacking a unit does not award gold as if the unit was killed.

E - Pulse Grenade CD - 16, 14, 12, 10, 8 Bill lobs a sticky grenade at the target location. Once the grenade lands, it will pulse for BASE + X% Bonus AD damage initially and every half second for 1.5 seconds, decreasing in damage with each pulse. If the grenade hits an enemy unit, it will stick to that unit for the duration.

R - Portal Gun CD - 80, 40, 20 seconds Bill channels for 1 second and opens a portal in front of him while also placing an exit portal at a selected position and direction within 2000 units that lasts up to 10 seconds. Projectile skill shot attacks will continue through the exit portal for the remainder of their range before entering the portal. Enemy spell effects that pass through the portal will be converted to allied spell effects. Targeted abilities and attacks have their target range projected through the entrance portal in a radius beyond the exit portal.

Additionally, up to 2,3,4 friendly champions may pass through the portal.

Allies passing through the portal reduce the remaining duration by 2 seconds and increase the cooldown by 5 seconds per champion. Spells and attacks that pass through the portal reduce the remaining duration by 1 second.

I've tried to put a lot of the power budget in the ult, balancing a short late game cooldown with ways that can artificially increase its cooldown substantially depending on how it is used, while still leaving it versatile enough to really allow for creative plays. I've not bothered putting in hard stat numbers beyond cooldowns as those can easily be tuned and I wanted to focus more on a kit concept.

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