Balderdash, the Spring Brawler
Balderdash, the Spring Brawler
I couldn't find an image that come close to what I have in mind about Balderdash, but this is what I meant by his right hand. Just imagine a spike at the top end of the metallic spring. http://3.imimg.com/data3/PL/JP/MY-7122805/conical-springs-250x250.jpg
Lore: Balderdash is a magical being created by a bored but powerful wizard out of scraps and junk from the surrounding area of his birthplace. One piece of junk included a spring drill that makes up his right hand. Soon after the creation of Balderdash, the wizard got bored again abandoning Balderdash and wandering elsewhere. Confused and alone, Balderdash wonders what his purpose is in the world. Champion select quote, "Spring into action!" Taunt, "Screw you!"
Role: Fighter? Auto attack range: 175 Melee (He has a conical metal spring/drill as a right hand) Secondary Bar: Mana Tertiary Bar: Spring Potential Energy
Passive: Spring Compression: Spring potential energy is Balderdash's secondary bar. Whenever Balderdash uses an ability, he compresses his spring hand gaining 15% spring potential energy. When Baldderdash has 100% spring potential energy, his next 3 auto attacks gain 40% attack speed and gain +50% crit damage and decompressed his spring back to 0% potential energy.
Q: Screw Attack: After a .35 sec delay, Balderdash thrusts his spring drill forward as a pass through linear skillshot and the spring unwinds as it approaches maximum range. As the spring unwinds, it deals physical damage then rewinds back to normal length. This ability's cool down is reduced by 1 sec for each unit this ability killed. This ability can crit. If an enemy champion or monster is hit by this ability at max range, then this ability is guaranteed to crit.
Damage: 40/ 70/ 100/ 130/ 160 (+80% Bonus AD). Cooldown: 11/ 10/ 9/ 8/ 7 secs. Knock back: Same as Draven’s E. Cost: 60/ 65/ 70/ 75/ 80 Mana. Range: 800.
W: Spring Trap: Balderdash buries a spring trap in the ground (invisible to the enemy) and the trap is triggered when an enemy champion or monster steps on it. When an enemy champion or monster steps on it, the spring trap is consumed and they are knocked up for 1 sec and are dealt with magic damage in a small circular AOE. Balderdash can store up to 3 charges of Spring Trap and can place a maximum of 3 Spring Traps on summoners rift at once. The fourth trap placed will consume the first. When this ability is initially obtained, Balderdash starts with 2 charges. If Balderdash’s landing site of his E is on top of a spring trap, it is consumed and Balderdash gets to leap again to another targeted area or perhaps another spring trap for no additional mana cost.
Damage: 80/ 110/ 140/ 170/ 200 (+60% AP). Cooldown: 2 secs. Recharge time: 25/ 24/ 23/ 22/ 21 secs. AOE radius: 150. Placement radius: 1000. Arm time: 1 sec. Hits to destroy: 3. Cost: 40/ 45/ 50/ 55/ 60 Mana.
Sound effect upon being stepped on by an enemy or by Balderdash when he E's on top of it: "Boing!"
E: Screw This! Balderdash puts his right hand spring on the ground pointing downwards and stands on it. The spring then unwinds giving Balderdash an upward boost and leaps to a targeted area dealing the same small circular AOE physical damage at the launch site and the landing site or landing sites (The reason why I wrote “or” is explained in Balderdash’s W). If you choose to jump and land at the same location and your opponent is within both AOEs, your opponent can take double the damage. The distance traveled by this ability counts towards the passive.
Damage: 60/ 80/ 100/ 120/ 140 (+70% Bonus AD). AOE radius: 150. Maximum dash range: 450. Cooldown: 18/ 17/ 16/ 14/ 14 secs. Cost: 75/ 75/ 75/ 75/ 75 Mana.
R: Maximum Tension: Balderdash thrusts his spring forward until the spring reaches maximum tension as a pass through linear skillshot dealing physical damage. Balderdash then pulls back his spring back to equilibrium (Normal length) causing each enemy that this ability passed through to be pulled 425 units towards Balderdash and are dealt with physical damage. Ally champions that are within range of this ability are also pulled back towards Balderdash all the way and are dealt no damage. This ability is like a hook. Enemies and allies that are hooked by this ability can be pulled through walls.
Damages: 100/ 200/ 300 (+150% Bonus AD) Range: 900. Width: 200. Cooldown: 80/ 60/ 40 secs. Cost: 100 Mana.
Useful Stats to build:
- AD
- Attack speed and Critical hit chance
- Movement speed
Essential Items:



Offensive Items:


Defensive Items:



Synergizes well with:



Playing as Balderdash: When poking with your Q, try to land it at max range to deal massive damage. The massive damage is useful if you're trying to steal dragon or baron from behind the wall. It can also be useful when kiting away from enemy ganks. An easier way to land the Q at max range is to reposition yourself such that you can land the Q at max range while your opponent is knocked up by the spring trap.
Placing your spring traps and using your E properly also helps to make sweet escapes from tough ganks or help you gap close to a far away enemy. If you want to play aggressive by overextending in lane and stay safe from enemy ganks, place spring traps some distance from each other and colinear towards your turret so you can dash up to 1800 units away when needed. If your jungler is about to gank your lane, try using E onto a spring trap to get behind your opponent and Q to get your opponent further from his turret and closer to your jungler. This is kind of like the Lee Sin combo.
If your opponent is far from you, try to land the Q when your opponent is near a spring trap so you can knock them towards the spring trap and trigger it. When your opponent is knocked up, engage by using E to get closer to your opponent. You can also use the R to pull your target towards the spring trap.
If a melee opponent chooses to be aggressive against you and is right infront of you, you can use your E to jump to your initial position to deal double the damage to your opponent. Try to engage when your passive is at maximum potential energy to enhance your dueling potential. Before a team fight, try to time and aim your R properly for a possible wombo combo or engage for your team. If your allies are caught out, the R can be used to pull them out and disengage.
Good Neighbour bonus: Yager, the King of beasts
Sounds cool? If you have any additional ideas or suggestions for the lore or champions that counter or are countered by Balderdash or more suggested items or anything else, comment below. I’m open to critiques and opinions and might add some suggestions.