Champion Concept: Earl the Pool Shark(flawless final version) review please
Information: Earl, The pool Shark Male, Human
weapon: Gatling Gun Elements force/gravity
Mage/marksman Weapon: Gatling gun that launches energy balls
Appearance: something like this guy but with the arm machine gun and this artwork is not mine
http://www.anime-kun.net/animes/screenshots/death-billiards-9063.jpg
Base stats: 1-18
Health: 510-1900 Attack Damage: 52-104
Health Regen: 5.75-15 Attack Speed: 0.642 (+0%-46%)
Mana: 275-960 Armor: 18-67
Mana Regen: 7.3-19.4 Magic Resist: 30
Attack Range: 550 Movement Speed: 355
The concept: Earl the pool shark is a control heavy mage who can also double as a marksman. His early game damage isnt that high but he does get stronger the longer the fight goes, due to his passive and ult, and if he can get an early advantage and decent items his high % values can set him over his opponent assuming he is properly built. Yes, Earl does have decent damage but requires decent items and an early advantage to fully benefit from this. He is not without weakness, he does have one of the weakest armor values in the game and does not have much manuevarability outside of his bonus speed when you activate his ult and his high base movement speed. He can be outplayed and outdueled and can lose fights easily because it is difficult to come back with him if the opponent gets an early lead due to his low base damage values. When you combine this with his long cooldowns they are roughly comparatively the same if not Earl is a little underpowered even with his long cc times and great combos. If played well he can be amazing and almost untouchable but if played improperly he can lose easily. Earl is best in mid bot or even top lanes if he needs to be he can pretty much go anywhere. Earl can do a large amount of damage by sustaining harrasment with his cooldown reduction and attack speed bonuses, while he might not have upfront damage it is definately sustained damage. His ult is also very useful in order to both compensate for his low armor and provide with a little extra damage when basic attacking or activating abilities due to the bonus movement speed and 0 mana cost of abilities when it is activated. A downside to this is that it requires a good amount of mana to cast and stacks on his ult. A good strategy when using earl would be to go for the q early game. Follow that with the w then go for the e. Leveling up whatever you would like is fine but it is important to understand earls basic combo. What you do is place his e in desired locations. Wrack up opponents and properly fire that break so that you can send those enemies into your holes where you follow up with basic attacks and maintained damage and ult when needed alternatively a more complex combo would be to fire off that e. Then w the enemy into the e. Then time that q properly to pull them from the hole as the ability ends and then follow up with another w into a hole.
Abilities: Passive: Cue Ball: Each Ability cast that hit an enemy increases Earl's attack speed by 10% per stack for the duration of the stack and decreases his other ability cooldowns by 2 seconds per stack for the duration of the stack.
(Notes: This ability can stack on itself however each stack only lasts 4 seconds. Enemies include champions, minions, pets, and structures other than turrets. maximum stacks: 4 additional stacks renew the duration of all previous stacks. Stacks will decay at a rate of one every 4 seconds despite weather or not Earl is in battle)
Maximum stacks: 4 Maximum attack speed bonus: 40% Maximum cooldown reduction: 8 seconds Duration of bonuses: 4 seconds Rate of decay: 1 every 4 seconds
Q: Wrack em up: ground targeted circular aoe Explanation: Earl uses his power of gravity to create an area of high gravity that slows targets within it for a duration. After a short delay the area explodes dealing magic damage and pulling all enemy targets within the area to the center of it. Cooldown: 16/15/14/13/12 Range: 675 Diameter of AOE: 350 target area Slow: 15/20/25/30/35 (+.04 per ap)% Slow Duration: 2 seconds Delay before explosion: 1 second Damage: 55/75/95/115/135(+50/60/70/80/90%AP) magic damage Cost: 70/75/80/85/90mana
W: Break: Linear collision skill shot with collision point knockback Explanation: Earl sends a bolt of force that slows down by 10/15/20/25/30 units every 50 units it travels in target direction. The first enemy hit and any enemies within a 325 diameter area around that target are damaged and knocked back away from the target in the direction they were to the target. The knockback distance is reduced by 10/14/20/25/30 units every 50 units the skillshot travels before hitting a target. The original target is knocked back in the direction that the skillshot was traveling. (note tremor appears like a thin burrow beneath the earth in a linear form) Cooldown: 14/13/12/11/10 seconds Range: 750 Damage: 70/90/110/130/150 (+30/35/40/45/50% total AP + 30/35/40/45/50% Total AD) physical Damage Maximum Knockback Distance: 400/500/600/700/800 units minimum knockback distance:250/275/300/325/350 units Maximum skillshot speed: 1400/1500/1600/1700/1800 units/sec Minimum skillshot speed: 1250/1275/1300/1325/1350 units/sec Cost: 70/75/80/85/90 Mana
E: Corner pocket: Circular persistant Ground targeted AOE. Explanation: Earl uses his powers to create hole in the ground at target location. Enemy champions minions or nuetral monsters who walk into the center of it or are knocked into it fall in. If they do fall and are stunned for a duration and dealt magic damage per second in the hole after which they are freed and moved 300 units in the direction of their cursor. Multiple targets can fall into the same hole. Only 6 holes allowed on the field at one time. If used while 6 are already active the earliest disapears and the new one forms. Cooldown: 18/17/16/15/14 Stun duration: .5/.75/1/1.25/1.5 seconds Duration in hole: .5/.75/1/1.25/1.5 seconds Diameter of aoe: 250 Range: 500 Duration of hole: 30 seconds delay before hole is active: .75 seconds Minimum distance between holes: 150 units maximum number of holes on field at one time: 6 Damage per second: 150(+30%AP) magic damage Total Magic Damage: 75(+15%Ap)/112.5(+22.5%Ap)/150(+30%Ap)/187.5(+37.5%Ap)/225(+45%AP) Cost: 65/70/75/80/85 mana (notes: The damage per second takes into account the quarter and half seconds. Multiple targets can fall in the same hole. The hole fills when an enemy champion is caught in the hole.)
R: Momentum/Maximum Velocity Earl begins the game with one rank in momentum and can increase it at levels 6, 11 and 16. Momentum: Passive stacking physical on hit effect Explanation: Basic attacks on hit add a stack of momentum increasing Earl's attack damage per stack and generating mana on hit. maximum Velocity can only be activated when Earl has the maximum number of momentum stacks. Maximum stacks: 10/12/14/16 Attack damage per stack: 3/4/5/6 Mana on hit: 3/4/5/6 Maximum attack damage bonus: 30/48/70/96 Maximum mana per hit: 3/4/5/6 rate of decay: loses 1 stack every 3/3.5/4/4.5 seconds
(note the attack damage and mana do not scale multiplicatively. So if i have 0 stacks and gain one stack i now have 6 bonus ad and have generated 6 mana at max level if i hit the opponent again i gain another 6 ad for a total of 12 ad and generate another 6 mana this mana does not scale like the ad does. If I hit them again I gain another 6 ad for a total ad bonus of 18 ad. This does not mean if i hit them i get 18 ad. that is not how it works.)
Maximum Velocity: Active/self buff Explanation: Earl consumes all stacks of momentum to become ultra powerful for 5/6/7/8 seconds while in this state Earl gains 20/25/30/35% movement speed, is immune to all forms of cc, and his abilities have 0 mana cost, his basic attacks still generate mana on hit but do not generate momentum and instead deal 20/25/30/35%Ap as bonus magic damage. Maximum Velocity can only be activated once every 60 seconds and the cooldown occurs at the end of the duration. Cost: 10/12/14/16 momentum stacks and 50/75/100/125 mana Static Cooldown: 60/60/60/60
Lore: Earl was born into the underbelly of the Noxian Crime Ring. At a young age he discovered he was an expert pool player and mildly talented in gravity and force magics. His mother was an accomplished cheat and made her living in the underground Noxian gambling rings. She played whatever possible and would utilize her son’s talents whenever possible. Earl loved to cheat and gamble just as much his mom did. As Earl grew up so did his skills and his addiction to gambling. One day he decided to combine his talents and began conning people by making them think he was terrible at pool just to get them to bet against him in a game. He would then suddenly reveal his skills winning the game and stealing their money from under their noses, like a shark, earning the title he would hold till the day he died. Eventually he went on to be known as one of the most competitive pool players of all time building his magic skills along the way. He thought he was the best pool player in the world and unbeatable. Wearing his ego on his sleaves he challenged anyone he could find winning many tournaments and lots of money. One day he challenged Efren Reyes and bet his life savings that he could beat him. This challenger easily defeated Earl causing him to lose it all in a single match. Devistated Earl realized he let his addiction get the best of him and made the journey to Ionia seeking enlightenment in an attempt to cure his addiction to gambling. After many long months journeying from temple to temple Earl eventually cured his addiction. Now free of his vice the Earl planned to make his way back to Noxius to showcase his new self. That was until Syndra came down from her perch and began attacking the temple Earl resided in. Channeling what power he had he heroicly tried to defend himself. In one fowl swoop Syndra destroyed the temple. Taking what little power he could muster he lifted his arm to protect himself from her final blow. Somehow the attack just vanished but destroyed his arm in the process. Confused and thankful he did not die Earl Vowed he would never let anyone else make him feel so helpless ever again. In an attempt to make him-self stronger he commissioned one of the great scientists of all time Viktor to create for him a new arm in place of his old one. This arm was augmented with a momentum building gatling cannon that would harness his natural energy into balls of plasma and increase his and their natural speed over time. With it Earl vowed to destroy Syndra and anyone else who got in his path or threatened his life.
Attitude: Snarky sarcastic and egotistical Recall animation: Fires energy balls into the air catches them in his other hand and starts jugling them.
's niche, but, as an ult, it's not too horrifically op. I mean, Earl's got no jumps or dashes, so I'm happy to let this one pass.
and
's satan spawn?