[Champion Concept] Troop No. 6
Troop No. 6
Lore
In other lands in other times, there were fierce battles between the greenskins and the Imendur. Year in, year out, the battles got larger and more brutal until they escalated into one final enormous war, where the lands were scattered with warriors and filled with war cries. One such greenskin troop was led by a large Ogre called Drook, with three archer Goblins to assist him. It was a small group, but they were well known for their loyalty and bravery in war; that troop was Troop No. 6.
In the midst of war, Drook spotted a portentous enemy wizard coming in closer. He ordered his Goblins to attack, but to no use - the wizard's magic dispelled all efforts. Out of arrows, the troop could only watch as the wizard channeled a terrifying rift right under their feet. After a painful drop, the fighters looked around and realised that they were in a different place, a place, they would later hear, called Runeterra.
Away from their peers and the habit of fight, they wandered about as outcasts, without aim or purpose. That is, until they found the League: their long forgotten lust for battle rekindled and they were happily accepted to fight for honor.
**Appearance:** Troop No. 6 is a large ogre pushing a cart with three goblins inside ahead of him. The goblins deal ranged damage, where each goblin fires a seperate shot (ie: each shot gets repeated twice= insane attack speed). Troop No. 6 uses Rage.
Base Stats
Health: 440 Health Regeneration: 5.2 (+0.9) Attack Damage: 40 (+3) Attack Speed: 0.66 (+2.8%) Armor: 21 (+3.1) Magic Resistance: 30 **Movement Speed: ** 335
**Abilities**
**Passive: BFF's**
While carrying the cart, Troop No. 6 has 30 additional Armor and 20 additional Magic Resistance
**Q: Drop the Cart/Hello Again**
The ogre Drook drops the cart, gaining 10% additional Movement Speed and 5% additional Attack Damage and attacks as a melee. The lone cart continues to attack. The ogre can either pick the cart back up by moving onto it or he activates **Q** to get it back, in which case he recovers 20% of missing HP.
**Cost:** 30
**Cooldown:** 20/18/16/14/12
**W: Take this!**
The next 2 attacks of the Goblins knock an enemy back by a little each. As the ogre, your next attack stuns the target.
**Cost:** 15
**Cooldown:** 9/8/7/6/5
**E: Decimate**
The Goblins' attacks reduce Magic Resistance by 2 points each for the next 3/3.5/4/4.5/5 seconds. At 10 stacks, Troop No. 6 deals 100/120/140/160/180 (+40% AP) Magic Damage to the enemy target. As the ogre, your next 4 attacks slow the target down by 30% and deal 10/20/30/40/50 (+65% AD) true damage.
**Cost:** 40
**Cooldown:** 12/11.5/11/10.5/10
**R: Anarchy**
Troop No. 6 charges ahead with all three goblins throwing flaming torches at enemy champions nearby. For the duration (7 secs) Troop No. 6 can't be target of movement impairing effects. Each hit has the following effect: deal 40/50/60/70/80 damage immediately and 70/75/80/85/90 (+60% AP) damage over time. At three stacks, an enemy gets stunned. If the cart hits an enemy champion, he gets slowed and receives 120 damage (+70% AD).
**Cost:** 70
**Cooldown:** 30/26/22
*This champion can play any role except support and tank. *
Background: this champion is mostly about unexpected ganks and effective warding.
Items: here's where it gets complicated; what might work best is a combination of items with on-hit effects ("
", "
", "
") and an AP/AD mix ("
", "
") and some armor ("
")
Anyways, that's the part that may boycott the whole champion - tell me what you think.
Friends:
Enemies: 