Runelock: The Zaunite Engine (AD ranged tank/support)
The plan for this is to create an AD ranged tank/support champion.
Don't roll your eyes. I spent several days thinking of how to make it work before posting it here.
Runelock is big... like 3-stack Cho'Gath big. And he should be. He is literally a war engine. A double barreled turret stands on the top of this champion's chassis, flanked by two coils. (these give off electricity when the field is on.) He moves about on a set of mechanical legs, and the prow of this metal aberration sports a grill, protecting a HAL-like red lens. The rear, on the other hand, has a small hatch for dropping beacons and a pair of dual mortars.
Zaunite war machines have seen continual success in effectiveness, in various theaters of war. Of course, leave a Zaun inventor with a decent device, and they'll try to think up ways to improve it. Such was the case with Runelock.
The idea of Runelock came from none other than Dr. Vira Mitzi, a specialist in the field of techmaturgical warfare. However, while most machines used magic as a means of supplementary power, Mitzi sought ways to remove it entirely from the machines. She hated magic, and saw it only as a crutch. A longtime fan of Warwick's approach to the Ionian campaign, as well as one curious about Blitzcrank's nature, Mitzi sought to create a machine unlike any other to replace the current model of Zaun artillery: A thinking war machine.
Her efforts were ambitious. Lies were told, deals were made, and somehow Mitzi ended up being sponsored by none other than Professor Stanwick Pididly himself. However, when results to create a nonmagical mechanical brain failed repeatedly, Dr. Mitzi was forced out of his services. Embittered and desperate, she decided on another way to make her machine think: If she couldn't create a brain, she would just take one from someone else. In the following years, orphans and vagrants began to vanish from the streets. Bodies would go missing from the local morgues. Children would go missing if they wandered alone.
Dr. Mitzi had found it took an exceptional mind to manage the monstrosity she'd created, and after many failed installations, she found one. Eliminating memories of the original owner, she placed it within her machine, and Runelock shuddered to life. Mitzi was ecstatic. With her great war machine, she began to seek revenge on the city that had pushed her out and accepted magic instead of pure technology. She staged an all-out assault with Runelock against creations of the College of Techmaturgy. Runelock defeated them all, but when Dr. Mitzi demanded the deaths of those who'd thrown her out, the machine refused to obey. The doctor and her war engine were forced to retreat.
Once back in her laboratory, Dr. Mitzi rooted about in Runelock's workings, searching for evidence of this disloyal behavior. Although she found none, a spark from her efforts ignited one of the 'removed' memories. Confused and enraged at the doctor, Runelock rampaged through the workshop, destroying a great deal of the lab before escaping into the streets of Zaun. Dr. Mitzi was arrested, and soon after the news of the madwoman's incarceration spread, the living war engine approached the institute.
Runelock believes that the Institute could offer protection of reprisal from those he wronged, as well as clues into the shattered pieces of his stolen past.
"They tried to make a living war machine unlike any other... It was a success."
Damage: 46 (+3.5) = 106 @ level 18
Attack Speed: .625 (+2.20%) = .925 @ level 18
Health: 460 (+80) = 1900 @ level 18
Move Speed: 310
Armor: 18 (+3.5) = 81 @ level 18
Magic Resistance: 30 (+0) = 30 @ level 18
Health Regen: 7 (+.75) = 20.5 @ level 18
Mana Regen: N/A
Attachment 295275Passive: Shell-Shock - Every time Runelock attacks a target normally it creates a 'shock' debuff for the next 5 seconds. At 4 stacks, the enemy champion suffers fear for 1.5 seconds. If they are feared by shock, they cannot be shocked again for 12 seconds.
Attachment 295274Q: Lock-Tether Round (Skillshot) - Fires a single tether at a target, damaging the target and latching a locking cord to it, forcing it to move into 450 range from Runelock for the next 1 / 1.25 / 1.5 / 1.75 / 2 seconds. He is able to fire two more times within the next 2 seconds before cooldown is applied, but the cord can only be applied on the first champion it hits. Firing rounds at an already damaged target will apply only 60% previous round damage.
Magic Damage: 40 / 55 / 70 / 85 / 100 (+0.5 per attack power)
Cooldown: 12 seconds
Attachment 295272W: Chemical Bombardment - Runelock releases several mortar rounds to do damage and create a chemical-filled area for 6 seconds. This creates a stack of "shock." Champions and minions who enter the toxins are affected with the debuff and for the next 2 seconds after leaving the area.
Damage: 60 / 110 / 160 / 210 / 260 (+0.5 per attack power) (+0.25 Magic Resistance) (damage applied only once, when area is created.)
Cooldown: 16 seconds
Enemy slow amount: 25%
Enemy attack speed Decrease: 25%
Radius of AoE: 450
Attachment 295273E: Recovery Beacon - Runelock drops a beacon behind himself with a healing aura. It heals allied champions in an area for 9 / 13 / 17 / 21 / 25 (+ .25 MR) per second over a a span of 10 seconds.
Range: 0 (Runelock literally drops it from the rear door)
Sight Range: 700
Radius of AoE: 600
Beacon Health: 60 / 110 / 160 / 210 / 260
While Recovery Beacon is deployed:
Attachment 309410E: Detonate Beacon - Causes the current recovery beacon to explode, knocking back enemy champions, and dealing damage determined by how much the beacon has remaining to heal. This creates a stack of "shock." (Manually triggered)
Damage: 90 / 130 / 170 / 210 / 250 (+ .25 Magic Resistance ) - (total health healed)
Radius of AoE: 450
Knockback range: 500
Attachment 295276R: Kinetic Dispersion Shield - Creates a field around Runelock for the next 5 / 8.5 / 12 seconds, weakening all enemy champion damage and healing around him by 35%.
Radius of AoE: 575
Cooldown: 160 / 140 / 120 seconds (starts after the shield is activated)
(this skill doesn't protect Runelock. It only protects his allies. It also doesn't reduce true damage.)
Concept sketch: http://fc03.deviantart.net/fs70/f/20...rs-d5vh14x.png
Urban (think Ghost in the Shell)
Jungle warfare (or commando. Essentially his form with bits of green brush and camo.)
Clockwork (Made to appear more toy-like, I suppose?)
Spider (because giant spiders are cool. Giant spiders with turrets are cooler.)
Prototype (brain powered, thus far more skeletal Instead of an eye and midsection armor, there's an exposed braintank.)
Galactic (hovertank? legendary?)
As of now, all the tanks appear to use mana/energy and AP. This is a CD and AD tank. No mana, no energy, no dealing with mregen.
Runelock's main goal is to deny damage to other members of the team, while putting himself in harm's way. He does this through CC, the beacon, and his shield.
Now, I understand it'd be hard to create a ranged tank. This is why I chose to use an aura that encourages attacks on Runelock. (This would have no effect on true damage, so Vayne/anyone with bloodrazors is still hurting alies through Runelock's shield.)
*This is actually due to the fact that even with a tank about, enemies can still ignore them and go for the carries, which happens all too often.*
The confusion round is a damaging taunt. Now, used in conjunction with the ultimate, you can force foes to enter your attack range. As of now, it is Runelock's main crowd control. It is a skillshot though.
Recovery beacon is a heal that is currently unemployed in LoL, akin to that of the witch doctor healing totem in Warcraft III. It's a heal over time as well, but it would discourage tower-diving, and allow Runelock to leave an area for carries to attack from. combined with his shield, it'd make it rather difficult to kill anyone else first.
Bombardment is supposed to be akin to the attack that made Riven leave the Noxian forces, except runelock has changed it to be less... toxic. now it merely slows down enemies... I want it to enable Runelock's teammates, those with melee, to run down enemies.
The passive is because Runelock is a war engine. Soldiers have been known to become "shell-shocked." Essentially coming under fire of artillery like Runelock makes people panic.
As for the design, it's a brain in a machine.
Of course, if you have an idea to help make a large war engine a viable ranged tank, I'd like to hear it.
To be honest, I was turned off with the initial concept of a "ranged tank", but I am thoroughly impressed by how well you pulled it off.
Only a few things to point out.
I'd make his passive do some type of tank effect (decreased damage, decreased resistances, something. But then again, Shen's passive is damage based, and he does fine.
30% AoE reduced damage for 10 seconds is WAAAY overpowered. Maokai's ultimate can't even get close to that. But if you dumbed it down, it'll become useless. I'd suggest some type of rework.
Like the idea of a skillshot taunt. Very unique.
I'd change the ultimate to cause slow or decreased damage, or something. An AoE poison just doesn't sound right.
But here's the big one: He's way too easy to play. The entire point of a tank is to be attacked FIRST, not stand in the back. He would be played more as a Sona, or a support Alistar. Needs MUCH more incentive to stand in the front.
His ult seems like a big AoE nuke with no added effect, which also doesn't fit well with being a tank. Having a 1.0 AD ratio pushes him even further towards building loads of it rather than any tanky items.
I'll agree with Z's point that he'd be played more as a support. His heal and AoE damage reduction would be great support abilities, and he can toss his Q to kite enemies into the rest of your team. His kit just doesn't make him much of a tank. It's arguable what makes a champ into a good tank, but most people will agree that they need some kind of initiation and some way to protect their teammates. His Q is sort of an initiate, but it isn't like Amumu or Leona charging in and AoE stunning or Alistar flashcomboing their carry. Runelock also has no way of preventing enemies from just running passed him and killing his team besides the short single target taunt. His W makes his team tougher, but as said above it's more of a support ability and doesn't let him actively save an ally. If your carry or mage gets jumped on, there's nothing he can do.
Ult changes to be a damage, with a slow area created. damage reduced
Now THAT's more like it. I would like to see a close range ability that is some type of disable. That way, instead of being a "ranged tank", he'd be a "mobile placement tank". So he can focus on WHERE to be at the appropriate time (with his heal and passive), and a close ranged disable (maybe like 5 consecutive auto attacks silence, or something) would allow him to go too far into the comfort zone of an enemy frontline squishy, but he'd have the mobility to go wherever he needed to.
Would definitely combine the old passive with the new one to allow this to happen.
Or what you could do:
Use the OLD passive, and replace his shield with a buff on himself, that adds splash damage to his attacks, and all damaged units are CC'd in some way (damage reduction, movement speed, your pick). It would be more effective on the target than the splashed enemies. THis way, you could prevent damage either on a 1-1 basis, or on a teamwide one. It will also give your enemies more incentive to focus you. (actually, now that I think about it, you would kinda seem like a mobile Heimer turret with this. THAT WOULD BE SICK)
Hmm...Rumble, Heimer, Blitz, Urgot, and Runelock. ROBOTIC DECIMATION TEAM!
Also, it's about **** time we got an actual AD tank. Only person I can think of that is close to that is Jarvan. Alistar, Rammus, Leona, all AP. Time for a change.
I would make it "so and so many shots on a target", so that he doesn't waste that 5th shot on a nearby minion.
How about this: Every time Runelock hits an enemy, they get hit with a debuff that stacks up to 5 times. On the 5th stack, the enemy is silenced (but can't be effected again by the debuff for a duration of time, to prevent an OP attack speed Runelock.) This way, regardless of who Runelock attacks (like if he has Frozen Mallet, for instance), he can still silence you if he shifts his auto attacks back to you.
This would totally be worth Riot's time to look at. Its evident you put a lot of thought into making this and I'm sure they wouldnt just brush it away. And you even took advice from someone else who posted so your not just stubborn on your original idea. Good looks man hope I can see this soon.
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