LoL Anti-Tank – Inspiration and more brainstorming…

I don’t like to mock brainstorm (deciding an idea and then doing a brainstorm to make it look like I figured it out through planning), so let’s get some stuff out the way! Firstly, I want to call my Anti-Tank champion ‘Reynolds’. The story behind picking the name is actually pretty stupid so I’ll explain that. When thinking of names for my Armor Shattering Shotgun Slow skill, I was thinking of what to call a big badass double barrelled shotgun. It’s got twin barrels, it unleashes hell… what is better than ‘Twin Hellfire Cannon’? I was thinking to myself “where did this genius come from?”, since I had a healthy dose of deja vu. So I Googled the term and was instantly reminded… .

Captain Edward Reynolds, as played by Evan Stone

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Yes… I am ashamed to say that the name of my new champion is a homage to a character in the adult movie Pirates II: Revenge of Stagnetti.

If you’ve seen the movie, you’ll be more inclined to forgive me! It’s actually quite hilarious and I am a big Evan Stone fan, he’s a funny guy! So, while I won’t be calling my skill ‘Twin Hellfire Cannon’ (I didn’t want a second champion with skills named after the weapons), I will be calling my champion Reynolds. I think it’s a pretty badass name! Regarding a background story, I’m thinking he has to be affiliated with Zaun.

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Zaun is a city-state both supported and ruined by unchecked industry, mercantilism, and magic run amok. The pollution from the countless factories and laboratories are constantly spewed into the environment. The urban heart of the city-state is often choked with smog that blocks the morning sun and drains the sky of its pastels. Visitors have coined a name for the shaded sky, the “Zaun Gray”, and describe staring up at it akin to seeing the beginnings of a cosmic disturbance. As polluted as Zaun is above-ground, its subterranean levels are far worse. All of Zaun’s runoff waste pooled together in its sewers, mixing together into toxic and mysterious concoctions.

From League of Legends Wiki

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For a guy wielding badass guns with a teleportation pack, it seems like a good setting for him. Zaun is where Dr. Mundo is based, a technological hotspot with few morals. So far, I’m thinking a technology thief or something. Or a scientist who equips technology thieves, but decides to equip his own inventions and do it himself. Singed is a mad scientist dude already in the game, so perhaps there are too many. I’ll have to have a think about that.

Anyway that’s enough about stuff I’ve already decided, let’s work on a new skill!

So we’ve already got…

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Armor Shattering Shotgun Slow

Reynolds blasts an area with his shotgun, knocking back nearby enemies, slowing all in the area and reducing their armor by 15%

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Life Augmented Rounds

Reynolds focuses his fire on a target, dealing 10% of their maximum HP in pure damage over 3 seconds. If the total damage is over 300, the rounds explode for 300 (+AP) true damage around the target. Enemies can leave the range to avoid the explosion.

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I decided to make the LAR explosion a small AoE blast, which would hit tank teams very hard and encourage enemies to spread out (allowing easier focus fire). Overall, these 2 abilities in unison will do a pretty good job of kiting and disposing of tanky DPS. ASSS (see why I have to change the name?) reduces enemy armor to allow a quick dispatch, LAR causes massive true damage in an AoE to anyone silly enough to stay in range. There isn’t a better champion for dealing with 3 fat tanky DPS champions in your face.

Reynolds also has his passive teleport, with 2 abilities that will activate it using the reload mechanic. ASSS has 2 rounds and LAR will likely have a larger capacity, perhaps 4-5 clips before cooling (so I’ll definitely have to reduce the damage numbers!). Since it takes 3 seconds to fire each clip, LAR can hardly be relied upon for passive teleportation. Therefore I need another skill, which uses reloading, that is a nice middle ground between the 2. Either 4-6 shots that are instant/easier to unload for preparation teleports (LAR needs a target, so it’s hard to prepare the cooldown) or a smaller clip. In addition, there needs to be a skill which helps focus damage on single targets. This will likely be a non-reload ability (or a single reload), so perhaps it might be Reynolds’ ultimate.

With all these abilities, Reynolds has an escape, a slow, a protection skill, unmitigated damage and chasing ability. From just 2 active abilities and his passive, Reynolds is good at his job already! Therefore, if he has all the abilities he needs to kick ass, how about some utility? In combat he’s most likely going to be standing around shooting his LAR with an ASSS thrown in for good measure. With this and his teleport, he already has plenty to keep him occupied in battle. I’m thinking that an out-of-combat ability would suit him quite well, something trap related (like Teemo, Nidalee or Caitlyn).

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Trap Ability

Unlike Teemo, Nidalee and Caitlyn, Reynolds has a new mechanic which means that in-combat traps will be useful (to trigger the cooldown and his teleport). Therefore, this skill needs to have a dual function as both a preparation ambush ability (like aforementioned champions’ traps) but also the ability to blast it into a group of enemies. I think that the best way to solve this is to make it able to target the ground or an enemy target. If Reynolds targets the ground, the trap has one effect. If Reynolds targets an enemy, it has a different effect. Thematically, the abilities have to be linked.

One idea I have is for a sort of magnet theme. For ground targeting, Reynolds could shoot a grenade that sticks to nearby enemies if they stand in the radius for a short time. Whether it causes damage, or a stun, or whatever…. I still need to decide. This is the sort of thing I’m looking for…

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When enemies enter the edge of the radius, the trap will reveal itself (with a cool little rumbling animation). If the enemy stays in its range for too long, it will stick to them. If the enemy walks closer, it will stick to them quicker.

Using the magnetic field concept, this can then be flipped for the 2nd function. When Reynolds targets an enemy with his trap, it sticks the mine onto the target. This mine will tether to every enemy champion within range, slowing them down until they reach a certain distance (a bit like LeBlanc’s Ethereal Chains but in an AoE). This can be recast (because of ammo), to amplify the effect of the slow. Reynolds could cast all 4 grenades at a single time, causing a massive slow… or he could cast a couple as traps and then save 2 for when the enemy is in ground trap range (so they can’t escape before it sticks to them).

With the AoE slow of this ability, it also gives me the possibility of removing the slow from ASSS. That skill already has a lot of effects, so now it can be combined with Trap to provide an AoE slow for kiting. This allows me to increase other variables of the skill, such as the knockback range, the AoE or the damage.

Trap synergizes with his other skills quite handily. To kite in a team fight, use ASSS to force enemies together, then Trap to slow them all. To isolate enemy tanks or stragglers, use Trap combined with LAR to keep them in range while your true damage blows them to smithereens.

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Magnet Trap

Ground Target: Reynolds lays a magnetic trap which will stick to nearby enemy champions.

Enemy Target: Reynolds attaches a trap to his target, creating a magnetic field which slows all nearby enemy champions.

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Just slowing and just damaging is pretty dull, so I might think of additional effects to add. The mechanics are decided though, so finally I have the 3 reload abilities for Reynolds’ Q, W and E. That’s 3 potential teleports with expert planning! I do have to have a real think about the reload teleport mechanic… having a ground targeting ability will make it quite strange when casting abilities and trying to aim your teleport. Could be highly confusing!

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Sam

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