Reynolds (LoL Anti-Tank): Ultimate and working on more details…

Unlike Hilde, when I’ve been working on Reynolds I’ve kinda had chaos going on in my brain. This is mostly due to the passive teleport effect which I want to give him. For the purposes of organizing my thoughts and settling on skills and their effects, I want to do a summary and just outline exactly what Reynolds has so far. I’m also going to come up with some names because I’m sick of using ridiculously annoying acronyms like ASSS.

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 Purpose:

  • Kiting multiple enemies with knockback.
  • Reducing the resistances of tanky DPS.
  • Reducing the lifesteal of tanky DPS.
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Notes:
Originally this was supposed to slow, but I now have another skill that slows so it could be removed. The problem with many tanky DPS is their healing. Irelia, Xin Zhao, Sion, Olaf and Renekton all have lifesteal or healing abilities which make them even more difficult to kill. Since the slow was removed, I thought it would be nice to add the additional effect of reduced healing. All junglers rely on lifesteal and most junglers are tanky DPS, so this is a good addition.
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Purpose:
  • To destroy tanky champions without harming squishy champions.
  • To encourage enemy teams to spread out (allowing easier focus fire).
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Notes:
Originally this ability used maximum health as the way to distinguish between tank and squishy. After playing a lot of Maokai recently, I realized that my health rarely gets over 2500… which is lower than many ‘squishy’ targets who build a bit of HP through items like Banshee’s Veil and Rylai’s Crystal Scepter. My tank build doesn’t add any HP, but pure resistances. Using HP was therefore a bad way to distinguish between tanks and squishies. Therefore, I have now used armor/magic resist values to determine the damage. An enemy tank will have around 200-400 in combined resistances, so this ability will deal 200-400 damage to them (+ the explosion damage). The numbers may need to be tweaked, but I like how the skill works now. Tankiness is based on resistances so it should not scare squishies in the slightest.
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Purpose:
  • Kiting multiple enemies with slow.
  • Protecting squishy targets with traps.
  • Allowing major knockback when coupled with Shell Shock (similar to Alistar’s Pulverize + Headbutt combo).
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Notes:
A dual function ability which is actually quite simple, it’s basically 2 abilities but packaged into one. If Reynolds targets the ground, he lays a trap. If Reynolds targets an enemy, he shoots the trap onto the enemy. This skill synergizes well with both his other skills and grants him extra kiting ability. I added a knock-up effect to the trap, to allow Reynolds to use his Shell Shock for an increased knockback. This can be used both offensively and defensively.
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With 3 of my skills confirmed, I have to work out an ultimate. Right now, Reynolds is more than capable of doing his job. With his 3.5 skills (Opposing Force is like 2 skills in 1), he can do everything he needs to kill tanky DPS. Shell Shock deals no damage, Opposing Force deals only trap damage (so it can’t be used in a battle easily) and Let It Rip will do nothing to anyone that isn’t tanky DPS.
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Reynolds needs regular damage.
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In addition to this, he might also have a passive teleport based on his abilities cooling down. If Reynolds could reduce his cooldowns, it would make his passive teleport more reliable and also massively improve his production (in both CC and damage).
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Reynolds needs cooldown reduction.
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This is what I have come up with…
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This gives Reynolds the regular damage he needs and helps him to use his passive teleport more actively. With proper use of this skill, Reynolds can cause some pretty hefty AoE damage if he can time his cooldowns right. If he manages to stagger his ability cooldowns perfectly, he has 3 teleports dealing 3 AoE magic damage blasts in very quick succession.
I haven’t put any numbers in yet (except the long duration of the buff), because I need to work out all the possibilities for damage. A perfect High Voltage! will result in 3 AoE blasts within about 2 seconds (although that will be extremely difficult to pull off), then he must use his abilities to trigger a new set of cooldowns… then wait 10 seconds, then the AoE blasts begin again. I doubt more than 4 blasts will be possible in the 20 second time period.
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With these abilities, Reynolds will be a very fun champion to play. He’ll be teleporting around the battlefield, blasting people around and shredding tanky enemies while protecting his squishy friends with his traps.
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In the next post, I will work on the specifics of his passive RELOcator. This is the key mechanic of Reynolds’ play, so it’s very important I get it right.
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Sam
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