First off, sorry I'm using the same name as another champion -- I already had the name before knowing of these forums. This concept is also already on the official LoL forums.
Drake, the Gale Knight [I may want to change this title...]
Don't have lore for this. Probably needs number adjustments.
One thing I don't like is that I can't really find any reason NOT to pick and max W first. That may mean I need to nerf the W.
Suggested Roles:
Assassin jungler
Top lane melee carry
Top lane assassin
Stats:
Health: 440 (+85)
Health regen: 6.4 (+0.8)
Mana: 210 (+45)
Mana regen: 6.25 (+0.5)
Range: 125 (melee)
Attack damage: 53.2 (+3.1)
Attack speed: 0.661 (+3%)
Armor: 15 (+3.4)
Magic Resist: 30 (+1.25)
Movespeed: 345
Difficulty: Low / Low-Mid
Innate: Abrade
With each of Drake's attacks, the wind forms cutting edges which deal minor physical damage in a small area. The number of edges is based on Drake's attack speed.
Area: 180 in front of Drake
Damage: 6/8/10 (at levels 1, 7 and 13)
Edges: 1.6/2/2.4 x Drakes Attack speed, rounded to nearest whole (at levels 1, 7, and 13)
Q: Puncture
Cost: 60
Cooldown: 9 seconds after attacking
[Autoattack reset on-hit ability]
Drake begins charging his sword over 4 seconds. If Drake attacks within this time, his attack dashes forward, dealing bonus physical damage. The lunge distance and damage bonus are based on charge time. Charging has no cast time and does not interrupt Drake's actions.
Initial dash distance: 220
Dash distance bonus/second charged: 110 [charges half this amount every half-second]
Initial damage bonus: 12/24/36/48/60
Damage bonus/second charged: 12/24/36/48/60 [charges half this amount every half-second]
W: Updraft
Cost: 85/95/105/115/125
Cooldown: 12/11.5/11/10.5/10
Drake summons a blast of air to knock up all enemies in an area, dealing damage when they land. The initial damage is physical and bonus damage is magic. Will not deal damage to targets that are not knocked up.
AoE: 320 (diameter)
Cast range: 595
Knockup duration: 1
Damage: 80/140/200/260/320 (+0.9 AP)
E: Soothing Breeze
Cost: 35/40/45/50/55
Cooldown: 18
Calming winds heal Drake. The cooldown of Soothing Breeze is reduced whenever Drake deals physical damage to a unit.
Cooldown reduction: .75
Heal amount: 60/75/90/105/120 (+0.9 AP)
R: Wind Dance
Cost: 150
Cooldown: 210/180/150
Drake summons two windborn clones of himself which dash together with him to a target enemy. He and his copies each slash twice, dealing physical damage and applying on-hit effects on each hit. Cannot critically strike.
Range: 700
Drake damage per hit: 40/80/120 (+0.5 total AD)
Clone damage per hit: 25/50/75 (+0.3125 total AD)
[Total damage: 180/360/540 (+2.25 total AD)]
Strategy:
Puncture itself deals much less damage if you don't charge it up, but charging it for too long mid-fight means you're missing out on autoattacks. Charging Puncture does have two main uses: It's a good gap closer when fully charged and letting it charge up can zone out your lane opponent or force an engage.
Because Drake can deal physical damage multiple times in a short period with Abrade and the autoattack reset from Puncture, or with Wind Dance, Black Cleaver stacks very quickly.
The same applies to the cooldown reduction of Drake's Soothing Breeze, which also takes into account how many units are hit, meaning Abrade and Updraft can reduce the cooldown quickly. Wind Dance, because it deals physical damage six times and applies Abrade each time, is also guaranteed to reduce it by at least 9 seconds.
Wind Dance applies on-hit effects, like that of Muramana's toggle and Drake's Abrade, six times. Tear of the Goddess and Manamune can be stacked quickly with Soothing Breeze as long as Drake is dealing physical damage.
At level 18 without items, Wind Dance deals 540 (base total at rank 3) + 120 (6 instances of Abrade from 6 on-hit procs with Drake's Attack Speed at level 18) + 245.25 (2.25 times Drake's total AD at level 18) = 905.25 damage. This, combined with the autoattack reset from Puncture and the relatively high base damage of Updraft, means even an underfed Drake can deal surprising burst damage with his ultimate ready.
In most situations, Drake's best escape tool is Updraft. Try to save it for when you need to get out.
Drake, the Gale Knight [I may want to change this title...]
Don't have lore for this. Probably needs number adjustments.
One thing I don't like is that I can't really find any reason NOT to pick and max W first. That may mean I need to nerf the W.
Suggested Roles:
Assassin jungler
Top lane melee carry
Top lane assassin
Stats:
Health: 440 (+85)
Health regen: 6.4 (+0.8)
Mana: 210 (+45)
Mana regen: 6.25 (+0.5)
Range: 125 (melee)
Attack damage: 53.2 (+3.1)
Attack speed: 0.661 (+3%)
Armor: 15 (+3.4)
Magic Resist: 30 (+1.25)
Movespeed: 345
Difficulty: Low / Low-Mid
Innate: Abrade
With each of Drake's attacks, the wind forms cutting edges which deal minor physical damage in a small area. The number of edges is based on Drake's attack speed.
Area: 180 in front of Drake
Damage: 6/8/10 (at levels 1, 7 and 13)
Edges: 1.6/2/2.4 x Drakes Attack speed, rounded to nearest whole (at levels 1, 7, and 13)
Q: Puncture
Cost: 60
Cooldown: 9 seconds after attacking
[Autoattack reset on-hit ability]
Drake begins charging his sword over 4 seconds. If Drake attacks within this time, his attack dashes forward, dealing bonus physical damage. The lunge distance and damage bonus are based on charge time. Charging has no cast time and does not interrupt Drake's actions.
Initial dash distance: 220
Dash distance bonus/second charged: 110 [charges half this amount every half-second]
Initial damage bonus: 12/24/36/48/60
Damage bonus/second charged: 12/24/36/48/60 [charges half this amount every half-second]
W: Updraft
Cost: 85/95/105/115/125
Cooldown: 12/11.5/11/10.5/10
Drake summons a blast of air to knock up all enemies in an area, dealing damage when they land. The initial damage is physical and bonus damage is magic. Will not deal damage to targets that are not knocked up.
AoE: 320 (diameter)
Cast range: 595
Knockup duration: 1
Damage: 80/140/200/260/320 (+0.9 AP)
E: Soothing Breeze
Cost: 35/40/45/50/55
Cooldown: 18
Calming winds heal Drake. The cooldown of Soothing Breeze is reduced whenever Drake deals physical damage to a unit.
Cooldown reduction: .75
Heal amount: 60/75/90/105/120 (+0.9 AP)
R: Wind Dance
Cost: 150
Cooldown: 210/180/150
Drake summons two windborn clones of himself which dash together with him to a target enemy. He and his copies each slash twice, dealing physical damage and applying on-hit effects on each hit. Cannot critically strike.
Range: 700
Drake damage per hit: 40/80/120 (+0.5 total AD)
Clone damage per hit: 25/50/75 (+0.3125 total AD)
[Total damage: 180/360/540 (+2.25 total AD)]
Strategy:
Puncture itself deals much less damage if you don't charge it up, but charging it for too long mid-fight means you're missing out on autoattacks. Charging Puncture does have two main uses: It's a good gap closer when fully charged and letting it charge up can zone out your lane opponent or force an engage.
Because Drake can deal physical damage multiple times in a short period with Abrade and the autoattack reset from Puncture, or with Wind Dance, Black Cleaver stacks very quickly.
The same applies to the cooldown reduction of Drake's Soothing Breeze, which also takes into account how many units are hit, meaning Abrade and Updraft can reduce the cooldown quickly. Wind Dance, because it deals physical damage six times and applies Abrade each time, is also guaranteed to reduce it by at least 9 seconds.
Wind Dance applies on-hit effects, like that of Muramana's toggle and Drake's Abrade, six times. Tear of the Goddess and Manamune can be stacked quickly with Soothing Breeze as long as Drake is dealing physical damage.
At level 18 without items, Wind Dance deals 540 (base total at rank 3) + 120 (6 instances of Abrade from 6 on-hit procs with Drake's Attack Speed at level 18) + 245.25 (2.25 times Drake's total AD at level 18) = 905.25 damage. This, combined with the autoattack reset from Puncture and the relatively high base damage of Updraft, means even an underfed Drake can deal surprising burst damage with his ultimate ready.
In most situations, Drake's best escape tool is Updraft. Try to save it for when you need to get out.
Last edited by Siyanor on Tue Sep 10, 2013 7:16 pm; edited 6 times in total (Reason for editing : Redid math on ultimate -- it was incorrect -- then nerfed it.)