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Champion reworks/Corki the Daring Bombardier

tl;dr: Corki now uses Heat.

Yes, this makes him a resourceless marksman - but I don't think the two things are doomed to repel. His damage output follows a sustained paradigm and it's directional - meaning he's not going to burst you (ish) and he cannot kite you (while dealing damage). Giving him Heat-style uptimes and downtimes seems a better way to gate his sustained damage, rather than mana (which he's historically either been useless due to high costs or overpowered due to never running out of mana).

  • General
    • Now utilizes the Heat mechanic.
      • Corki's abilities have no cost. His secondary resource bar instead displays his Heat. Corki starts the game with 0 Heat and can have a maximum of 100. Corki's abilities will generate Heat and he will Overheat if he reaches 100, preventing him from casting his abilities for 6 seconds while his Heat depletes to 0. Heat will decay at a rate of 10 per second if Corki has not cast an ability in the last 4 seconds, increasing to 20 per second after 2.5 seconds.
  • Stats
    • Attack range reduced to 500 from 550.
    • Attack speed per level reduced to 1% from 2.3%.
    • Movement speed increased to 335 from 325.
  • Visual Upgrade
    • Corki's copter now has three distinctive weapons - the cannon, the gatling gun and the missile launcher.
    • Corki now possesses a back-up weapon which he uses while his copter is overheating.
      • CorkiSquare.png Most Skins: Corki leans over the side of his ROFLCopter and uses a pistol.
      • CorkiSquare.png UFO Rider Corki: Corki pops open the lid of his UFO and uses a laser gun.
  • Hextech Shrapnel Shells.png Reconnaissance Operations Frontline Copter
    • Corki's copter grants him 20% bonus attack speed, which doubles to 40% while above 50 Heat. This bonus is lost entirely while overheated.
  • Phosphorus Bomb.png Phosphorus Bomb
    • Range increased to 925 from 825.
    • Cost changed to 20 Heat from 60 / 70 / 80 / 90 / 100 mana.
    • Damage type changed to physical from magical.
    • Damage changed to 70 / 110 / 150 / 190 / 230 (+65% bonus AD) from 80 / 130 / 180 / 230 / 280 (+50% bonus AD) (+50% AP).
  • Gatling Gun.png Gatling Gun
    • Moved to [W] instead of [E].
    • Active changed to a toggle.
    • Cost changed to 5 heat per half second that increases to 10 after 5 seconds from 50 mana.
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 from 16. The cooldown now starts on toggle-off.
    • Damage reduced to 13 / 23 / 33 / 43 / 53 (+35% bonus AD) from 20 / 32 / 44 / 56 / 68 (+40% bonus AD).
    • No longer shreds armor.
    • The damage can now critically strike. This is calculated per enemy hit.
  • Valkyrie.png Valkyrie
    • Moved to [E] instead of [W].
    • Revised Active: Corki jettisons himself 500 units in the target direction, dealing magic damage in a cone behind him and slowing them by 50% for 1.5 seconds. Corki takes the opportunity to vents his copter's engine, reducing his heat by 40.
      • Dash range reduced to 500 from 800.
      • Damage changed to an instantaneous 80 / 120 / 180 / 230 / 280 (+80% AP) from 150 / 225 / 300 / 375 / 450 (+100% AP) over 3 seconds.
      • Cost removed (previously 100 mana).
  • Emptylord Missile Barrage

    Not to scale.

    Missile Barrage.png Missile Barrage
    • Cooldown changed to 10 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
    • New Effect: The cooldown of Missile Barrage is displayed on-screen and there is a Sweet Spot partway into the cooldown wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying a Big One for 5 seconds. If Corki attempts to Quick Reload and fails, his missile launcher locks up and the cooldown is extended to 10 seconds.
      • Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
      • The Sweet Spot is ~0.5 seconds and starts around 4 seconds into the cooldown.
      • Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
      • Big Ones are no longer available every third missile and are only available on Quick Reloads.
    • Cost changed to 20 Heat from 20 Mana.
    • Damage type changed to physical from magic.
    • Damage changed to 80 / 130 / 180 (+100% AD) from 100 / 180 / 260 (+30% AP) (+ 20 / 30 / 40 % AD).
    • Big One damage changed to 120 / 195 / 270 (+150% AD) from 150 / 270 / 390 (+45% AP) (+30 / 45 / 60 % AD).
Alternative versions

While I like the "Corki attacks everyone simultaneously" effect, removing his directional-based playstyle probably isn't good for his identity or balance.
  • Hextech Shrapnel Shells.png Hextech Shrapnel Shells
    • This bonus is lost while overheated.
  • Phosphorus Bomb.png Phosphorus Bomb
    • As above.
  • Gatling Gun.png Gatling Gun
    • Moved to [W] instead of [E].
    • New Effect - Toggle On: Corki's basic attacks grant 10 / 15 / 20 / 25 / 30 % bonus attack speed for 2.5 seconds, stacking up to 3 times. The stacks will decay one at a time when he stops attacking. Additionally, each of his basic attacks are modified to damage all enemies in a 650-range cone in the direction of his target. Hextech Shrapnel Shells will apply to all enemies hit and the damage can critically strike, but other on-hit effects are only applied to his target.
  • Valkyrie.png Valkyrie
    • As above.
  • Missile Barrage.png Missile Barrage
    • As above.

I ultimately preferred the minigame of the above version where you can, in theory, fire a Big One every time - or, rather, that you can readily access a Big One when you need it.
  • Missile Barrage.png Missile Barrage
    • Cooldown changed to 1.2 seconds from a barrage system (2 second static; 12 / 10 / 8 second recharge time).
    • Cost changed to 10 / 15 / 20 / 25 / 30 from 20 mana.
      • Subsequent casts of Missile Barrage in a 4 second period cost 5 additional Heat, stacking up to 4 times.
    • New Effect: After firing 6 missiles Corki must reload, which takes 20 seconds (affected by cooldown reduction). The reload timer is displayed on-screen and there is a Sweet Spot partway into the timer wherein Corki can active Missile Barrage to perform a Quick Reload, instantly refreshing the cooldown of Missile Barrage and readying Big Ones for the next 5 seconds. If Corki attempts to perform a quick reload too soon or too late, his missile launcher will lockup and the remaining timer is increased by 25%.
      • Corki cannot perform a Quick Reload while silenced or otherwise unable to activate abilities.
      • The Sweet Spot is ~0.5 seconds and starts around 8 seconds into the cooldown.
      • Corki cannot perform a Quick Reload during the first 0.5 seconds of the cooldown or the last 2 second cooldown, to accommodate for latency-related double-casts or trigger-happy clicking near the end of the cooldown.
      • Big Ones are no longer available every third missile and are only available on Quick Reloads.
    • Damage type changed to physical from magic.
    • Damage changed to 80 / 130 / 180 (+100% AD) from 100 / 180 / 260 (+30% AP) (+ 20 / 30 / 40 % AD).
    • Big One damage changed to 120 / 195 / 270 (+150% AD) from 150 / 270 / 390 (+45% AP) (+30 / 45 / 60 % AD).

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