Debris periodically appears around Ballistic, influenced by the carnage of battle. Debris lasts 10 minutes.
Ballistic's basic attacks against debris or airborne enemies will send them hurtling 750 units away, stopping upon colliding with an enemy champion or terrain. Enemies launched will take 40 - 100 (based on level) % AD bonus physical damage upon collision as well as dealing the same damage and slowing enemies they pass through by 85% for 0.5 seconds. Debris launched in this way will disintegrate upon collision.
Well they don't call me Ballistic for my dashing good looks.
The flavour text is a little weak - if you can offer a better pun/metaphor for "Ballistic", I'm all ears.
Smashing good looks?
Active:Ballistic ruptures the ground at the target location. If an enemy is caught, Unearth deals physical damage and knocked up enemies within a small radius for 0.75 seconds. If Unearth does not hit any enemies, a piece of debris is created.
Active:Ballistic releases a shockwave that radiates outward at 1600-speed, destroying all hostile projectiles that it hits within a 600-unit radius. Champion-sourced projectiles destroyed by Stalwart will leave debris on the ground, up to 1 per enemy champion.
Active:Ballistic readies himself for 1.5 seconds, intercepting and halting all oncoming projectiles for the duration (excluding structures). If Ballistic blocks a projectile from a champion or epic monster, the effect ends early and a piece of debris is created in front of him.
Active: For the next 0.75 seconds, Ballistic intercepts and halts all projectiles that could strike him. A piece of Debris is created around him for each champion-source projectile that is blocked, up to 1 per unique enemy champion.
"Halts" is flavour-text for "destroys", except that the projectile-artefacts build up in front of Ballistic as if forming a barrier of rubble.
Recharge Time:17 / 16 / 15 / 14 / 13
Active:Ballistic kicks at the ground, jettisoning himself a short distance in the target direction and creating a piece of rubble from where he took off. Resets Ballistic's attack timer.
If Ballistic was standing upon rubble, Bootstrap will instead launch Ballistic in the target direction, dealing physical damage to enemies he passes through until he collides with terrain or a champion, as well as slowing enemies he hits by 85% for 0.5 seconds.
Bootstrap uses a stock system and Ballistic can have 2 casts in reserve.
The basic version of Bootstrap is visually similar to using the jump-jets on Mass Effect Andromeda - i.e. a less-than-graceful hop with a slightly sprawled landing.
Ballistic would likely need Lucian-tier limb freedom relative to facing direction.
Ideally he should have "slightly-sprawled" run and attack animations, allowing him to twist from landing Bootstrap to attack the Rubble created without his character fully "recovering" (standing up) - to make the gameplay flow better.
Ballistic is not intended to be as elegant of a rock-weaver as Taliyah - I want it to feel sloppy/improvised.
COOLDOWN: 120 / 110 / 100
Active:Ballistic shatters the ground around him, suspending surrounding enemies for a short duration.
Duration: 1.25 / 1.5 / 1.75
March 3rd 2017
Projectiles now only stop upon hitting champions.
Reverted previous change.
Unbreakable variant now creates up to 5 pieces of rubble.
Empowered cast is now triggered by casting while stood on rubble.
July 7th 2016
Projectiles now harshly slow secondary targets.
Ballistic can now hit himself to knock himself up.
Previous effect is now accessed while airborne from Unearth.
Now has a standard/weaker active.
Now uses a stock system (current 2 in reserve - might bump to 3).
Fighters with high-impact engages. Their persistent threat is lock-down.
Low mobility fighters who zone the enemy with their presence. Their persistent threat is the promise of death.
Fighters with strong chasing capabilities, requiring the constant protection of your squishy.
Slayers that harass the enemy team from afar.
Slayers who deal damage in burst rotations.
Slayers who deal consistent ranged damage.
Slayers that excel at reaching priority targets.
Supports who disable the enemy team.
Supports who empower their allies.
Supports who intercept for their allies.
Specialists who take down structures.
Specialists who secure jungle objectives.
Specialists who control territory, including obstruction.
A minor rework to his innate and Devastating Charge ability, inspired by Mercury from SMITE.
A minor rework that aims to shift Jarvan's gameplay from a generic diver to a Commander.
Part of my Mounted Champions Overhaul, this rework pushes Kled into more of a flanker role - with added trampling and better jousting.
A suite of changes with only one new ability, but it comes together to have much more purposeful gameflow.
A complete relaunch that dials up Rammus' niche as the League's hyper mobile tank.
Taking off from where her Tank Rework left her, this update gives her a new ultimate. I would like to re-address Sejuani in the future as part of my Mounted Champions Overhaul with the intent to play up her Warband theme.
A fairly substantial rework that takes on elements from SMITE's Khepri. He still does Skarner things, but with more high points and balance levers.
A suite of changes that aims to give Udyr things to do, as well as making Phoenix distinct from Tiger.
A small rework to address the overlap between his Elastic Slingshot and Let's Bounce abilities.
A full relaunch that explores Dr. Mundo self-experimentation theme.
A new Courage ability.
A substantial rework that aims to keep the Iron Revenant doing Mordekaiser things, but with more points of high satisfaction and less frustration for his opponents.
On the scale between a rework and a relaunch, Olaf has gained Tryndamere's ultimate.
Part of my Mounted Champions Overhaul, absorbs elements removed from Kled and was heavily inspired by Overwatch's D-va.
A minor rework to his ultimate that makes it less dependent on Riot's rather lacking pet AI system, inspired by HOTS' Nezeebo.
A minor set of power redistribution changes that aims to dial back her explosive damage and push her more into fighter territory.
A full relaunch that retains most elements of her existing kit, but with more room for skill expression.
A moderate scale rework that aims to cut away some of Lee Sin's unnecessary strengths while preserving his unique position as the Enchanter Fighter.
A moderate scale rework that addresses some of Nocturne's design flaws.
A moderate scale rework that gives Pantheon a new ultimate and role within a team.
A moderate scale rework that addresses Riven's oppressive mobility and crowd control when facing other melee champions. She now utilizes energy and enemies have a means to mitigate her damage.
Shyvana's Dragon Form now operates similar to Skaarl or D-va's Mech, providing her a guaranteed window to fight as well as making it impossible to die as a dragon.
A fairly substantial rework that changes Tryndamere's role for the team. While Olaf has taken his current ultimate, his new ultimate fills a very similar niche.
This moderate scale rework changes Corki to utilize heat as well as addressing the less-than-interesting Hextech Munitions innate ability that was added in his previous rework.
Part of my 7-Ability Champion Overhaul project, this substantial rework turns Jayce into a melee-only champion.
A moderate scale rework that aims to restore some of satisfaction of Kog'Maw's previous rework while addressing his ability to simply kill anyone based on a stat-check.
Rebranded as a Chem Baron of Zaun, this substantial rework was inspired by HOTS' Sergeant Hammer and Ragnarok.
A moderate scale rework that provides quality of life changes and power redistribution.
A selection of moderate scale reworks that aims to address Xerath's current bland nature within the roster, while also restoring some of his pre-rework niche as an event horizon champion.
A fun idea for his Satchel Charge.
A minor rework that aims to address the negative experiences many players have when facing Ahri, referencing the amount of auto-targeted damage.
A new Molten Shield ability, as well as changes to Tibbers that were inspired by Doom Bots.
Aurelion Sol is now manaless. His kit already has many ways for his opponent to react to him without him running out of mana mid-fight.
A tentative rework that explores how his possessive-fire-spirit theme could be implemented, including possessing new houses and temporarily leaving his body.
A new Wall of Pain ability that grants Karthus more power where he wants it.
A suite of changes aimed primarily at quality of life.
A suite of changes that address her handicapping innate, Noxious Blast's poor synergy with cooldown reduction and the fact Twin Fang's combo costs so much mana.
Substantial rework that removes her one-time Oath mechanic in favour for a more avenge-fallen-allies mechanic, which is more suited for Lady Vengeance.
Removed the Bounty Hunter mechanic and instead focused on what it means to be touched by Death's Arrow. Her new ultimate is inspired by Overwatch's McCree. It's High Noon!
Part of my 7-Ability Champion Overhaul project. Under construction.
A substantial rework to his basic abilities that makes him feel more like a Card Master and less like he's just throwing cards at you.
Inspire by Infinite Crisis, Akali's innate and third ability now vary based on how she combos her first two abilities. Her ultimate, inspired by HOTS' Valeera, is Twilight Shroud with added unbreakable stealth.
Rebranded as the Nightbringer, this substantial rework windows Evelynn's power via a day-night-cycle.
While an assassin that can engage is a valid niche, Fizz's other strengths make that fantasy overkill. This change to his ultimate refocuses his objectives to something more... Fizz-like.
A substantial rework that gives the Spell Eater more tools for Spell Eating, heck... it gives him more to do, period.
A quality of life rework that changes isolation to utilize line of sight, as well as giving him tools to reduce his target's sight radius, rather than the current by-the-patch-radius.
A power redistribution rework that addresses when Nidalee does damage, particularly surrounding her Hunted innate.
A suite of changes intended to redistribute Zed's power between himself and his shadows.
A substantial rework that addresses Blitzcrank's severe lack of things to do while staying true to his fantasy of being a weaponized warehouse robot.
A small scale rework to Pix that was inspired by Chang'e from SMITE.
Under construction. Largely focused on a themeatic shift away from a caster of purple magic to a Harbinger of Voidspawn.
A moderately sized rework that bolsters Janna's unique position
Two reworks, one that explores a new theme as a self-sacrificing support inspired by Orion from Atlas Reactor; and a second that attempts to go back to her Dualism roots.
A moderate sized rework that takes cues from Overwatch's Lucio and League's own Jinx - changing the stance system to a toggle and giving her some actual abilities!
A substantial rework that plays off a Borrowed Time mechanic.
This rework absorbs features from Kindred (that I removed in her own rework) and Galio's recent rework to create a Dark Valkyrie.
Rolling back some of his Tank Update. How does giving him Nami's ultimate and removing him as a Warden make him a more unique tank?
A substantial rework that turns Cho'Gath into the kaiju he was meant to be, including gaining more power against structures.
Part of my 7-Ability Champion Overhaul project. Under construction.
Inspired by Infinite Crisis' Lex Luthus, Heimerdinger's power has been redistributed to make him a more reactive defender.
Part of my Mounted Champions Overhaul, this rework aims to address Nunu's stale gameplay as well as why the champion's called Nunu rather than Willump.
A substantial rework inspired by the Mesmer class from Guild Wars. Less about having a single, powerful clone - Shaco's now all about creating dispellable illusions to distract his enemies and spare himself damage.
Exploring a new ultimate ability that pushes Zyra into the Defense specialist niche, as well as changes to her innate and W abilities.
All gauntlets come in pairs. Azazel is a spellslinger, boasting a damage paradigm more similar to a marksman but from the comfort of a kit that's likely to be more attractive to mage players.
Ballistic the Living Artillery
Ballistic can turn anything he touches into a projectile that travels with bullet-like force. Using the battlefield itself as a resource, Ballistic must be constantly moving to find fresh debris. Taliyah before Taliyah.
Behemoth is a colossal champion, dwarfing even Galio. Behemoth is highly durable champion that falls somewhere between being a Juggernaut and a Warden, an incredible threat when left unchecked and a punishing enemy to bring down.
Clockblocker is a derivative of the superhero from the Worm universe. Clockblocker has the ability to freeze-in-time anything he comes into direct contact with - rendering it completely invulnerable and immovable.
Fer'Rox is a relaunch of my previous custom champion, Ferox the Deathless Prince, who was made redundant by the release of Rhaast. Fer'Rox owes his roots to the melee carries of olde, and was inspired by the off-meta AD Kassadin build that was patched many years ago.
Finn was created alongside Dirk to address the severe lack of pet-using champions. Many elements of his design happened to be implemented with Azir, including the general ability flow and proxy autoattacks.
Jeddica turns Rock Surfing into an entire champion. Surfing around the battlefield like Frozone, Jeddica combine ice skating with the classical ice-sliding puzzles to provide a unique Disruptor experience.
Leviathan is a skirmisher that excels at dealing damage while moving, crushing his opponents under his momentum and quickly re-positioning to places he's previously been. While not ranking particularly high on damage, he is relentless and slippery.
Libra is, similar to Traditional Karma, a duality-themed champion with abilities that support both a Controller and Mage playstyle. However, unlike the traditional implementation of a duality-theme, Libra thrives when maintaining a balance - with her strength diminishing if she focuses too much on one aspect over the other.
Nex is witch who cast the spell of Ruination. A elemental of Death, Nex wields the Black Mist to consume her enemies and expends those souls within her to stave off death. The Maiden of the Mists somewhat supersedes Nex.
Created to meet the very shallow demand for an "ugly female humanoid monster" champion, Nostrilla was originally a Swamp Troll but was reworked with Trundle to fit the frost theme. Instead of decomposition, she now wields frostbite.
Po is Runeterra's counterpart to the Sandman, a creature from folklore that puts people to sleep and brings them good dreams. Well, that's Sandman's story any way. Po is a champion with unparalleled utility.
The League is represented by many champions that harness the power of lightning, but too few that realize the destructive force of sound. Thane provides a new frame of reference for the saying, "crack of doom".
Ziz oversees the game from vantage point, and aims to never put herself in harms way - else perish due to her vulnerability. Her powers include foresight, mind control and ability mimicry, allowing her to manipulate battles to her desired out-come.