Meenk and Scruffy, the Big Game Hunters are a champion pairing I had in mind for a Yordle pet champ. Instead of having a set of minions or a temporary summon, here Scruffy is Meenk's permanent pet, and plays a critical part in his abilities. Meenk's skillset is meant to be versatile and flexible, though it requires careful positioning to work at its fullest.
Yordle's Best Friend
Meenk is assisted by his faithful pet robo-hound, Scruffy, who can be ordered to move and attack. If Scruffy dies, he resurrects at Meenk's side in 40 / 30 / 20 seconds. This cooldown is static.
I really wanted to try working on the idea of a champion with a single, permanent pet, who wouldn't just be there for more damage but instead play an important part in the champion's abilities. A dog of some kind seemed like the most natural choice. Gameplay-wise, this would make Meenk a complicated champion from the start, but would also give him more options. Since Meenk is a ranged champion and Scruffy is melee, he has a wider range of items, and if focusing purely on Scruffy can purchase him melee-exclusive items such as Tiamat and Ravenous Hydra (which Meenk himself can't use). With proper positioning, his abilities also become some of the most versatile in the game.
However, I also wanted Meenk's biggest strength to also be his biggest source of counterplay: in addition to Meenk's own terrible base stats (he has the worst health and the worst base AD in the game), Scruffy is even easier to kill at the start, meaning you can't just send him in as a suicide minion. Moreover, losing Scruffy cripples Meenk, depriving him of a lot of power.
Though I mainly intend Meenk to be played as an ADC, his AP scalings mean he can be played AP as well, in a manner similar to Tristana, though with less burst and more overall utility. However, the huge benefit he gains from health items (Scruffy has 50% of his health, so Meenk basically has a third of his total health walking around) and the positioning advantage Scruffy gives him can also make Meenk a good tank, once he surpasses his poor early game health with items: as a tank, he offers good CC, mobility and displacement, can harass with relative safety and can push effectively. Having a pet would also allow Meenk to jungle to a certain extent. Though in theory Meenk could support, he can't really assist his carry instantly and so would not be particularly effective.
COST: 50 / 55 / 60 / 65 / 70 Mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
Active: Meenk fires a special pellet from his hunting rifle. The first enemy unit hit by this pellet will take magic damage and be Tracked for 4 seconds.
While Tracked, the target is visible and will take bonus magic damage from both Scruffy and Meenk's attacks, increasing with their missing health. The total on-hit damage per attack caps at 150 against minions and monsters.
Meenk's main poke, waveclear and lane harass. The reveal also helps when chasing, but the main advantage lies in the debuff, which gives both Meenk and Scruffy a nice extra bit of damage output, even when playing AD.
Depending on how you want to play Meenk, Tracking Pellet has several uses: for AD Meenk (his intended role), the main benefit comes from the reveal, with a nice bit of supplemental damage which works as an execute. For AP Meenk, this is a large part of his damage output. For a possible jungler build, this lets Meenk take down the buff camps faster.
COST: 75 Mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
Active: Meenk frees himself from all movement-slowing effects and Scuffy dashes in the indicated direction. Enemies caught in Scruffy's path will take magic damage and be knocked 350 units in the direction of the dash. If Meenk is in Scruffy's path, he will ride on his back and be carried across the full remaining length.
Meenk will not be carried along the dash if under the effect of movement-disabling crowd control.
Scruffy and Meenk can dash through terrain with this ability.
Meenk's defensive abilities all rolled into one. Scruffy's dash allows him to knock enemies towards him, push them away, position Scruffy towards a target or carry Meenk to the target location. Meenk himself gets to free himself from movement speed slows, allowing him to escape. With all this utility, though, the ability still has a long cooldown and a low base damage.
It's also the skill that allows Meenk to jungle/tank, increasing his clear speeds and allowing him to gank.
COST: 60 Mana
Active: Meenk throws a small projectile which, after a 0.5-second delay, explodes in a 200-radius area, damaging enemies, snaring them and marking them with Hunted for 5 seconds.
Snare Duration: 1 / 1.1 / 1.2 / 1.3 / 1.4
Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 40% AP)
Projectile Speed: 1800
Targeting or attacking a Hunted target will cause Scruffy to attack them and leap to them when within 450 units, consuming all Hunted debuffs and dealing bonus magic damage. Scruffy can deal the bonus damage from Tracking Pellet while leaping.
Meenk's chasing tool, allowing him and Scruffy to catch up to enemies. Though the range is good, the net takes some time to deploy, meaning enemies can dodge the AoE. As with all other abilities, Meenk can use this alone but it'd be a lot less effective (half of its damage would be lost). It's also meant to combo with Tracking Pellet, as firing one at a Hunted target will immediately sic Scruffy onto the victim.
For an AD Meenk, this gives decent CC and a means of quickly sending Scruffy towards an enemy. For an AP Meenk, this is a two-part nuke. For a jungler/tank Meenk, the AoE snare could be used to benefit the team and gank early on.
The Great Hunt
COST: 100 Mana
COOLDOWN: 80 / 70 / 60
Active: Meenk heals Scruffy for 50% of his missing health. If Scruffy is dead, he will be resurrected at Meenk's side with 50% of his maximum health. For the next 10 seconds Meenk can cast Scruffyport twice.
If Scruffy dies while The Great Hunt is active, it will end prematurely.
The first part of Meenk's ult. The heal/resurrect is there to make sure Scruffy can contribute, as this ult relies heavily on him. It also gives the enemy a chance to end it prematurely by focusing Meenk's pet. For a tanky Meenk, this gives the opportunity to divert focus towards his pet before bringing it back.
Active: Scruffy blinks instantly to the target area, damaging and slowing enemies within 200 units for 2 seconds. Enemies take half damage from the second cast if damaged by the first.
Magic Damage: 100 / 150 / 200 (+ 60% AP)
Max Magic Damage per Target: 150 / 225 / 300 (+ 90% AP)
Slow: 30 / 35 / 40%
The ultimate pet positioning tool, allowing Meenk to place Scruffy exactly where he wants up to twice. The slow allows Meenk to catch up to enemies and Scruffy to stick to them without being too crippling, and the damage completes AP Meenk's burst. I decided to add two casts, firstly so that Meenk gets good positioning out of it, and secondly so that he can pull Scruffy out if he doesn't want his pet to take all the focus, keeping him safe at a large cost in damage output and utility.
Turrets will attack Scruffy only if he attacks a champion when within range or enters its radius alone, as with champions. If Scruffy deals damage while Meenk is within the turret's radius, the turret will attack Meenk instead.
Can be controlled by Alt + Right-Click, otherwise he will attack whichever unit Meenk is attacking. When ordered to move or stop attacking a unit, Scruffy will not attack until ordered to do so. When idle, Scruffy will follow Meenk at his side.
Comments and criticism are welcome! What are your thoughts?
Bonus on-hit magic damage from Tracking Pellet scaling changed from 15% AP to 3% / 3.5% / 4% / 4.5% / 5% (+1% per 100 AP) of target's missing health.