So I wasn't going to make a whole other post about my LoL Avengers Champions, but I went to see the movie a second time! I figure hey - if I can see the movie a second time, doesn't that mean I can do a design pass on my Champions too? Besides, design is about iteration - we'll consider my first pass a piece of garbage, and we'll call this one cleaned up garbage.
For convenience I did strikeout over deleted sections and posted new things in revision purple.
Passive: Whenever the Hulk takes damage, his attack damage is increased by 5% of the damage sustained. This effect can build indefinitely, but resets when the Hulk has not taken damage for 5 seconds. The hulk gains 2 Armor and 2 Magic Resistance every second while dealing or receiving damage. This effect can build indefinitely and resets when the Hulk has not dealt or taken damage for 3 seconds.
Inspired by the great Ally Punch scene in the movie. In this context it can be used to punch an ally to safety, to catch up to an enemy, or to push your ally through a thin brush line, etc.
Leap! [W]: Leap to a location, dealing 60 (+AD) damage to enemies where he lands. 14 second cooldown.
Melee range allies, mostly used for waking up allies who just fell from the sky after redirecting nuclear missiles
Adopted God Flip Flop [R]: Grab an enemy and toss it back and forth dealing 40 (+AD) per slam. 90 second cooldown.
Works a bit like a Singed Toss, but with a Warwick/Skarner style CC to it as well as it lasts for a second or two.
Works a bit like a Singed Toss, but with a Warwick/Skarner style CC to it as well as it lasts for a second or two.
Passive: Iron Man's suit uses energy to bolster his defenses. Iron Man gains 5% of his AP as Armor and Magic Resist. Intelligence Gathering. Iron Man has superior tracking and sensors. Iron Man gains vision of enemies affected by Laser Torch or Missile Barrage for 3 seconds.
Laser Torch [Q]: Fire a Laser Beam that deals 120 (+AP) damage to the first target in its path and mark it with Guidance System for 3 seconds. Laser Torch deals 50% more damage if the target is also suffering from Missile Barrage. 8 second cooldown 15 second cooldown
Missile Barrage [W]: Launch 3 missiles at nearby targets for 80 (+AP) damage over 3 seconds. If there is an enemy with Guidance System on it, all 3 missiles will launch to it. 8 second cooldown
Billionaire Philanthropist [E]: Passive. Gain an additional 1/2/4/6 2/3/4/5 gold every 10 seconds. Does not work while Active portion is on cooldown. Active. Drop a Sight Ward. Cooldown 180/150/120/90 seconds.
Rocket Jet Boots [R]: Take flight for 5 seconds increasing movement speed by 20% and allowing you to ignore collision. 120 second cooldown.
Feedback that his ult was too much like Karthas I think was totally valid, and I think it's more interesting to try and play out some targeted missiles mechanic. He doesn't have any mobility yet, and while watching the movie I realized Iron Man was the only human that can "fly". I'm not sure how the LoL engine handles collision with trees, since no other hero can currently fly over trees I'm assuming there are issues? If you lose flight while over trees I'd search the closest open landing spot and land there.
Control of Lightning Lightning Burst [W]: Toggled. Melee attacks discharge a chain lightning dealing 40(+AP) damage to 3 targets. 8 mana cost per swing. Let out a burst of lightning that electrocutes all enemies for 40 (+AP) in a cone in front of you.
Passive: Thor wields the mighty Mjolnir. While wielding Mjolnir, 15% of Thor's Ability Power is added to his Attack Damage
Mjolnir Throw / Mjolnir Return [Q]: Throw your hammer dealing 70 (+AP) damage to all enemies along the path. The hammer will remain at it's ending location until you cast Mjolnir Return, which brings the hammer back to you dealing 70 (+AP) damage to all enemies along the path.. 6 second cooldown.
Mjolnir will sit on the map indefinitely. The hammer is a visible object in the world, but players may not interact with it. Mjolnir Throw has a standard medium-range skill shot range, but Mjolnir Return has infinite range (it returns to wherever Thor is at the time he casts it). Slight variant to Orianna's ball. Thor has a small sight radius around Mjolnir.
Mjolnir will sit on the map indefinitely. The hammer is a visible object in the world, but players may not interact with it. Mjolnir Throw has a standard medium-range skill shot range, but Mjolnir Return has infinite range (it returns to wherever Thor is at the time he casts it). Slight variant to Orianna's ball. Thor has a small sight radius around Mjolnir.
Dimensional Portal [E]: If you are wielding Mjolnir, drops Mjolnir on the ground. If you are not wielding Mjolnir, instantly teleports you to Mjolnir and you pick it up. 25 second cooldown.
Mjolnir Smite [R]: Only usable if Thor is wielding Mjolnir, Mjolnir falls from the sky and smashes target Champion for 300 (+AP) damage and stunning the target for 2 seconds.. Usable anywhere on the map. 90 90/75/60 second cooldown.
I realized that the "usable anywhere on the map" doesn't actually add anything. A simple ranged stun move, combined with the rest of the kit, is plenty.
I realized that the "usable anywhere on the map" doesn't actually add anything. A simple ranged stun move, combined with the rest of the kit, is plenty.
Passive: Enemy Champion ranged basic attacks that pass through Captain America hit Captain America instead.
Shield Throw [Q]: Throw your shield at an enemy for 60 (+AD) damage. The shield will bounce at up to 2 additional enemies before returning back to you. All targets struck will be silenced slowed for 2 seconds. 10 15 second cooldown.
Vibranium Dissipation [W]: Captain America can no longer move or attack but becomes immune to all damage and spells in front of him for 1 second. 18 second cooldown Lasts until Captain America attempts to move. 8 second cooldown.
The spell is activated like a short-range skill-shot nuke, which is done primarily to help determine the facing of Captain America. He puts his shield up and faces the direction cast. All damage originating in a 180 degree angle from that direction is negated.
The spell is activated like a short-range skill-shot nuke, which is done primarily to help determine the facing of Captain America. He puts his shield up and faces the direction cast. All damage originating in a 180 degree angle from that direction is negated.
Defensive Roll [E]: Roll to target location. Any enemy at the target location is pushed back and slowed for 3 seconds. 8 second cooldown.
Most of the kit is built on his passive, which blocks ranged basics. To really make use of this Captain America benefits from a skill that lets him get in between enemies and his teammates, as well as a way to create a distance to help peel enemies off his friends. The small knockback on enemies at the target location is intended to be extremely small, probably just the width of Captain America himself (like if a melee hero is on an ally, he can just inserts himself in between them)
Beacon of Hope [R]: Captain America inspires his team, decreasing all damage taken by 15% for 5 seconds. 20 second cooldown.
I'm still not happy with this Ultimate. Needs more work still.