User blog:Waitseno/Workshop - (Champion) Kiro, the Wind-UP Wizard

"Someday I'll get the Mothership working again; then we all can go see the world from above!" - Kiro, pointing excited at the sky.

Kiro, the Wind-UP Wizard; Ranged, Mage, Pusher.

One of the quirks of this one yordle that I (plan to) present is the concept of "Toy March!", wherein his graphical concepts for his abilities are purely designed on toys and the mechanisms behind them. Expected to be able to hold down Area Denial / Zoning better than any other Champions on the League (with a price), he is able to spread damage over 3 different areas (a nuke, a penetrating skillshot, an attacking pet) while still maintaining sustenance against approaching adversaries with his Ultimate (a single-target nuke that damages around it that pushes Kiro back) at best. He is pro-Sustain, that works best under the hands of someone experienced in controlling multiple units at once.

Did I mention he has a permanent pet? (Scroll down to his 3rd active ability to find out!)

ABILITIES
 * Passive, Hastening Efficiency
 * Kiro gains a movement speed boost that stacks up to 3 times. Everytime he casts an ability, he gains a stack of "Work!" for a short moment after the successful cast. These stacks gives reduced movement speed boost when stacked more than once.
 * "Work!" = +X movement speed
 * "Work! Work!" = +X*1.5 movement speed (total)
 * "Work! Work! Work!" = +X*1.75 movement speed (total)


 * Active (Q), W-UP: Nez-mi
 * Kiro winds up a hextech mouse toy, sending it into a line wherein it will chase the first enemy it finds. Upon reaching a time limit, Nez-mi parts in a hextech explosion, dealing magic damage to a radius around the explosion.
 * Nez-mi rides in with high movement speed initially, which slows down as it's time limit wears down too (as to say, it gradually loses momentum).
 * Nez-mi locks on a target it finds nearest, Nez-mi doesn't change targets.
 * Nez-mi is treated as a unit, an unhittable unit, it is still restrained by terrain (cannot pass over walls and such).


 * Active (W), W-UP: Skyblazer
 * Kiro winds up his trusty toy plane, sending it to fire hextech rounds to the grounds below in a straight line. Upon reaching it's time limit Skyblazer returns to Kiro ready to be sent on another mission.
 * After it's launch, Skyblazer remains on air patrol in a circle around Kiro giving clairvoyant support and dealing damage when it finds a target. Skyblazer first travels, let's say, 100cm circling Kiro. This value decreases after every full circumference and lands on Kiro's back when it reaches it's time limit.
 * After it's take-off, Skyblazer can be called back mid-flight manually by Kiro by activating the ability again. This lands Kiro with a cooldown before being able to use Skyblazer again, but it's cooldowns are better than waiting for Skyblazer to land back to Kiro on it's own.
 * Skyblazer's targeting system is reminiscent to Ashe's Enchanted Crystal Arrow line-up, but in Skyblazer it only fires it's rounds on the designated crosshair.


 * Active (E). W-UP: Knight
 * Kiro commands Knight to draw his sword, charging into an AoE dealing physical damage (that scales with Knight's AD) that spreads in conjunction to number of enemies hit. Knight becomes a "pet" at this point, enabling the player to control Knight using Alt+RClick
 * Knight's HP is affected by ability level and scales with Kiro's max HP. His AD scales with Kiro's AP, and has increased armor and mres when compared with Kiro's armor and mres.
 * Knight doesn't crit.
 * When Knight runs out of momentum (indicated by timer in place of mana bar) or is defeated in battle, Kiro can wake Knight up (or in this case, Wind-UP) by activating the ability again when Kiro is near the Knight's location. If not, Knight will automatically respawn next to Kiro (ready to winded up) after an amount of time.
 * The concept is that Knight activates "camo mode" and does his best to walk to Kiro's location using reserve energy. Kiro does not notice this until Knight re-appears though.


 * Active (R) Ultimate, W-UP: Hextech Burst Cannon
 * Kiro loads a hextech shell in his revolver, firing it at a target with maximum power throwing himself a distance backwards. the blast occurs in a huge line in front of him, dealing huge amounts of magic damage to all targets caught.
 * The range of the blast is shorter than his auto attack range, but not point-blank. A meter or so to say IRL.
 * This has a 1 second cast time, the AoE is displayed on the ground for that second. Has low CD, and high damage, being an Ultimate and Kiro's only skill for direct combat (rather than using his creations).