Gus & Ruck
Primary Role: Marksman
Secondary Role: N/A
Background
Lore:
Every Piltover citizen knows the SWAT team of the Wardens; a group of specialist dealing with the most dire and dangerous cases in the city. Unless it's below their paygrade, which is something that should be discussed, there is nothing they can't accomplish. Nothing… but one thing. That one thing that continues to lurk in the border between Piltover and Zaun. That one thing that has claimed the lives of all who crossed it. That one thing that refuses to go away, no matter how many specialists are thrown at it. Which is exactly the case: every SWAT personnel assigned to dealing with this case has not come back, nor have their remains been found. With a case so problematic, the Wardens have run out of options… but one. Although they would prefer to refrain from seeking their help, if anyone has a chance of solving this case, it's them: Gus & Ruck. Fearless as they are foul-mouthed, this pair of man and yordle is virtually unstoppable in their success and craving for a stimulating experience. They are the Wardens most prolific SWAT members, being regarded as the best. In fact, they are so good at their job that the Wardens would rather not recruit them for any task due to their questionable methodology of problem-solving which, more often than not, result in tens of thousands wasted tax payer money and traumatizing memories for anyone who isn't them. Alas, the choices have narrowed down, and as hard as it is to admit, only they can deal with problem. Excited over the roof, there they were, on the road to the path of the problem. As they reached the border between Piltover and Zaun, they found nothing. In the midst of daylight and bored beyond imagining, they waited hours upon hours for the thrill they anticipated so much. Day become night, and the area as vacant as a desert. Nobody in sight but them. There it came out from beyond the shadows, a creature walking on four. Twisted, contorted, malformed, and abhorrent. A creature straight from the imagination of lunatic. So terrifying in its appearance, no scarecrow or demon could compare to the terror it invoked just by looking at it. The creature known simply as Amalgam. With one skip of a heartbeat, for a tenth of second, Gus & Ruck felt fear for the first time. But that's all it lasted, as afterwards they rushed straight into the fight. They did not know how long the fight lasted, as they were completely euphoric throughout. But by the end of it, the creature retreated back into the shadows. Barely standing but far from death, Gus & Ruck would rather chase the creature, seemingly headed deeper into Zaun, if it weren't for the state they were in. So night has passed and day came in, and they finally made back to headquarters as they were crawling. Still alive to tell the tale, their peers in shock just by hearing the description of what they stood against. True to their reputation, everybody now realized that Gus & Ruck should've been sent to deal with Amalgam to begin with. Maybe then the body count wouldn't be so high. However, mistakes happen. But now is the time to prevent any more mistakes from happening. Gus & Ruck have been assigned a new mission, and one that only they can hope to accomplish: destroy Amalgam. High-fiving their way out of the headquarters, the duo rushed to Zaun without a second thought. Let's just hope that the destruction they will leave behind will be within the city's annual budget.
Appearance:
First of all, Gus is man and Ruck is a yordle. Both Gus & Ruck wear Warden SWAT attire, but with some rough changes they made by themselves to further accentuate their eccentricity. They are also rough in appearance, especially in the face. Gus has a five O'clock shadow. Ruck is colored black and white, similar to a panda. Ruck sits upon an elevated device which is carried by Gus on his back, similar to a backpack, so Ruck is above Gus' head so he can see things. The device is equipped with various weaponry features. Gus carries a hextech rifle worthy of a SWAT member and customized to his liking.
Stats
Statistics | Base Amount (lvl coefficient) |
Health | 580 (92) |
Health Regen | 3.75 (0.6) |
Mana | 300 (40) |
Mana Regen | 6.2 (0.48) |
Armor | 26 (3.4) |
Magic Resist | 30 (0.5) |
Attack Damage | 60 (3.07) |
Attack Speed | 0.635 (3.4%) |
Attack Range | 575 |
Movement Speed | 335 |
Abilities
?How Many Times Do I Need to Shoot Them Again
Gus & Ruck's basic attacks (which are performed by Gus) mark the target with Lock-On. Lock-On interacts with the abilities. A single target can have up to 5 stacks of Lock-On.
Notes:
Never Enough Missiles
50 mana (+5 every rank) | 8 seconds (-1s every rank) | 800 Cast Range | 0.3s Cast Time
Gus & Ruck targets a Locked-On enemy. Afterwards, Ruck launches a missiles at the target, dealing 25/33.75/42.5/51.25/60 (+75% AD) (+40% AP) physical damage per missile. A missile is launched for every stack of Lock-On on the target. This ability can only be cast on Locked-On targets. Gus & Ruck can move freely while this ability is casting. Hitting 5 missiles on a single target will stun them for 1 second.
Notes:
Flying Bot That Does Things
70 Mana | 16 seconds (-1 every rank) | 350 Effect Radius | 900 Cast Range | 0.3s Cast Time
Ruck launches a Flyer-Bot into the air. After a 1.5 second delay, the Flyer-Bot hovers over a target area for 13 seconds (cooldown begins after the duration ends). The Flyer-Bot shoots lasers at up to 3/3/4/4/5 targets within the area, prioritizing Champions and then targets with the most stacks of Lock-On, dealing 23/25/27/29/31 (+50% bonus AD)(+50% AP) magic damage per shot every 5 seconds to the targets. The interval between every shot decreases by 1 second for stack of Lock-On beyond the first. First shot against a target applies 1 stack of Lock-On. Gus & Ruck can recast the ability for the duration to relocate the Flyer-Bot to a different location. Recasts have a static cooldown of 4.5 seconds.
Notes:
We Don't Play Hide And Seek
80 Mana | 45 seconds (-5 every rank) | 1600 Range (+100 every rank)
Gus & Ruck release a scanning wave, granting true sight of all enemies within an area, as well as applying 1/2/3/4/5 stacks of Lock-On to all revealed enemies.
Notes:
!Snuff 'Em
100 Mana | 120 seconds (-20s every rank) | 800 Cast Range
Gus & Ruck target an enemy champion and Ruck starts spinning the Vulcan. After a delay of 3 seconds, the Vulcan shoots at the target at an attack rate of 10 per second, dealing 4/6/8 (+1 per 100 AD) true damage per shot for 10 seconds. The hit chance is reduced to 80% if the target is more than 1100 units away from Gus & Ruck, which is increased by 0.2% for every 1% critical strike chance. The attack is cancelled if the target moves more than 1500 units away from Gus & Ruck. Gus & Ruck can act and move freely while the ability is activated and crowd control, unless silenced or disrupted, does not stop the channeling.
Notes:
Miscellaneous Notes
This concept is the winner of doublewhatever's game of stupid names Vol. 4, part 1. Represented by the key-phrase "Sailor Turretshoulder". This will also be the last concept represented by a keyphrase.
Changelog
Nothing right now…