Shaco Humor Guide by Rendourous
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Dynamo, The Riddle Master
Beneficial Items not stated in Items section.
Hello, The purpose of this guide is not to develop Shaco in anyway, or to develop what may be a new champion. It was just a fun idea that I wanted to create here on Mobafire. I issue a challenge to others to create guides for potential champions, no matter how strange, however I ask to make these guides, in-depth, as balanced as possible (trust me when I say, I know this one is difficult), and also original. No changes to previously existing champions from other moba games and the like. And so, without any further whatnots and introductions, Dynamo The Riddle Master.
Dynamo, The Riddle Master
Dynamo, The Riddle Master
I imagined Dynamo and his overall look kinda like a mixture between Shaco and Fiddlesticks. Taking the overall quality look of the jester and mask aspects of Shaco but having the frail, skinny physique and fearful demeanor of Fiddle. I also pictured a pair of dice as the main champion symbol.
5/10 Physical Aspect
6/10 Defense Capabilities
5/10 Ability Based Aspect
10/10 Difficulty to utilize
Dynamo has three major differences than the generic champions. Firstly, each of his abilities have a chance to have a different activated effect, and all have a passive effect that defines the ability specifically. I focused his ability set kind of like the passive/active stances of Udyr and the different effects like Twisted Fate Pick A Card ability. As such I will explain each effect of Dynamo's ability set, and how they can effectively synergize with your team.
Taunt 1 "I am a big, dumb, hairy, smelly, beast, and I can't click fast enough. Who am I? I'M YOU!"
Premise:Dynamo adds a certain random aspect to the game. If an enemy team has a Dynamo you wouldn't really know what to defend against until you see what abilities and parts of those abilities Dynamo was utilizing, as well as the items he was using. This means that even in team select you would need to know what different parts of the team are being filled before counter picks can be chosen.
Movement Quote 1 "Riddle me This"
General: This will be an in-depth run through of the abilities I have chosen for Dynamo. Given that I am not really sure how the balancing scene works in League, however still having a grasp of what is ridiculously OP, I admit that these will be as close to balanced as I can muster, but still will have quite a unfortunate potential for overpowered /
underpowered attributes. That in mind... Let's Begin!
Movement Quote 2 "A questionable decision"
Passive: The Riddler
Description: Each of Dynamo's abilities roll a dice and the number of the die roll has a different effect. Each die roll will change after 2 seconds and Dynamo can "Lock" a die roll for 6 seconds before it rolls again by activating the ability. Additionally, Dynamo gets 1%/2%/3%/4%/5% decrease to summoner spell cooldown times (upgrade at level 4,7,11,14,17)
Utilization: I was thinking to denote what ability would be activated with Dynamo's Q,W, and E it would read a number over the ability itself 1-6. It would cycle chronologically through each of the six numbers. When an ability is used, the number it was used on (let's say it was activated on 3) would then start the new cycle off of 4. This way it has to cycle through each number again before you can reuse that same ability. (This has been set up both to keep it from being OP but also allowing for a good string of abilities. I am imagining each of the cooldown for the abilities will be low. The reduced summoner spell times I thought was something cool that no other champion actually utilizes.
Taunt 2 "You are the easiest puzzle I have solved yet!"
Ability One "Q": Trap and Spring
Passive: Increases Dynamo's Lifesteal and Spellvamp by .5%/.75%/1%/1.25%/1.5% per ability or basic attack. (Stacks up to 10 times maxing at 5/7.5/10/12.5/15% Lifesteal and Spellvamp)
Activated Abilities: Dynamo uses his diverse knowledge of traps to help him on the battlefield. He rolls his dice to find the perfect trap. Each trap will disappear after 10 seconds unless otherwise stated. Any unused trap that perishes without its effect used (so not the exploding ones) return 75% of the mana cost.
Trap 1: Dynamo sets a Bomb Trap, it explodes after 2 seconds for small area damage 20/30/40/50/60 (+10% AD)(+10% AP). CD. 4 seconds. MC 20/20/25/25/30
Trap 2: Dynamo sets a Grab Trap, it grasps a single target (champion only) snaring them for 1 second and slowing them by 10% (at all levels) after the stun ends for 4 seconds. Deals 10/15/20/25/30 (+20% AP). CD. 6 seconds. MC 40/40/45/45/50
Trap 3: Dynamo sets a Game Trap, it sets and lunges towards the 3 nearest enemies and deals damage 10/14/18/22/26 (+60% AD) and slows for 18/20/22/24/26% that increases to 36/40/44/48/56% over 2 seconds. CD. 5 seconds. MC 80/75/70/65/60
Trap 4: Dynamo sets a Powder Trap, it sets and after being sprung, will latch onto the nearest target blocking vision for 2 seconds. These last 100 seconds. Max 3 at one time. CD. 1 second.
Trap 5: Dynamo sets an Armor Trap, it sets and an ally can latch onto it, granting 40/45/50/55/60 (+30% Armor/MR) additional armor and magic resist to target ally. Dynamo takes 50% extra when this is activated, lasts 3 seconds. CD 14 seconds. MC 100
Trap 6: Dynamo sets a HealthPack Trap, it sets and, after 3 seconds, explodes, healing all nearby champions (including Dynamo) for 35/55/75/95/115 (+10% Max Health) and all nearby minions for half that amount (rounded down 17/27/37/47/57 (+5% Max Health). CD. 11 seconds. MC 80/85/90/95/100
Utilizing: Each have specific issues I would like to address. I am going to be quick and vague, but informational brace yourself.
: The Damage dealer, minion clear, and low cooldown, low mana cost.
: Small single target CC, ranged and placement, low cooldown, if it hits.
: A small tether range that slows, decent damage, mainly to keep enemies from chasing or running away.
: A makeshift ward, blocks enemies sight utilize as a reverse invisible, doesn't block their attacks. *Can not be destroyed (something I have yet to see in the game, thought it would be cool)
: Armor and Magic resist buff, a good support aspect. High cooldowns, but great team fight potential.
: Great Heal and massive lane sustain, acts kind of like an immobile Alistar heal.
General notes: The first three abilities are for the more offensive builds of Dynamo, and are for the Carry oriented builds, They can be used in quick succession and are very damage oriented. The latter three abilities are more for the tank or support roles, where it is more of a focus of keeping someone else alive. The inner four abilities are very useful for junglers and top laners because of the single target prioritizing as well as some lane/jungle sustain and presence.
Movement Quote 3 "Careful Summoner, don't break the puzzle"
Ability Two "W": No Questions
Passive: Every time Dynamo takes damage from a basic attack, He gains 10 mana per 5 for 4 seconds (Stacks twice). Also, Grants Dynamo 5% decreased cc effects.
Activated Abilities: Dynamo focuses on shutting down the enemy, focusing on confusing or silencing the target(s).
Question 1: Adds 1/1.25/1.5/1.75/2 seconds to all the cooldowns to a single champion. CD 10 seconds. MC 100
Question 2: Sends out a blast that deals 18/22/26/30/34 (+1% AD+AP)(*targets hit) and silences all targets within area for 1 second. CD 15 seconds. MC 75/85/95/105/115.
Question 3: A big face appears in your location thrusting you forward slightly and if an enemy walks through it, they are knocked back and then feared for 1 second. If an ally walks through it, they are propelled forward and are immune to debuffs for 1 second. CD 13 seconds. MC 110
Question 4: Shoots a bolt in a long line in front of you, it stuns any minion it reaches (can travel through them) and if a champion is hit the champion is feared for 2 seconds and takes as (50% AD+AP). CD 8 seconds. MC 80
Question 5: Channels for 3 seconds on a single champion dealing 10 (+10% Health+Mana) per second. Slows for 10/15/20/25/30% and if not broken, confuses the target for 10 seconds. CD 18 seconds. MC 100/95/90/85/80
Question 6: A line is tethered to a champion giving you and that champion a boost of 10% movement speed. If any enemy champion passes through the tether they are stunned for 1 seconds and deals 15/30/45/60/75 damage (+1% tethered champions health) over 2 seconds. The tether cancels after 6 seconds. CD 18. MC 90/100/110/120/130
Utilizing: Again, this will be quick and vague, brace.
: This adds to the cooldown of the next ability only. A 10 sec CD ability will take 12 seconds to cast again, this isn't effected by CD reduction.
: If 2 targets are hit the damage to both is doubled, if 5 targets the damage is 5 times as effective. (34(+4)*5= 190 damage to 5 targets at max level.)
: You can walk through the face to get the immunity however it propels you forward so you don't activate it initially.
: This travels through minions stunning them but it is not stopped. Can only hit one champion.
: Confuse cancels quick cast (if it is on) and skill shots have half the range. (does not affect range unlimited or range proc abilities, like Nidalee's spear.)
: Can stun multiple targets, breaks if champions get too far away from each other, and can be blocked and broken by spell shields such as Morgana's or Nocturne's
Joke 1 "STOP! Whoever approaches this bridge must answer me these questions three, ere the other side he see."
Ability Three "E": Puzzler
Passive: When Dynamo is out of Combat, he will slowly gain "Puzzler". Puzzler splits Dynamo's character model into three slightly transparent versions. Upon any activation of Puzzler out of combat will determine which one of the three is the "Real" Dynamo.
Activated Abilities: Dynamo has a special effect that he has practiced over the years.
Puzzle 1: (Becomes the middle Puzzler) Jumps to target location dealing 50/60/70/80/90 (+33.3%AD) in a small area. CD 5 seconds. MC 70/75/80/85/90
sinister steelPuzzle 2: (Becomes the right Puzzler) spins and deals 30/33/36/39/42 (+33.3% AP) to all targets around him. Deals double damage to minions. If attacks only a single target, becomes invisible and teleports to the opposite side of that target. CD 14 seconds. MC 100/110/120/130/140.
Puzzle 3: (becomes the left Puzzler) after 3 seconds turns invisible, reveals any invisible wards or champions while invisible. Invisibility ends if Dynamo deals damage or after 5 seconds, when exiting stealth, Dynamo gains a 10/12/14/16/18% boost to movement speed and to attack speed. CD 20 seconds. MC 100
Puzzle 4: (becomes the right Puzzler) dashes forward twice in quick succession. The second turn goes toward your cursor, the first in whatever direction you cast it in. Deals 40 damage (+90/100/110/120/130% AD) to any target dashed through. Can not activate multiple times on one target. CD 5 seconds. MC 35/40/45/50/55
Puzzle 5: (becomes the left puzzler) while Puzzler is active and a unit dies near Dynamo, Dynamo can activate his Puzzle 5 to heal 10% of the max health of the target. (doesn't work on Dragon/Baron/Vilemaw/Buff Monsters) CD 2. MC 200
Puzzle 6: (becomes the middle puzzler) sends out both of the other puzzlers to target location, they attack anything in target area for 2 seconds and explode dealing 70/90/110/130 true damage each. Targets can only be damaged by one Puzzler. CD 18 seconds. *Health Cost 12/16/20/24/26
Utilizing: There isn't much I need to say for all of these so I will bring out specific ones I noticed, I felt they were quite self explanatory. Firstly, the passive effect is disabled after 2 seconds of entering combat, this way it is useful both for running away from a battle and for disrupting it with the initiate. "Slowly Gain" means that the transparency and distance between each Puzzler will grow according to how long he has had the Puzzler. The Default Puzzler in the middle (the real Dynamo location). Secondly, each of the activated abilities has the effects to benefit a jungler. Ap, ad, tanky, assassin, what not, but a jungler.
Joke 2 "Alright, 4 Across has a D and a B, 2 down... Hm, let me get my pencil."
Ultimate Ability "R": Unsolvable
Description: (First, This is Dynamo's only ability that doesn't have a passive and doesn't have 6 different variations. I contemplated with the fact of doing those, but I couldn't come up with something that was both powerful enough to be considered an ultimate, without being too overpowered to actually exist.)
Activated Ability: Dynamo covers himself in shadows for 10/15/20 seconds increasing his Attack speed and his movespeed by 20/30/40% and his health and mana regen are doubled. Unsolvable also effects allied champions and minions, the effect is halved. Also while basic attacking, Dynamo jumps to the opposite side of the target. Puzzler can stay active while in combat during Unsolvable. CD 130/110/90 MC 150
Utilizing: Unsolvable makes Puzzler a very useful team fight application, making three positions the ability could potentially come from, this is also nice with poking and finishing things off without receiving much retaliation. It is used as a very effective Talisman of Ascension and mixed Youmuu's Ghostblade for team members but it can very easily be effective by yourself as well. Something to take with caution. The jumping to the opposite side of something is useful for characters with spell shots and faster attack timers but it does slow your attacks a little and will be bad if the person you are fighting has high damage/high cc area of effect abilities, because they will just spam themselves, hitting you. For this reason, I don't think it is very op. Although, it is a very powerful attack.
Special Joke with a friendly Heimerdinger "Now you place your turrets there, and there... GOOD GOOOOD!"
Special Taunt versus an enemy Heimerdinger "Heimey, Heimey, Which attack will I do next?"
Shaco Special Joke with a friendly Dynamo "It's simple, we... Kill the Batman."
Now for the Items set.
As with the templates shown above It would be highly dependent on what build you go. I will situate each build along with potential abilities that the items would synergize well with.
Each of these boots I feel are very efficient. Boots of Swiftness synergizes well with Puzzler because it is Dynamo's main catch ability, as well as used primarily for junglers whom need to be quick. Build these if you go: Assassin, Jungle, Fighter. Mercury's Treads and Ninja Tabi are both very tank/support oriented however both have a good factor to utilize. Mercury's Treads synergizes well with No Questions because of the added tenacity bonus to the cc reduction. Ninja Tabi add to the evasiveness of Puzzler while not taking much damage. Take Mercury's Treads against High CC teams and High Magic Damage teams. Take Ninja Tabi against High on hit proc teams and High AD team comps.
Alright for core items, you need to seriously consider getting a Sheen. The cooldowns are spaced evenly enough that you will nearly always getting the proc off, whether that be with Trinity Force or Lich Bane it doesn't matter but Sheen is a great item. Phage is another great item, especially when mixed with Unsolvable, the extra move speed with Rage will Garentee your chase. This mixed with Enchantment: Furor, is even more ridiculous, however I find it unneeded if you have a Phage. Lastly, any slowing item will benefit greatly. Frozen Mallet for basic attack slows will help with any chase as well. However, the slows really shine with Rylai's Crystal Scepter because it allows your Trap and Spring to slow as well as the other abilities.
Some items may work better than others, and I hate to set things in stone for an Item build. However, on a synergy level, Spirit Visage would work great with the increased lifesteal and spellvamp of your Trap and Spring. Face of the Mountain is also a great support item, distributing the gold nicely, as well as adding a shield along with the other defenses you can dish out. Sword of the Divine also works well with Unsolvable, because you crit 3 times, jumping around the target super fast, not allowing them to pin you down at all. A few other items I think would synergize well are Zephyr (good when you need tenacity but against an AD team) Statikk Shiv (slows and deals damage) Spirit of the Ancient Golem (pretty much a free blue buff) as well as Mercurial Scimitar for the active Cleanse.
Interesting Fact "Dynamo is an electrical apparatus, and I just throught it sounded cool for this guy. No real connection."
Alright, Abilities off the checklist time for the Runes/Masteries and such.
Runes are a very integral part of your build and need to be considered way before you actually start playing the game.
I would say as a whole, Marks are your main "Build Defining" Runes. If you are going tank, get health marks, ADC get AD pen or AD marks. APC then get AP pen or AP marks. Something else? then get whatever fits to that direct build.
Next, Seals are (at least for me) always the armor seals. It allows you to stay in lane, take minion punishment, and at least stave off a few attacks without being completely butchered. In any situation I think defense wins over offense. But hey, that's just me.
Glyphs are also a strange Rune, however I don't find it differing much unless I am supporting. Standard I would get Magic resist runes. Since no one really scales Magic resist in game, this is a great way to get ahead. However if you find yourself in need of mana or other utility, you can switch it when available.
Lastly, Quintessences are very diverse and situational. Movespeed Quints are always a good choice in my opinion, as are the Flat Health, and the Straight Damage (AD or AP). It depends on your role and what you need, however, it is always a good idea to be faster, chase/run potential, getting back to lane, through the jungle, catching up with allies. Never can go wrong with movespeed.
Interesting Note "Dynamo is a good friend of Heimerdinger"
Masteries are always a difficult decision especially when you don't know what you are planning to do. Unfortunately, I don't have a preference when it comes to Dynamo. I would say any standard 21/9/0 or 9/21/0 or 0/9/21 template would work fine.
Interesting Fact "Dynamo is loosely based on the Riddler from Batman (takes a freaking mastermind to find this one out.)"
That is all I have. I hope you guys enjoyed the guide, and I hope it was easy to follow. If not, I am open to suggestions. Parameters for the Challenge!!!!!
1. Create an In-depth
3. and Original Champion
4. Mix-in Current Champions, and their stories,
5. as well as Create your Champions own story.
I am Rendourous, Officially signin' off, Thanks, May the Challenge Begin!