Stev, the Mechanic

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Yes, this is like Invoker in DotA... except with twice as many spells. However I tried to make the UI reasonably intuitive (for instance, sticking to 4 buttons), and the spells are all focused on building reasonably static structures.

Innate: Resourcefulness. - Stev uses the Parts resource system, which does not naturally replenish over time. Casting Q, W, or E depletes one part each. Stev gains one part from each minion kill (golems, wolves, wraiths, buff sidekicks, minions), and two parts from larger kills (buff monsters, siege minions, champions, dragon, baron).
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Q: Add Gear - Costs 1 part. Cooldown 0.5, shared with W/E.
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W: Add Spring - Costs 1 part. Cooldown 0.5, shared with Q/E.
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E: Add Plating - Costs 1 part. Cooldown 0.5, shared with W/Q.
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R: Construct - Costs 0 parts. Cooldown 9/8/7/6. You start the game with one point in R. Passive: Maximum parts stored: 10/15/20/25. Range: 700.

Of course, that's not the actual UI. The UI changes, depending on what parts you currently have in storage.

Key Combos

R: Scavenge: Gain 1 part.

QR: Windup: Target structure gains 4/5/6/7/8 [Q] seconds in duration until expiry. Duration cannot exceed original maximum.
Note: can be used to affect other mechanical structures, such as Heimerdinger's Turrets, Shaco's Boxes, and Wards. Does not affect "biological structures" such as Teemo's Mushrooms or Zyra's Plants.
WR: Substitute: Swap one of your created structures with a structure from your virtual inventory.
Note: Virtual inventory is visually shown as Stev holding a machine. Additionally it appears as a buff, like "Stev is holding a teleporter." If the virtual inventory is empty, Stev simply takes the selected object. If the selected area does not have a structure, Stev places what he has from his inventory and clears his inventory out. Structures still have expiration while in virtual inventory, and are shown as a buff running out of time.
ER: Reinforce: Target structure gains 40/60/80/100/120 [E] HP, or 1 HP if a ward.

Tier 2 Combos (NOTE: The order of which you press your Q,W,E's does not matter.)
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QQR: Booster Plate: When an allied champion walks over a booster plate, they gain a temporary 25/30/35/40/45% [Q] movement speed boost that decays over 4 seconds. The booster plate is 1-use-only and lasts up to 75 seconds until expiring.
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QWR: Scout Ward: Places an invisible ward that grants vision to a 700/750/800/850/900 [Q] radius for 40/50/60/70/80 [W] seconds.
For comparison, a Sight Ward is 1100 radius, and a Vision Ward is 1000 radius.
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QER: Pressure Mine: Place an invisible mine that explodes on contact with an enemy champion. On explosion, all enemy units in a 100/125/150/175/200 [E] radius take 50/65/80/95/110 [Q] (+40% AP) magical damage. The champion that triggered the explosion takes double damage. Lasts 120 seconds.
WWR: Spring Trap: When an enemy champion walks over the spring trap, they are knocked up for 0.4/0.5/0.6/0.7/0.8 [W] seconds and take 40/50/60/70/80 [W] (+30% AP) magical damage on impact. Lasts 120 seconds.
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WER: Health Pack: Places a one-use-only health pack at target location that lasts up to 90 seconds until expiring. When an allied champion walks over a health pack, they gain 4/6/8/10/12 [W] (+3% AP) health regeneration per second for 6/7/8/9/10 [E] seconds.
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EER: Bulwark: Places a one-use-only shield that can be picked up by an ally champion, giving them 70/100/130/160/190 [E] (+60% AP) shield that lasts for up to 5 seconds. During this time, target gains 12/20/28/36/44 armor.

Tier 3 Combos. These are typically persistent.

QQQR: Gearlock: Lasts up to 90 seconds. When an enemy champion walks over the gear trap, they are snared for up to 10 seconds or until the trap is destroyed. The trap has 175/225/275/325/375 [Q] HP, and can be targeted by enemies (including the champion that is snared) when the snare is activated.
QQWR: Beacon of Alacrity: Lasts up to 60 seconds. All units in a 500/550/600/650/700 [W] range gain 15%/20%/25%/30%/35% [Q] attack speed. Has 250 HP.
QQER: Rover: An allied champion can get in a rover, granting 250/325/400/475/550 [E] shield and setting base movement speed to 360/370/380/390/400 [Q]. Champion can get out of rover by autoattacking the rover (which deals no damage). Rover is destroyed if the shield is depleted or after 45 seconds.
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QWWR: Taser Turret: The Taser Turret targets the nearest unit within a 450 range, prioritizing champions, dealing 10/13/16/19/22 [Q] (+10% AP) magic damage per second and slowing movement by 20/25/30/35/40% [W]. Lasts 90 seconds.
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QWER: Mortar: The Mortar fires 0.4/0.45/0.5/0.55/0.6 [W] shots per second, hitting nearby enemy units in a 500/575/650/725/800 [W] range and dealing 60/80/100/120/140 [Q] (+50% AP) magical damage to all units within a 150 radius. Mortar lasts 80/90/100/110/120 [E] seconds and has 200/250/300/350/400 [E] HP.
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QEER: Blade Factory: Allied champions that walk next to the blade factory get a buff that causes their next 3/4/5/6/7 [E] single-target attacks make the opponent bleed for 3/4/5/6/7 [Q] (+2% AP) magic damage per second for 4 seconds. Lasts 80 seconds and has 200/275/350/425/500 [E] HP.
WWWR: Artificial Grass: Places a circular piece of artificial brush of radius 100/125/150/175/200 [W] that lasts 60/70/80/90/100 [W] seconds.
Note: It functions as a normal piece of brush for both allies and enemies. It can "join up" with a normal brush and vision is continuous over the brush pieces.
WWER: Springplate: Creates a springplate, that allows champions to jump a distance of 200/250/300/350/400 [W] away in the direction of previous movement. If an enemy champion uses the springplate, they take 50/70/90/110/130 [W] physical damage after jumping and the springplate is destroyed. The springplate has 250/300/350/400/450 [E] HP. Lasts up to 60 seconds.
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WEER: Teleporter: Creates a teleporter. Once two teleporters on the map exist, the teleporters activate, causing the duration timer to start. After 3/2.75/2.5/2.25/2 [W] seconds of channeling while next (about 200 radius away) to the teleporter, allied champions are teleported to the position of the other teleporter. Teleporters have 150/200/250/300/350 [E] HP and last up to 60/75/90/105/120 [E] seconds. Upon destruction, deals 140/200/260/320/380 [W] (+100% AP) magical damage to all enemy units in a 250 radius. Placing a third teleporter will cause the oldest teleporter to explode.
EEER: Palisade: Place a wall 600/700/800/900/1000 [E] units long, blocking movement of all champions. Has 400/475/550/625/700 [E] HP and 50/65/80/95/110 [E] Armor and Magic Resist, and can be attacked by allies. Lasts up to 90 seconds.

Attachment 597869
(4xQ/W/E): Salvage: Stev salvages the parts that he has accumulated, gaining 1 part back.
That means he loses 2 parts total.


Ok, I'm going to post this for now, because I'm tired having all my attachments expire. Going to add more ability pics soon (credits to hiveworkshop)