Rayner - The Bellicose Combatant (Concept Abilities)

lCantPauseltMom·10/10/2015, 12:32:53 PM·1 votes·411 views

Rayner - The Bellicose Combatant

Primary Role: Fighter Secondary Role: Tank

Primary Lane Role: Top Lane Secondary Lane Role: Jungle This is at the discretion of the player.

Innate Ability - Martial Combat Ability One (Q) - Offensive Rush / Disarm Ability Two (W) - Aggressive Stimulation Ability Three (E) - Knock Down / Counterbalance Ultimate Ability (R) - Stance Shift

Innate Ability - Martial Combat Passive

Rayner reduces the effectiveness of cooldown reduction items by 50%. This means that cooldown reduction items will be 50% less effective. In it's place, Rayner will gain cooldown reduction based off his attack speed, up to a maximum of 25%. At 1.750 Attack Speed, Rayner will achieve the maximum cooldown reduction from Martial Combat - which is 25%.

Additionally, Rayner passively uses each passive depending on his stance shift:

Offensive Stance: If Rayner deals damage to an enemy that exceeds 25% of their current health, that damage is amplified by 15%. This can only occur once every 5 seconds, which is reduced down to 2 seconds depending on the amount of attack speed he has. 1.750 Attack Speed would need to be achieved to reduce the cooldown to 2 seconds.

Defensive Stance: If Rayner were to take damage that exceeds 25% of his current health, he negates 75% of the damage. This can only occur once every 5 seconds, which is reduced down to 2 seconds depending on the amount of attack speed he has. 1.750 Attack Speed would need to be achieved to reduce the cooldown to 2 seconds.

If Stance Shift is activated while a passive is on cooldown, the cooldown timer will carry on over to the new stance.

Cooldown: 5 seconds (down to a minimum of 2 seconds).

Ability One (Q) - Offensive Rush / Disarm Active [Self cast, basic attack buff]

Rayner's next three strikes are amplified for 5 seconds, each strike dealing 10/15/20/25/30 bonus (+0.2 bonus Attack Damage) physical damage. The third strike will deal bonus effects based on Rayner's current stance:

Offensive Stance - Offensive Rush: Rayner's third strike will instead deal 30/60/90/120/150 (+1.2 Attack Damage; +2.5% maximum health) physical damage and concusses the target, slowing their attack speed by 30/40/50/60/70% and movement speed by 20/25/30/35/40% that decays over 3 seconds.

Defensive Stance - Disarm: Rayner's third strike will instead deal 20/40/60/80/100 (+0.9 Attack Damage; +7.5% maximum health) physical damage and disarm the target, slowing their movement speed by 20% for 3 seconds and preventing them from using basic attacks for 1.5 seconds.

If Stance Shift is activated before the third strike is initiated, the third strike will be equal to the effect of the current stance, Not the stance it was activated in. Cooldown timers of this ability will carry on over to the new stance if it is on cooldown.

Cooldown: 10.0/9.5/9.0/8.5/8.0 seconds after the final strike or the timer runs out.

Ability Two (W) - Aggressive Stimulation Active [Self cast, self buff]

Rayner gains an adrenaline boost, increasing his 25/30/35/40/45 movement speed for 3.5 seconds, and gains the following effects based on his stance:

Offensive Stance - Weak Points: Rayner's basic attacks deal 2.5% increased physical damage for every 3.5/3.0/2.5/2.0/1.5% of health they are missing, up to a maximum of 50/55/60/65/70% increased damage. This effect decays down from 2.5% to 1.0% increased physical damage the longer the adrenaline boost drags out.

Defensive Stance - Improved Reflexes: Rayner's passive in Martial Combat is now changed from damage exceeding 25% of his current health to 22/19/16/13/10% of his current health, which increases back up to 25% over the duration of the adrenaline boost. Additionally, the cooldown of Martial Combat - Defensive Stance is reduced to 1.75 seconds for the duration of the adrenaline boost.

The adrenaline boost will keep the same effects based on the stance it was activated in, even if Stance Shift is used to switch stances. Cooldown timers of this ability will carry on over to the new stance if it is on cooldown.

Cooldown: 15/14/13/12/11 seconds.

Ability Three (E) - Knock Down / Counterbalance Active [Target Select, 200 range]

Rayner strikes the target differently depending on the stance:

Offensive Stance - Knock Down: Rayner viciously strike the target on the head, knocking them down into the ground. This deals 50/75/100/125/150 (+0.9/0.95/1.0/1.05/1.10 Attack Damage) physical damage and stuns them for 1.25 seconds. If the target is already affected by an additional crowd control effect, the stun is increased to 1.75 seconds.

Defensive Stance - Counterbalance: Rayner throws the opponent over his shoulder using their own weight, tossing them a distance behind them. This deals 20/35/50/65/80 (+0.45 Attack Damage; +1.5% maximum health) to the target and stuns them for 0.25 seconds. If the target strikes a wall, solid object, or another enemy champion, the damage is increased to 60/100/140/180/220 (+0.8 Attack Damage; +4% maximum health) and stuns them for 1.2/1.3/1.4/1.5/1.6 seconds. If they are thrown into an enemy champion, the enemy champion takes 50% of the damage and is stunned for 0.5 seconds.

While initiating Knockdown / Counterbalance, Stance Shift is disabled until the ability mechanics have finished. Cooldown timers of this ability will carry on over to the new stance if it is on cooldown.

Cooldown: 12/11/10/9/8 seconds.

Ultimate Ability (R) - Stance Shift Passive/Active [Self cast, self buff]

Rayner can switch between stances, each stance giving their own passive bonuses and activation bonuses when Stance Shift is activated:

Offensive Stance: Rayner gains 10/15/20/25% bonus attack speed passively while in this stance. When shifting into this stance, Rayner boosts this attack speed bonus up to 30/50/70/90% for 2.5 seconds.

Defensive Stance: Rayner's basic attacks gain bonus physical damage equal to 1.0/1.5/2.0/2.5% of his bonus maximum health. When shifting into this stance, the first basic attack from an enemy champion, large minion, or monster against Rayner within 2.5 seconds will deal 50% less damage and give Rayner's next basic attack the Counterstrike effect for 2.5 seconds. Counterstrike empowers Rayner's next strike for 3.5 seconds, causing it to deal 10/40/70/100 (+10% bonus maximum health) bonus physical damage to the target and to increase Rayner's damage to the target by 5% for 3 seconds.

Rayner acquires this ability at Level One and does not require a skill point to do so.

Cooldown: 6/6/6/6 seconds.

Thanks for reading!

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