Slipe- The Scroll Thief
May need some tweaking, post ideas/suggestions to make this champ a more balanced pick. _ Slipe- The Scroll Thief https://36.media.tumblr.com/tumblr_mdyef8HM811qhc4b3o1_500.jpg
Role- Slipe is an assassin/fighter who's kit allows him to play as an AD or AP antimage or an AD Bruiser .
Stats:
HEALTH 583 – 2028 ATTACK DAMAGE 59 – 148 HEALTH REGEN. 8.5 – 26.3 ATTACK SPEED [*]0.668 (+0% – 45.9%) MANA 327 – 1207 ARMOR 26.9 – 89.4 MANA REGEN. 7.6 – 19.1 MAGIC RES. 32.1 – 57.4 MELEE 125 MOV. SPEED 350
** Shamshift Ward ** Every 60 seconds, Slipe casts a spellshield which lasts untill it absorbs the damage and negative effects of the first spell which would strike him. Instances of the spellshield may not stack. Slipe receives a temporary buff if the shield blocks a spell with a crowd control effect. If a slowing effect is absorbed, Slipe instead gains % movement speed equal to the potency of the slow for 3 seconds. If a rooting, stunning or knockup effect is absorbed, for the following 3 seconds Slipe gains the ability to click on an enemy or ally within 250 units, and blink onto that target. If a Silencing effect is absorbed, his cooldowns are reduced by 2 seconds.
Q- Multilash Slipe roots himself and slashes the area in front of him in a cone. If it hits an enemy Champion he repeats the strike, dealing 20% reduced damage than the previous one. This may occur up to 4 times in one cast. The cooldown does not start until the cast is finished or canceled by moving. Range - 280 Slash damage (AD) - 30/45/60/75/90 (+.4 AD)(+.4 AP) Cooldown - 12/11/10/9/8 Cast time - .6 Cost - 60/75/90/105/120 Tip: Using this ability on a cc'd target(s) will usually insure a full 4-strike chain.
W- Seekersnare Slipe places a ward a selects a direction (casted like Rumble's 'Equalizer') The ward goes invisible and decays after 3 minutes. When an enemy passes the ward's selected side, it triggers, dealing damage and slowing, rooting or stunning for 2 seconds, depending on how long the ward has been placed. _AOE cone - 220 Ward damage (AP) - 30/50/70/90/110 (+.5 AP) Slow % - 15/20/25/30/35 Stun/Slow/Root duration - 2 Required time elapsed for root - 34/28/22/16/10 Required time elapsed for stun - 140/120/100/80/60 Cooldown - 32/30/28/26/24 Cost - 110/130/150/170/190 _ Tip: Seekersnare does not have an arm time. You may place it mid-fight and have it detonate instantly for full damage and a slow if it is placed correctly.
E- Thieve's Reach Slipe scratches a line in the ground with his blade before launching himself across it at a blurring speed in target direction. This ability is not a flash and may not be used to cross walls. _Channel time - 1.2 Range - 950 Cooldown - 32/30/28/26/24 Cost - 130/140/150/160/170 _ Tip: When casting Thieve's reach, try to be out of vision of your target, as a target that can see you will recognize your channel and either attempt to move out of range or cancel the channel all together.
R- Mug Passive- Shaftshift Ward's cooldown is reduced to 50/40/30 seconds. Active- Slipe deals damage to and marks a target to be mugged. For a period of time, a % of all damage he deals is also dealt to this target. Range - 450 Mark damage (AD) 90/120/150 (+.4 AD) % Damage - 20/30/40% Debuff duration - 4/6/8 seconds Cooldown - 150/130/110 Cost - 110 Tip: while it is encouraged that you attack a different target to achieve maximum effectiveness of the debuff, you may also use it to temporarily increase your damage on a single target for dueling scenarios by attacking the debuffed enemy. _
Example Builds:
Standard-
This build allows high ability damage due to a strong mix of AP and AD stats, while maintaining decent melee damage and and an additional spell shield which has great synergy with his passive. (His passive spellshield will pop before Banshee's) Mobility boots are taken over mercs and swiftness due to his inbuilt resistance to crowd control.
Bruiser jungle-
A tankier build sacrifices burst damage for much needed crowd control and sustain. Though he deals significantly less burst with the E-gauntletauto-W-Q combo, his E still allows for deadly ganking potential.
Full AP-
This build will allow you to E-auto-W for slow with Rylai's and a Lich Bane proc before unleashing massive damage with a successful Q-chain. You will be very squishy with this build but when your Ultimate is up you will be able to execute most apc/adc if you land the entire combo. If you are attempting to 2v1, Mug the healthier enemy and target the other. This will cause you to deal % damage to the marked target while you kill the first enemy. After the first enemy is dead you may switch to the now damaged marked target and attempt to finish them with the remaining debuff.