[Champion Concept] Carnell, the Outsider
Place of Origins: ????. Upon Selection: Get out & leave these lands!
Primary: Marksmen. Secondary: Fighter. Additional Roles: Player Choice.
Statistics: Attack Power: 5. Defense Power: 5. Ability Power: 1. Difficulty: 7.
Health: 477(+31). Health Regen.: 2.0(+0.38) Manna: 381(+30). Mana Regen.: 1.9(+0.37) Attack Range: 490(Range). Attack Damage: 52(+3.3) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.
Friends: None. Enemies: Pretty much anyone who trespass on his turf.
Appearance: Carnell is a 5’1ft tall very muscular build mild-aged man with short matted black hair, both his eyes are deep chocolaty brown. On his forehead is this large bullet mark, on his right arm are puncture marks that are in the form of an animal bite & his left hand is heavily burned. Cornell wears a heavy fur coat, dark brown jeans & boots. Cornell also wears a sort-of western cowboy hat, on the right-side of his waist is a canteen while he has a small satchel strapped to the right-side of his waist. As for his weapon Cornell’s firearm is sort of like a cross between a Winchester Rifle & a pump-action Remington Shotgun.
Summoner Spells:
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Item Builds:
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Essential Items:
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Passive: This Is My Land. When Carnell remains still for 3.5 seconds he will claim a 350-radius zone around him as his Land. As long as Carnell remains in this zone he will have +50% HP Regeneration, gains 5 bonus Gold from Minion Kills & deals 5% increased damage to enemy Champions. If an enemy Champion is within this zone they will deal 10% less Damage with all Basic Attacks & Abilities to Carnell. If Carnell leaves the zone he has claimed this Passive will go on a 22 second Cool Down before he make another claim
.Rifle Butt: when Carnell is within 125-Range of an enemy Unit his Auto-Attacks will have him use the butt of his rifle to attack his target, when using his rifle’s butt his Attack Speed is increased by 10% & his Auto-Attacks deal 3% of the targets current Armor as bonus True Damage.
Q-Ability: Take A Swig. Range: Self-Cast. Cool Down: 19/18/17/16/15. Cost: 100. Heal: 25/35/45/55/65(+30% bonus AP). Total Heal: 100/140/180/220/260. Activate: after activating this Ability Carnell will grab the canteen strapped to his waist & will drinking from it, for duration of 2 seconds while Carnell is drinking he will be Healed every 0.5 seconds. During the duration of this Ability Carnell can cancel this Ability early by either moving or when he makes an Auto-Attack, if Carnell does end this Abilities duration early his next Basic Attack will deal the remaining Healing amount as bonus Physical damage on his next Basic Attack.
W-Ability: Short-Fuse. Range: Self-Cast. Cool Down: 18/16/14/12/10. Cost: 50/60/70/80/90. Physical Damage: 45/65/85/105/125(+40% bonus AD). Activate: after Carnell has activated this Ability he will enter a rage state, after the initial activation Carnell will gain 15% increased Attack Speed, 25% Movement Speed & every 3rd Basic Attack will deal 25/45/65/85/105(+50% bonus AD) bonus Physical Damage for 5 seconds. Until the duration of this Ability has ended it will not go on its Cool Down. During the duration of this Ability when Carnell gets affected by a Crowed Control effect he will Break Out of it & he will automatically fire a free shot at the Champion that applied the CC to him dealing Physical Damage to the target, Carnell can only negate 2 Crowed Control effects during this Abilities duration.
E-Ability: Get Back. Range: 300. Cool Down: 21/20/19/18/17. Cost: 60/70/80/90/100. Physical Damage: 55/85/115/145/175(+40% bonus AD). Activate: after Carnell has chosen a single enemy Champion within this Abilities Casting Range then upon its activation he will hold his rifle like a club then swings it at his chosen target, after the initial activation Carnell will bat the target with his rifles butt dealing Physical Damage & Knocking Back the chosen target 175-Range then the target will be Stunned for 1 second.
R-Ability: Lock & Loaded. Range: Self-Cast. Cool Down: 180/160/140. Cost: 130. Activate: after Carnell has activated this Ability he can choose 1 of 3 different Ammo-Types assigned from his Basic Abilities that he can load into his rifle that gives him 3 different effects, each Ammo-Type has its effects & deals its own Physical Damage.
Q-Ammo: Cinder Shrapnel. Physical Damage: 75/115/155(+50% bonus AD). Activation: after Carnell has loaded this ammo into his rifle his next Basic Attack will have him fire burning shrapnel within a 110-degree 200-Range cone, when the shrapnel hits an enemy Champion it will deal Physical Damage to the Champion while Shredding 10% of the Champions current Armor for 1.25 seconds. The Shrapnel cannot pass through enemy Champions to hit other Champions behind them. Usage: If the enemy Team has a heavy front-line of Tanks & Fighters this Ammo for Lock & Loaded will allow to soften up that front line to make them easier to handle.
W-Ammo: Vipers Bola. Physical Damage: 105/145/185(+40% bonus AD). Activation: after Carnell has loaded this ammo into his rifle can choose a narrow path with this Ability then upon Re-Casting this Ability Carnell will fire a steel bola in a 500-Range narrow path, when the bola hits the first enemy Champion it will deal Physical Damage to the target & apply a 10% Movement Speed Slow for 3 seconds. While an enemy Champion is affected by this Ability when they move the Slow will increase by 10% with every movement. Usage: If your up against an enemy with greater mobility this Ammo for Lock & Loaded will allow you to catch up to a fleeing enemy that is so close to death or use it as a strong escape tool from an aggressive chaser.
E-Ammo: Ripping Salvo. Physical Damage: 40/60/80(+60% bonus AD). Activation: after Carnell has loaded this ammo into his rifle he will start firing piercing rounds in a 400-Range in the direction he is facing, for 2.5 seconds Cornell will fire 1 bullet every 0.5 seconds in his facing direction dealing Physical Damage to every enemy the bullet passes through while also applying a 1 second Bleed that Refreshes with every bullet. While this Ability is active Cornell is still able to move around but has 15% Reduced Movement Speed. Usage: If the enemy team has prioritized enemies in the back like enemy ADC's, Supports with Heals or CC or a annoying Assassin than this Ammo for Lock & Loaded will allow you punish the enemy back line while also applying a good De-Buff to the entire enemy team if you manage to aim perfectly with this Ammo.