[Name of Someone] The [something something] Thief/Mage/Assassin
I honestly couldn't think of a good name or title for a champion besides the key defining aspect of what would make this champ concept unique. So here we go...
The champion would be a melee assassin with some uber backstory of how they grew up on the streets of some town. They became so good at stealing that the skills he/she/it acquired became the perfect tool for assassination. Learned some neat tricks Thus blah blah blah they joined the league of legends.
Role: Assassin Position: Top, Jungle, Mid
The champion is designed to be fast but relatively squishy with focus in teamwork for getting kills while having an ever changing dynamic to team fights and general gameplay. They're good at flanking and using teammates to gang up on unsuspecting victims with use of Accomplice while having a slightly different version of the hexsplosive minefield of
that could be used to help escape or prevent an enemy from running too far ahead. The champion thrives on attacking opponents from behind pretty much like a back alley assassin would be but with their powers able to copy or mimic enemy champions ultimate. So the player would have to decide how they should proceed with every team fight and if they should use certain ultimate's immediately or hold them for during a fight's precious seconds. Positioning would also be important as they get bonus damage from attacking from behind which gives them incentive to chase and they have some tools to help them with that.
Lots of roam potential and tools to work with junglers/gankers
Counterplay would be that they have relatively long cooldowns on most abilities. Super squishy, can be CC and blown up. No real escape besides fast movement.
Health: 582.5 (85 per level) Health Regen: 8.30 (+0.50 per level) Mana: 297.5 (+40 per level) Mana Regen: 7.222 (+0.40 per level) Attack Damage: 57.61 (+3.5 per level) Attack Speed: 0.695 (+3.1% per level) Armor: 24.88 (+3.5 per level) Magic Resist: 32.1 (+1.3 per level) Movement speed: 300
Ferret - Passive : Gains 10 + (2 * level) movement speed and 10 (+5 * level) AD when attacking enemy champions from behind.
Cloak and Dagger - Q Ability: Cost: 30/40/45/50/60 mana Range: self Cooldown: 6/5.5/5/4.5/4
Champion pulls their cape around, unsheething their dagger moving in for a devastating attack. Gain bonus movement speed (2%/ 3%/ 5%/ 6%/ 7%) for 2 seconds. Next basic attack performed deals 10/ 20/ 30/ 50/ 80 bonus physical damage. Attack applys on hit damage.
Improsived Hexplosive - W Ability: cost: 70/75/80/90/100 Mana Range: 600 Cooldown: 15/14/13/12/11 Champion leaves a field of explosive caltrops in an arc. Enemies that step on the caltrops having their movement speed reduced.
Deal 60/110/160/210/260 (+20% attack damage) physical damage. Enemies hit are slowed by 20/25/30/35/40% for 1.5 seconds. Enemies take 30% damage from additional caltrops and are slowed an additional 0.5 seconds.
Can activate ability again to detonate remaining caltrops to deal 20% additional magic damage per caltrop
Minions take 50% reduced damage.
Caltrops break apart automatically after 10 seconds.
Accomplice - E Ability: cost: 60/70/80/90/95 mana Range: 425 Cooldown: 25/20/15/10/8
Champion buffs an ally and gains bonus movement speed equivalent to Cloak and Dagger for the next 5 seconds. The ally marks an enemy on their next attack. If the champion performs a basic attack in the next 5 seconds, target enemy suffers 90/ 120/ 140/ 150/ 200 additional physical damage
Larceny - R Ability cost 100/120/150 mana Range: 500 Cooldown: 150/120/100 seconds
Champion targets an enemy and copies their ultimate ability. If the enemy's ultimate is on cooldown Larcey deals 80/120/160 (+0.2% AD) + base damage of enemy ultimate. If the enemy's ultimate is not on cooldown the Champion gains the ability and is able to use it in the next 15/20/30 seconds. Damage is reduced by 60%/55%/50% and crowd control effects are reduced by 70/60/50%. Damage dealt is equivalent to 100/150/200 +(0.1% AD) + base damage of ultimate. Global ultimates: Destiny, Stand United, Grand Skyfall, etc have range signficantly reduced.
So For example:
They wouldn't get
's stealth because no tumble.
Would get a small shield while using
's ultimate.
A
ult would result in being a baby dragon.
ult would be relatively short, like a low duration stun but lots of damage.
will get bigger with
stacks.
Thoughts?