Kodra, the gentleman assassin

MrXonte·4/18/2016, 5:01:02 PM·2 votes·511 views

Kodra, the Gentleman Assassin

Health: 550-1900 Health Regen: 5-15 Ranged: 550 Attack Damage: 40-70 Attack Speed: 0.625 (+0%) Armor: 20-80 Magic Resist: 30 Mov. Speed: 350

Appearance: Slim young man with short black hair wearing a dark vest over a white shirt with rolled up sleeves, dark dress pants, dark dress shoes and black gloves. He carries a silver revolver with a long barrel on his right side called Heartseeker and wears an ammunition belt as his normal belt.

[P]: Heartseeker

Revolver: Kodra’s basic attacks utilize ammunition. Kodra’s Revolver, Heartseeker, can hold up to 6 bullets. After using all 6 bullets or after not attacking for 5 seconds Kodra will reload his revolver with Silver Bullets, which takes 1 (+0.3s per bullet missing) seconds. The reload timer is reduced by 0.5% for every 1% bonus attack speed, with a minimum of 0.9s. As long as Kodra still has bullets he can cancel his reload by attacking, but if he has no bullets left he cannot attack.

Custom Ammunition: His basic attacks are treated like skillshots with a range of 1000, travelling the full distance and being dodgeable. His basic attacks hit the first unit in their way even if the target was a target further behind, but if they kill the unit they continue on. He can also target allied wards with his basic attacks. Basic attacks that hit enemy structures outside of Kodra’s basic attack range only deal 10% damage.

Quickshot: When Kodra’s basic attacks critically strike his attack speed is set to 2.5 until his next basic attack. The effects of critical strikes vary depending on the ammunition type used.

HUD: When hovering your mouse over a unit targetable by basic attacks it shows the path of the bullet. Kodra has a bar representing his revolver’s cylinder below his health bar, showing the current order and type of bullets. The bar is split into 6 sections for the 6 chambers of the cylinder. The currently selected section is marked.

Animation: When reloading Kodra points his revolver up, swings out the cylinder and lets the used cartridges fall to the ground. He then points it down and inserts the new bullets after which he swings the cylinder back. For his basic attack he points the gun at his target and shoots a projectile at the target. It's color varies depending on the bullet used with silver being the default bullet. When he crits he shoots his revolver from the hip cocking the hammer with his other hand.

Notes: Bullet effects are treated as on-hit effects and get duplicated by ruunans, but doesn’t work with devourer.

[Q]: Special Ammunition

Cost: - Cooldown: 0.5s Range: -

Active: Kodra presents a bullet which cycles through all his bullets for 8 seconds. Reactivating Special Ammunition ends the cycle and loads the selected bullet into Kodra’s revolver. Cycle starts again at the last bullet selected.

Silver Bullet: The default bullet which deals 10/15/20/25/30/35 (+1.0/1.05/1.1/1.15/1.2/1.25AD) physical damage and has 5/9/13/17/21/25 armor penetration. Critical Strike Bonus: Deals 25% of critical strike damage as bonus true damage.

Blue Bullet: A blue bullet that can pierce through multiple enemies and deals 10/18/26/34/42/50 (+0.5AD) physical damage, which is increased by 5/9/13/17/21/25 (+0.1AD) physical damage per enemy hit. Critical Strike Bonus: Deals 50% of critical strike damage bonus physical damage and increases the width of the bullet by a bit for every enemy hit.

Red Bullet: An explosive bullet dealing 50/75/100/125/150/175 (+0.5AD) physical damage to the first target hit and then, or after reaching the end on its path, exploding, dealing 40/55/70/85/100/115 (+0.5AD) physical damage in a cone behind the primary target. Critical Strike Bonus: Primary target takes 50% of critical strike damage bonus physical damage. Explosion unleashes 1 Silver Bullets per 50% critical strike damage in a cone behind the primary target instead. Enemy champions can be hit with a maximum of 2 Silver Bullets from this.

Black Bullet: A shadow bullet that deals 25/50/75/100/125/150 (+1.2AP)magic damage over 3 seconds and applies nearsight for the duration. Enemies can not be affected more than once every 5 seconds. Critical Strike Bonus: Applies an additional 0.25 seconds fear per 50% critical strike damage.

Animation: Kodra angles his revolver at the ground, swings open the cylinder and puts in his special bullet. Color depends on the bullet selected. If his revolver was already full with 6 bullets he ejects the last bullet in the rotation first.

Notes: Critical strike damage refers to the % of damage dealt by critical strikes not the damage number itself. Critical strike actual damage is calculated of every individual bullets damage.

[W]: Take Aim

Cost: - Cooldown: 0.5s Range: 1200/1280/1360/1440/1520/1600

Passive: Increases Kodra’s critical strike chance by 5/10/15/20/25/30%

Toggle: Kodra takes aim in target direction, rooting himself, reducing his attack speed by 33%, increasing the range of his bullets by 200/280/360/440/520/600, losing sight of everything not in the cone of Take Aim and applying Prey in Sight to enemies in the cone for 1 second as long as they are in the cone. After a 0.5 second delay he can fire his basic attacks anywhere in the cone.

Prey in Sight: Enemies affected by Prey in Sight are revealed and take 1% more damage from Kodra’s basic attacks per 1% of their missing health.

Animation: Kodra stands still, his left hand behind his back and aims with the revolver in his right hand at the cursor.

Notes: Doesn’t increase basic attack range, but allows fire basic attacks by clicking outside of basic attack range. Similar to jhins ult.

[E]: Shadowstep

Cost: - Cooldown: 10s Range: -

Active: Kodra dashes units equal to his movement speed in target direction. If he is not within an enemies radius of sight he stealths for 2.5/3/3.5/4/4.5/5 seconds and gets a 15/20/25/30/35/40% movement speed buff. If he dodges an enemy's ability with his dash Shadowstep’s cooldown is refunded. Cooldown of Shadowstep cannot be reduced by cooldown reduction.

Animation: Kodra dashes in target direction and if his stealth triggers he disappears in a similar way to twitch when he stealths only with black particles.

Notes: Dodging an ability is calculated by checking if an enemy ability passed the path of the dash over 1 second after casting.

[R]: Rotate Cylinder

Cost: - Cooldown: 0.1s Range: -

Active: Kodra spins the cylinder of his revolver counter clockwise, chambering the next bullet. If no bullet is in the slot it spins to the next slot. If all slots are empty reloads the revolver.

Kodra begins the game with one point in Rotate Cylinder, but cannot rank it up. Instead each of his basic abilities have 6 ranks.

Animation: Kodra uses his thumb to rotate his revolvers cylinder.

Notes:

This is still unfinished, but i wanted to get some thoughts on it!

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