Ambr, The Soul Archer
** Ambr: The Soul Archer **
This is my remake of a champion concept I came up with a while back. Gave her a name and made her kit more interesting all around.
Ambr is a rogue who fought for her life in the streets of Noxus, instead of using a common dagger, she wrapped the bottom side of a short bow with blades so she could use it as both a slashing weapon and a bow. (I have no set lore or short story for Ambr so I'll just update this when I do. But what I do have is that she unintentionally meddled in the affairs of the Black Rose. They were about to kill Ambr but they found a special trait; when trying to apprehend her, not even Leblanc could hold her in chains. So The Black Rose crafted a special Bow just for Ambr which allowed her collect the souls from those she has killed.)
Passive - Frisk:
Every +10 Movement Speed Ambr gains +5 Armor and +1 Magic Resistance.
Ambr has a rage meter, when at 100%, her abilities have extra power and rage decrease's by 50% every 1.5 seconds.
Ambr's rage generate's 1/1.5/2 (level 1, level 15, level 18) every second. Basic Attacks generate 3 Rage.
Q - Siphons Edge:
Ambr uses the bladed side of her bow on a target dealing 30/40/50/65/70 (+0 AD) Physical Damage. Each consecutive hit with her bow within 8 seconds will deal an extra 24/35/51 Physical Damage. In addition, after every kill, her bow siphons the soul of the being Ambr kills.
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Minions = 1 Stacks
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Champions = 3 Stacks
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Epic Monsters = 5 Stacks 1 Stack = + 1.5 Movement Speed.
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Ambr has a set amount of consecutive hits she can do with her bow that deals extra damage.
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Level 1 = 2 consecutive hits
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Level 3 = 3 consecutive hits
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Level 5 = 5 consecutive hits
W - Annoy:
Ambr leaps onto a target landing on them, while in air she gains +20% decaying Movement Speed for 5 seconds. If she successfully lands on a champion within 3 seconds, Ambr may jump to another target gaining +10% movement speed with a maximum of 40%.
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On Ally's: Ambr leaps onto an ally, until she moves off, Ambr will take all skill shots and basic attacks locked on the champion she is currently on top of. However AOE's will damage both Ambr and her ally she is on. If Ambr casts Q before her W lands on a target, she will use her bow to propel herself further by 500 Units and increasing her movement speed in the air only by 20%
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On Enemies: Ambr leaps onto an enemy damaging them for 80/95/110/130/150 (+0 AD) +50% of Ambr's current Movement Speed in Physical Damage. If Ambr casts Q before her W hits an enemy she will slam the bladed side of her bow against her target dealing 70/85/100/120/140 Physical Damage and propels herself further by 500 Units increasing her movement speed in the air only by 30%.
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If Ambr's rage meter is full, on her next target she lands on she will knock them down for 2 seconds and deals an extra 25 Physical Damage. (Does not work on allied champions.)
E - Bow:
Ambr can fire 5 arrows held within her hand before she has to reload. The arrows deal 30/45/50/65/90 (+0 AD) Magic Damage with each shot increasing in damage if hitting the same target by 25/45/65 Magic Damage (Level 1, Level 3, Level 5.) On her 5th arrow Ambr charges her bow allowing her arrow to go through targets dealing 50/60/70/80/100 (+0 AD) Magic Damage.
- If Ambr's rage meter is full and fires her 5th shot before landing her W on an enemy target her arrow charges even further back allowing her arrow to deal 50/100/150 (+0 AD) +70% of her current movement speed as True Damage. Because of so much force, when releasing the arrow she will fly back a few Units, removing all of her gained Movement Speed from her W.
R - All In:
Ambr enters a calm state and calls upon her weapons spirit to aid her for 5 seconds. Ambr consumes all of her souls she has accumulated (her stacks) granting her +15/25/30 +3/5/10 AD per 5 stacks. In addition, all of Ambr's arrows go through targets and her 5th arrow will deal 150/175/250 (+0 AD) True Damage regardless of rage meter.
- If Ambr gains a Champion Kill within her ultimate time, she will gain all of her stacks back +2 for every Minion, Monster, and Champion she has killed. However if she does not gain a Champion Kill she will lose 45%/65%/85% of all of her stacks.
Ambr is supposed to be a mid to late game carry with a high risk high reward mind set. In short I wanted to create a champion that scaled on movement speed. We do have champions that somewhat do this such as
, but I wanted a champion that truly scaled on movement speed. More importantly I wanted a champion that could build 1 or 2 movement speed items and actually scale in damage stats. When I was brain storming how a "Movement Speed Character" would behave, I thought of it being really nimble, being able to get in and out. So thats where I came up with her W, Annoy. Having an ability like this where she can move around a lot, especially in team fights, allows for a very "annoying" champion to play against. When Rakan first came out, I really enjoyed just going in super fast and doing something, and this enjoyment is what led me to attempt to make a champion concept. This is my "first" champion concept so forgive me if I have any mistakes. Thanks for reading!