Kulj, The Ancient
Kulj, an ancient celestial, has become bored of his realm. He has come to Valoran to appease his boredom with combat. In game, he plays as a tank.
Range: 125 Movespeed: 335 AD: 50 HP: 500 Mana: 300 HP regen: 6 Mana regen: 10 armor: 30 magic resist: 30
Passive: Age Gains one stack of Age every minute. Each stack grants: 1.5 AD 30 HP 20 Mana 0.5 health regen per 5 0.75 mana regen per 5 0.5 armor 0.5 magic resist
(Kulj gains this instead of bonus stats per level)
Q: Pondering 10 second cooldown, 100 mana Passive: Gain 1 charge every time a damaging spell is cast near you, up to 5 Active: Shield yourself for 20% the damage dealt by the spells cast to charge Pondering for up to 4/5/6/7/8 seconds.
W: Judge 5 second cooldown, 30 mana Judges a target enemy (500 range), dealing 50/60/70/80/90 (+.2 AD) physical damage. If they have dealt more damage to champions in the last 5 seconds then they have taken, then the damage is doubled, Half is converted to true damage, and they are additionally slowed by 20/30/40/50/60% for 3 seconds. If they have taken more in the last 5 seconds, they are slowed by 10/15/20/25/30% for 3 seconds.
E: Clairvoyant passive: Kulj see's through the enemy, and is able to gauge what spells they have up, as well as how long is left on the cooldowns of spells that are down. (Including item actives, champion abilities, and summoner spells). passive: Kulj leaves a trail wherever he goes, lasting 20/25/30/35/40 seconds and granting vision. This is not visible to enemies.
R: Melancholy 140/120/100 second cooldown, 100 mana Kulj becomes entranced in memories. For the next 10 seconds, all sources of damage are 5/10/15% less effective each time they are used on him, minimum 10% original damage
Example: The ADC's basic attacks, versus a rank 3 ultimate. If the 1st deals 100, the second deals 85, third deals 70, 55, 40, 25, down to a minimum of 10 for other sources.