[Champion Concept] Zero -- The Woodland Ghost

KingMogar·3/27/2018, 10:23:27 PM·2 votes·374 views

Zero -- The Woodland Ghost

Stats: AD Fighter / Marksman

Hp: 550 - 2000 Mana: 400 - 1300

Armor: 34 - 70 Magic Resist: - 30 - 66 Movement Speed: 365

Lore: For years, hunters have spoke of this "Ghost in the Woods". None have seen him and lived to tell the tale. One day, when the Noxian army invaded, he hid in the trees, under the brush, anywhere he could. Taking out any Noxian that came across him. Using his bow, until the arrows ran out, then he used his blade. When the blade ran dull, he used his hands. At the end of the day, only one man escaped the massacre. Finding a passing caravan, he ran up to them. Pleading that they help him, yelling that there was something in the woods, something that could only be called supernatural. Until an arrow with a spike taken from another Noxians armor pierced his heart. The Caravan sped away, the cart running over the mans corpse as they ran in fear. The caravan leader looked over at the woods, just in time to see a black shape run back into the brush, then he hears the light whisper "Stay out of my Woods".

"You lost? Here, my arrow will show you the way" -- Zero

Abilities:

Passive: Fear what lurks in the woods -- Zeros basic attacks apply FEAR. At 5 stacks of FEAR, the target will cower and run away for 1.5 seconds. Once a target has been FEAR'd Zero cannot apply any more FEAR stacks for 10 seconds.

Secondary Passive: Whenever an enemy is within 150 units of Zero, he will attack them with his knife instead of his bow, dealing 5% of his AD as bonus physical damage.

Q: Phantom Shot -- Zero shoots a ghostly bolt from his bow, (600unit range). The bolt stops on the first champion hit, dealing 60 / 70 / 80 / 90 / 100 (+100/105/110/115/120% AD) Physical Damage. If the bolt kills the champion it hits, then it will splinter and hit up to 3 targets behind the first, dealing 30% reduced damage to those 3 targets. [70 / 80 / 90 / 100 / 110 Mana] {15 / 13 / 11 / 9 / 7 Second Cool down}

W: Tripwire: Zero lays a tripwire on the nearest terrain that is 250 units long. After 1 second the tripwire becomes invisible. If an enemy champion walks through the tripwire, a spike trap will swing out from the terrain its attached to. Dealing 60 / 70 / 80 / 90 / 100 (+50%AP Magic Damage) Slowing the enemy by 65% for 2 seconds and giving Zero True Sight of them for 4 seconds. [25 Mana] {10 Second Cool Down}

E: Evade -- Zero dashes up to 300 units in a direction. If Zero dashes into a bush, his next basic attack on an enemy champion will deal 5% of their max hp as bonus magic damage and slow them by 20% for 1 second. Takedowns on enemy champions reduce Evade's cool down equal to its remaining duration. [40 / 50 / 60 / 70 / 80 Mana] {25 / 23 / 21 / 19 / 17 Second Cool Down}

R: No Escape! -- Zero must guarantee no-one can tell their tale of their encounter with him. When activated Zero gains, 30 / 40 / 50% Bonus Movement speed (Increased to 75% when moving toward enemy champions that he has attacked in the last 10 seconds.), and True Sight of those champions for the duration or until they die. (Lasts 10 / 12.5 / 15 Seconds) His Auto attacks also apply 2 stacks of FEAR and FEAR's cool down is lowered to 4 seconds for the duration.

0 Comments