Kriss V, the Weapon Optics Engineer

Espurr VI·8/18/2015, 3:17:06 AM·1 votes·632 views

Lore: His name is Kriss Vector. I can't think of any lore for him, so go ham.

Appearance: Wearing a completely black suit, like a wetsuit, that covers his entire body including his head. Has goggles on his eyes that glow bright blue and have an evil look. Has a belt with several utilities. On his back are 3 guns, a Rifle, a Shotgun, and a Sniper.

Roles: Marksman

Abilities:

Passive: Reload: Replacing Kriss's mana bar is Ammunition. Kriss can have up to 8 Ammo at a time. When Kriss runs out of ammo, he has to take 3 seconds to reload which restores his ammo back to 8. Leaving combat and staying out for 4 seconds causes him to begin reloading.

Q: M4A1 Round: "3 shots is all it takes" Has a 0.35 second wind up. Kriss pulls out his rifle and shoots his target 3 times over 2 seconds while their in range, dealing 25 / 45 / 65 / 95 / 125 physical damage per shot (+0.15 per max AD). If they are in range for the whole duration, they are stunned for 1 second. After casting this ability, Kriss makes auto attacks with his rifle, increasing his attack speed by 25% and removes the wind up on this ability. This ability takes up 3 ammo. 600 unit range 3 second cool down

W: KSG Shell: "Don't you just love firing into a group?" Has a 0.35 wind up. Kriss pulls out his shot gun and fires it at target location, dealing 80 / 120 / 160 / 200 / 240 physical damage (+0.45 per bonus AD) to all enemies in a 185 unit radius of the target area. While this abilities shown range is 550 units, he can fire his shot gun further. If he does, the AoE is increased by 10% while the damage is reduced by 20% per 150 units outside the range. Casting this ability closer to you lowers the AoE's size by 15%, but increases the damage by up to 50% the closer it is cast. If you fire this ability behind an enemy unit, that unit will take the full force of the damage and the AoE will be applied on THAT UNIT. (He has LoS) After using KSG Shell, Kriss will use his shot gun to make auto attacks, reducing his Auto attack range to 500 (from 600) and causing his auto attacks to deal 75% of their damage in a 150 unit radius around the target. Additionally, KSG Shell will no longer have a wind up while he is using his shot gun. 550 unit range 1 second cool down

E: AWM Round: "Get 360 quickscoped, 420 blazeit WOOOOOOO!" Has a 0.35 wind up. Kriss pulls out his sniper and fires a round at target location, dealing 50 / 75 / 100 / 125 / 150 physical damage (+0.5 per max AD) to any enemy in it's AoE. AWM round has a 50 unit AoE and a 150 unit outer AoE. AWM Round will always prioritize enemy champions in the AoE with the lowest AoE, but if non are present, AWM round will hit the target closest to the center AoE with the lowest HP. After casting AWM Round, Kriss will use his sniper for auto attacks, increasing his range to 700 and lowering his attack speed by 75%. Additionally, AWM round will no longer have a wind up. 1200 unit range, cannot be cast closer than 500 units. 1 second cool down

R: Nuclear Launch: "Tactical nuke incoming!" Kriss pings a target location, causing a Nuclear Strike countdown starting at 10. (Just like Tactical Nuke in Modern Warfare 2) After the countdown finishes, a Nuke drops on target location, dealing 300 / 500 / 700 physical damage (+1 per max AD) to all enemies in a 1000 unit AOE. During the first 5 seconds of the countdown, the Nuke's landing location is not revealed to the enemies, however they can still see the counter. After 5 seconds, the entire AoE is marked with a Radioactive Sign, revealed to all characters. The countdown is visible next to your KDA in the top right corner. Global range 180 second cool down

2 Comments

Espurr VI8/19/2015, 1:02:44 AM1 votes

Downvoting without commenting is a crime.

Baughwssery8/19/2015, 1:10:03 AM1 votes

Downvoted because I don't want to play CoD.