Skurr, and His Peg-Leg Sidekick
Here's a new pirate for the Bilgewater faction. I hope you like him! PLEASE NOTE THAT ALL NUMBERS ARE FOR FLAVOR, AND SUBJECT TO CHANGE FOR BALANCE
Strengths Map control, high mobility, quick ganks/split pushes Weaknesses Crowd Control effects, warded jungles, high damage burst Specialties Isolating targets, counter-play
Primary Role -Assassin Secondary Role -Fighter
short description Skurr grew up alone in the streets of Bilgewater. He became a pirate at a young age, and has seen much of the world. Losing his right leg, 3 fingers, 7 teeth, and a certain "hanging buddy" hasn't discouraged this pirate. Equipped with his "sidekick" peg-leg, he calls Princess, this famously wealthy pirate seeks glory in the Fields of Justice.
HIS ABILITIES
Passive- "Princess, the Peg-Leg"
- Slows on Skurr have the movement speed lost reduced by (20/40/60)% at 1/8/15. Additionally, if Skurr is physically moved by any hostile ability, he will only move 75% of the distance described by the ability.
-If Skurr is supposed to be moved 1000 units by a hostile ability, he moves 750 units instead.
Q- "Pirate Tricks" 35/50/65/80/95 mana, 10 second cooldown
- Skurr can activate "Pirate Tricks" for a number of effects. "Pirate Tricks" may only be active for 5 seconds before the spell dissolves, resetting the cooldown. Skurr will also give a short laugh unique to activating this ability, to alert enemies.
Auto Effect- Skurr can activate "Pirate Tricks" for his next basic attack to kick an enemy with Princess, dealing an extra (15/40/65/90/115) +50% AD damage. If enemy champion dies form this strike, the body will provide a 5 foot sight radius for Skurr and his allies until that champion respawns.
-If "Pirate Tricks" isn't used after activating it, the cooldown is halved.
W- "Chests of Rum" 30/35/40/45/50 mana, .5 second cooldown, 30/25/20/15/10 second spawn time on chests
- Putting a point in "Chests of Rum" will make an "X'" will appear in a random point in your jungle that will remain for 5 minutes, providing sight in a (1,2,3,4,5) foot radius. More "X's" will begin to spawn in your jungle after the "spawn" cooldown. The rum will be indicated by an "X" on the minimap, but wll show a chest with the rum type on the battlefield. Skurr can stand on the symbol for a second to dig up the chest of rum, obtaining 1 of 4 types of rum. Skurr can then activate the rum, and target himself or an ally to gain its effects.
Rapture Rum
(Red in Color) +30 Attack Damage, and +50% Attack Speed for (6/7/8/9/10) seconds.. (activates special interaction if used on Miss Fortune )
Black Pearl Rum
(Black in Color) Attacks and spells deal an extra 30 explosive damage in a 500 unit Radius for for (6/7/8/9/10) seconds.. (activates special interaction if used on Gangplank )
Myron's Dark Rum
(Dark Green in Color) Restores 35% of target's health over 10 seconds, +10% Movement Speed for (6/7/8/9/10) seconds.. (activates special interaction if used on Garen)
Mount Atin Eclipse
(Amber in Color) Removes all debuffs, and grants +25 magic resistance and +25 armor for (6/7/8/9/10) seconds.. (activates special interaction if used on Tristana)
Bilgewater Cocktai
If "Pirate Tricks" is activated, Skurr can target an enemy with his current rum. Targeting an enemy turns the rum into a "Bilgewater Cocktail" that deals (50/75/100/125/150) + 20% of the target's armor in magic damage.
-If Skurr doesn't use his current rum before uncovering a new chest, the chest will have gold instead. -Allies or Enemies may sabotage the "X" and acquire gold in the process. -The cooldown for using a rum is very brief- 1/2 a second- because Skurr must find a new rum each time
E- "Pirate Boarding" 40/45/50/55/60 mana, 14/16/18/20/22 second cooldown
-Skurr throws his rope to a terrain (Turrets, Walls, Trees...) swings forward and then back to his original spot, granting nearby allies +25% movement speed when he lands. Skurr travels X distance past the terrain (where x equals his current distance from the terrain) and grabs any non-minion target in his path. (1000/1500/2000/2500/3000) units skill shot. (Up to 6000 units travel)
Pirate Tricks -If Skurr is in his "Pirate Boarding", Skurr can activate "Pirate Tricks" to target an enemy in a 500 unit radius. Skurr jumps to the target with a kick from Princess (dropping any target he's carrying), dealing (20/40/60/80/100) damage +25% of his AD, knocking the enemy back and stunning them for 1.75 seconds if they hit terrain. Alternatively, if Skurr is holding an enemy, activating "Pirate Tricks" slams the enemy down dealing (20/40/60/80/100) damage +25% of his AD, and stuns them for 1 second.
Here's a rundown of how this ability works
-As Skurr travels, he is channeling in a special way. This channeling, let's call it "travelling", can only be interrupted by stuns, knock-backs, pulls, and polymorphs.
-If Skurr picks up an enemy champion, that champion can not attack or cast most spells. The only spells/abilities a held enemy may cast are 'escaping' spells. Summoner Flash, Tristana Rocket Jump, etc. Aditionally,enemy champions deal slight damage over time to Skurr to account for 'struggle' (1-18 damage per second based on the held enemy's level).
-Skurr is not untargetale, ranged attacks and spells will follow him until they hit- but will not necessarily interrupt his travel.
-If Skurr dies while Travelling, the held target drops normally.
-Skurr may activate "Pirate Boarding" to let go of the rope at any time. And should re-activate it unless he wants to return to his original spot.
-As Skurr swings he will grab the first champion, or monster in his path.
-If Skurr is holding any target, activating "Pirate Boarding" will drop both Skurr and the target off normally.
-Interrupting 'Travelling' will cause Skurr to drop the target, and respond accordingly to the interruption (stuns, knock backs, pulls, and polymorphs will interrupt travelling) (a silence will not stop his travelling, however a silence will still prevent him from reactivating the ability to drop off, and will prevent him from using "Pirate Tricks" while he is swinging)
-Skurr can not pick up Blue Sentinel, Red Brambleback, Dragon, Baron Nasher, or the other big guy I never see because I don't play that game mode.. :X
R- "Ruckus Cannon/ Captain of the Ruckus" 100/125/150 mana, 60 second cooldown (subject to change for balance)
Ruckus Cannon Skurr gives a hearty laugh and summons his "Ruckus Cannon". The cannon remains on the field for 5 seconds, it has the range of a Nexus Turret and shoots (3,4,5) cannonballs in a cone every second. The cannon prioritizes as such: (low health-high health) champions-monsters-minions. Each cannonball deals (60/90/120) true damage.
Captain of the Ruckus Pirate Tricks-If "Pirate Tricks" is activated, Skurr's ultimate becomes a targeted spell. Skurr may jump on target turret and take control for 5 seconds- with a hearty laugh. The turret gains +(10/20/30/40/50)% of Skurr's attack damage in damage and shoots cannonballs, the bonus damage scaling off "Pirate Tricks" . Turrets gain (100/200/300) units attack range while Skurr's using this ability, the range scaling off "Captain of the Ruckus". -If Skurr is stunned, or grabbed, he loses control of the turret.
Here's a link for Skurr's "personal" information. And please feel fee to add some flavor to his background- this is a community page, and all concepts are welcome. http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/KuVrI1mK-skurrs-miscellaneous-info