Kred, the Pit Fighter
Melee Energy based
Passive: C-C-C-COMBO After casting two basic spells, your next basic attack will gain a bonus effect based on what the last two basic abilities you cast were. Procing this restores 10 energy. Q-Q= Uppercut, knocks up the target for 0.5 seconds and deal 20% bonus damage. W-W= Iron Guard, shield yourself for 50% the damage you dealt, lasting 1 second. E-E= spinning kick, gain 20% armor penetration on this basic attack W-Q/Q-W= Defensive stance, gain armor and magic resist equal to twice your level for 1 second. Q-E/E-Q= sucker punch, silence the target for 1 second W-E/E-W= Shoulder slam, deal 20% less damage but stun for 1 second.
Q: Jab 6 second cooldown, 40 energy Your next basic attack deals 5/10/15/20/25% the attacks damage as bonus physical damage. This will reset your autoattack timer. The cooldown of Jab is reduced by 0.75 seconds each time you auto attack an enemy champion.
W: Raise guard 10 second cooldown, 80 energy Shield yourself for 40/50/60/70/80 (+.08 HP) health, lasting 1.5 seconds. After the shield expires, your next basic attack gains magic damage equal to half of the shield that was consumed.
E: Sweep 8 second cooldown, 50 energy Deal 100/105/110/115/120 (+.1 AD) physical damage in an area around you, knocking down all champions you hit.
R: The Pit 120/110/100 second cooldown, no cost Sinks the ground around Kred, dealing 200/250/300 (+.8 bonus AD) physical damage to all enemy units around you, and creating a Pit for 6 seconds. The Pit walls count as "One way impassable terrain": You can just walk in if you want, but you will be stuck in there until either Kred reactivates the pit to destroy it, or the effect ends on its own.
Champion deaths in the pit increase the maximum duration by 2 seconds.