[Fan Champion Concept]

FNC Pazzie·5/27/2018, 5:13:21 PM·1 votes·1,102 views

I've had this champ concept for a while now and i just wanted to share.

First role: Assassin

Second role: Juggernaut

Stats:

Damage: 58 (5 per level) = 148 at lvl 18

Health: 601 (77 per level) = 1987 at lvl 18

Energy: 100 (5,5 per level OR 50 at lvl 11 and 18) = 200 at lvl 18

Armor: 24 (6.5 per level) = 140 at lvl 18

Magic Resist: 30 (3 per level) = 84 at lvl 18

Health regen: 2.1/sec (0.7/sec per level) = 14.7/sec at lvl 18

Energy regen: 10/15 at lvl11/20 at lvl18 per 5 seconds

Movement speed: 330

Passive:

####Master of battle – The longer saru fight with someone less damage he receives. Triggered by champs. Doesn’t work on minions or monsters.

A great master is an eternal student – Saru’s abilities deal true damage when they are maxed out

Q: Ki charge (dash-skillshot) – Saru dashes to the target, dealing impact damage the knocking him back. If the knocked back champ collides with terrain, the target is stunned and dealt half of the initial damage.

1: 90 base damage (80% bonus AD) – 7 sec cooldown

2: 150 base damage (80% bonus AD) – 7 sec cooldown

3: 170 base damage (80% bonus AD) – 7 sec cooldown

4: 210 base damage (80% bonus AD) - 7 sec cooldown

5: 250 base damage (80% bonus AD + 10% True damage from current base damage) – 7 sec cooldown

W: Deflect – Next ability or AA that is gonna damage Saru is deflected. In this stance saru is slowed by 70% for 1 second. If Saru deflects anything, he gets a minor speed boost that decays over time. Saru can not attack while deflecting

1: 40%MS for 4 seconds (15 sec cooldown)

2: 43%MS for 4.25 seconds (13.75 sec cooldown)

3: 45%MS for 4.5 seconds (12.5 sec cooldown)

4: 50%MS for 4.75 seconds (11.25 sec cooldown)

5: 55%MS for 5 seconds (10 sec cooldown + can not be slowed)

E: Combo – Long dash + charge up – Saru charge up his ki, and slides forward, dealing damage to minions as he passes through them. He stops at the first champion he hits, making him/her grounded for 3 seconds. After he hits a champ, he unleashes his 5 strike combo, striking 5 pressure points and lowering the MS of the champ

1: 120 base damage (8% of max HP)+(3% of their max hp), slows for 10(+1% for every hit) for 3 seconds (decays)

2: 180 base damage (8% of max HP)+(3% of their max hp), slows for 12(+1.5% for every hit) for 3 sec (decays)

3: 240 base damage (8% of max hp)+(3% of their max hp), slows for 15(+2% for every hit) for 3 sec (decays)

4: 300 base damage (8% of max hp)+(3% of their max hp), slows for 17(+2.5% for every hit) for 3 sec (decays)

5: 300 base damage (8% of max hp)+(3% of their max hp)+(10% true damage from ability’s base damage), slows for 20(+3% for every hit) for 3 sec (decays)

R: Ki barrage – Saru unleashes a barrage of strikes in front of him, draining his energy. His ultimate ends when he runs out of energy.

1: 10 punches – 100 base damage (100% bonus AD)

2: 15 punches – 175 base damage (100% bonus AD)

3: 20 punches – 250 base damage (100% bonus AD)+(10% true damage from champ’s base damage)

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