[Champion Concept] Kubebear, Renvisioned

sparkye3·3/19/2015, 11:54:54 PM·3 votes·815 views

Kübebear The Forsaken Prodigy “The taint of my claws brings me to your end witch!”

Inspiration: I love Volibear with all my heart, that being said, I feel that he alone be the only Ursine is sad. So I decided to make him a brother. This is my 3nd draft so if you guys like it I'll keep adding to it. Kube is Estonia for Spark.

Role: Fighter Secondary role:Tank

Note: Not much editing to the lore save close to the end Lore: At an early age Kubebear showed an aptitude for battle, he was always getting in fights, especially with his brother Volibear. Though younger, Voli proved to be an equal to Kube. Through their fights, Voli and Kube forged an unwavering bond. Though Kube had a good head on his shoulders, great passion, and a loyal heart, he had too much pride and too much curiosity. He would always leave the village, exploring further every venture. His curiosity was rewarded, he found a strange sword by an unmarked grave in a quite forest, but it was also punished. At the Ursine age of 11, Kube was attacked by a band of villagers from a nearby tribe. He didn't notice the ice shards embedded in their back nor did he leave any survivors in his panic. Like the Ursine, these tribes are extremely peaceful so the elders had no choice but to banish Kube to preserve the peace. So he left the Ursine, much to the dismay of Voli. Slowly but surely Kube was forgotten but he never forgot his vow: To prove his innocence. Though banished wandered Runeterra quite joyfully in search of an answer, from the tribes of the Freljord, to the Yorlde city of Bandle, to the havoc ravaged city of Piltover. Unable to find a concrete answer he returns to his old village to visit Volibear. As he passes the Ursine sacred mountain he sees a trial of black ice leading up it. He quickly follows the trail to find the ice witch, who seeks the power of the furious maelstrom that forever shrouds it peak. A fight ensues as Kube tries to protect the sacred landmark. Almost beaten, Kube was able to land a decisive blow, blinding the witch and making her retreat. Kube did not come out unscathed though, his claws were now embedded with a dark magic that threatens to taint him. As he sets out to leave the mountain he is struck by a lightning bolt. Finding him unworthy the storm tries to consume his very being, as it swiftly comes close his dormant sword wakes and absorbs enough of the energy to save his life. He is now unable to be separated from his sword as it sustains his being. Still unable to find the answer he so longed for and tainted by dark magic, he leaves the Frejord once more. He now sets his eyes on the League of Legends, not for a cure anymore, but for the revenge he has know discovered. And, secretly, to test his metal against his only rival, the true chosen of the storm.

Play style: This champ is able to close the gaps and inflict damage. He has few crowd control abilities or ranged abilities so you must get up close and personal. Thanks to his passive it is best to build some heath then got for speed. His shield allows you to survive most chases, while his E allows to single out the heavy hitters from a team fight. His ultimate helps to deal damage to those bearly out of range and to keep any hidden foes on their toes.

Resource: Thunder Thunder replenishes with every auto attack or ability Kube lands or with every auto attack or ability he is hit with. He regains 1% for every auto attack dealt or received. And he regains 4% for every ability he is hit with. Kube gets his thunder replenished to 80% when he respawns and the healing pad replenishes his thunder when he stands on it by 10% per second but cannot go above 80%. Acquiring the Crest of the Golem buff gives a 1% thunder regeneration every 4 seconds. Thunder cannot be regained by getting mana regain or mana potions, nor can it be increased by any runes, masteries or items.

Kube's Passive, Thunder Blood: Passive Cooldown: 130 seconds Kube gains 2% bonus armor when his thunder level is below 20%, above 50% he gains 2% base health regain, at 100% thunder he reflects 3% of damage inflicted on him (before being reduced by defenses) to the attacker as magic damage. If he dies while he has 100% thunder he then releases his thunder that rush out of him in 3 lines, forming a triangle with him at the epicenter, when the triangle completes it deals 10% of his bonus heath as magic damage in an Aoe once to any enemy caught in the radius.

Passive Breakdown: The cooldown only applies to Aoe ability that forms his thunder triangle, all other bonuses stay even while on cooldown. The Reflection of damage is similar to the item Thornmail's ability but differs in the fact that it reflects all damage except pure damage back at the attacker. The area of effect of the thunder triangle is relatively small, it also only appears where he is slain. The damage can effect Minions, creatures and pets but not turrets.

Kube's Q, Ursine Rush: Active Cost: 20% thunder Cooldown: 11/10/9/8/7 seconds Kube gains 10% movement speed over 3 seconds, his next attack rushes through an enemy dealing 20/30/40/45/50 physical damage, sending them back a few feet and increasing his movement speed by 10%, he then continues to run for 2 seconds. At level 3 he is able to rush through 2 enemies. Activating any other abilities will stop his rush. Rushing through an enemy restores his thunder by 5%.

Ability Breakdown Q: Stuns or knock ups can affect Kube before he his hits enemy but not when he makes contact. If a stun/knock up hits Kube when he contacts an enemy, the stun/knock up is applied after he passes through them. If a stun/knock up hits the enemy Kube passes through, then they do not move back, the stun/ knock up takes effect first. As this is a form of crowd control, Morgana's shield can nullify is damage and knock back effect but cannot stop Kube from passing through them. If they flash away using an ability of the flash summoner spell while Kube is passing through them then Kube flashes with them as he is 'in' them when he passes through. It is best to flash before or after he gets to you. Kube can rush through minions, pets and most creatures but cannot rush through Baron, Dragon, or turrets. Instead the damage is dealt outright when Kube makes contact with them and ends the rush, not giving any bonus movement speed either but will still replenish his thunder.

Kube's W, Lost sword: Active Cost: 55% thunder Cooldown: 12 seconds Kube raises his sword as a shield for 2.5 seconds and absorbs the next that hits him, healing himself for 30% of the damage dealt. He also gains 3% increased armor but losses 5% movement speed. He can only absorb 1 ability at a time. If Kube successfully absorbs an ability that would have killed him he gains 20% thunder and reduces the cooldown of Ursine Rush by 3 seconds.

Ability Breakdown W: His shield can absorb any Magic ability but not any physical ability so attack damage champions like Tryndamer or Draven won't have anything to worry about. If he is hit with an ability or attack that deals magic damage while his shield is active he will absorb the magic damage but not the physical damage. Example: if Varus is attacking Kube while his shield is up and Varus has his Blight Quiver then the shield will absorb the magic damage but not the physical damage. Same goes for area of effect damage, as long as it deals magic damage or abillity power damage. He can also absorb stuns, nullifying them but slows are applied normally. Also he cannot absorb 2 abillites at once, if he is an Aoe and gets hit by a magic ability like Lux's stun then the stun ability goes through and will stun him. This shield does not stop any buffs or debuffs from being applied nor does it absorb a heal ability or summoner spell cast on Kube.

Kube's E, Severed Intentions: Active Cost: 35% thunder Cooldown: 9/8/7/6/5 seconds He carves an X into the ground with his sword in front of him, dealing 40/50/65/75/85 magic damage. The X stays for 2 seconds, dealing 10% reduced magic damage to any champ that enter the Aoe. If Kube enters the X, his movement speed is increased by 15%. On the third cast the slash takes 2 seconds to activate, knocking up enemy’s standing atop it for 1.5 seconds, making them immune to any damage except pure damage. He can also knock himself up for the same effect. The speed of his slash scales with attack speed. He gains 1% thunder for each champion hit.

Ability Breakdown E: Yauso can cast his Last Breath ability on Enemies knocked up, it will not deal any damage for the full 1.5 Seconds. An enemy Yauso can cast his Last breath on Kube if he knocks up himself as well so be wary. A stunned, feared, or slowed champ can still get knocked up but it will only postpone the duration the crowd control, when they fall down it will continue its effects. If an enemy is rooted, they are not knocked up. If a knocked up champion is hit by any crowd control affects they are instantly applied, not postponed. Champions knocked up by this ability can still be targeted. Any buffs, heals or debuffs are still applied normally.

Kube's R, Forsaken of the Storm: Active Cost: 100% thunder Cooldown: 110/100/90 seconds Kube's ultimate channels his inner storm into his blade, increasing his range substantially to 1200. After a 2 second delay he then slashes his sword in front of him in a quarter circle, damaging them for 80/160/240 magic damage, slowing and causing enemies to bleed for 2 seconds, dealing 2% AD damage over time for each 1% bonus heath they have. They then leave a trail of blood for 5 seconds that can be followed to them. Kube gains 2% increased armor if he stands in a blood trail.

Ability Breakdown R: As it is a channel ability it can be interrupted by fears, stuns, silences and knock ups. But once the sword is swung it can only be stopped by slaying Kube. If Kube is repositioned while swinging then he finishes swinging his sword at his new location, finishing the arc. The casting of this ability is not interrupted by summoner spells so he can flash then swing his sword. His range returns to normal after he swings his sword. He cannot auto attack or use any other abilities while he is channeling. The trail of blood is visible to all champions and its effects cannot be negated by stealthing or cleansed by any summoner spells as it is not a debuff nor does it grant true vision of the target, it just leaves a trail of blood. The slash is able to go through objects and can hit champions, creatures and pets but cannot hit turrets.

Note: not much edit to these qualities as well. Aesthetic Qualities: Kube has no armor on his torso but has armor on his arms, he has armor on his lower body. He also has a cloth coming from his waist that was his first blanket. Kube has many scars from his many fights, but only a few on his face. Kube's sword is a relic of a past age with many magic symbols painted on the blade, it is able to channel the storm and other magic anomalies as a medium. The taint in Kubes claws has turned them black and cold. Kube's fur is black from the taint that courses throw him, though there are white patches reminding you he was once an Ursine. Thought he trains vigorously, his passion for food has made him a bit heftier than Volibear. Though ridged and dark, he has a humorous side that he likes to show in the most inappropriate moments, and does not have very good jokes.

4 Comments

RxKutiebear3/20/2015, 1:21:54 AM1 votes

hmmm that scared me for a second.... looked like my name for a sec lololol

Valendrus3/21/2015, 9:52:49 AM1 votes

Well done :)