Acerbus, the Dark of Knight
Lore: All of Valoran knows of the Solari. The Golden Warriors, the Heroes of the Sun, The Shining Knights. Some know their darker counterparts, the Lunari, those who worshiped the moon's embrace. However, only the most aged and wisest scholars remember that these tribes were formed for a reason. The Solari, to shape the light of the sun. The Lunari, to wield the light of the moon. These lights were sorely needed in those times, for the darkness was ever encroaching.
The Noxem clan was among the most feared in its era. A tribe that worshiped the darkness, they gained control through fear and terror. It was said their priests could turn high noon into the blackest night, and that their warriors wielded the darkness like a weapon. But as is the nature of darkness, a light soon arose to combat it. The Solari fought with the sun's light during, with their Lunari cousins calling down the moon during the night. Soon, the Noxem clan was driven out of power entirely, and brought to complete extinction.
Or so it was thought. A remnant of a remnant, Acerbus is the last Dark Knight. Born to a family always on the run, he was raised to be a warrior of darkness and shadow. Yet he was never taken by rage nor pride. Instead, he became consumed by a twisted need for redemption. Pointing his blade at a distant Mt. Targon, his last words before disappearing into the shadows were "The brighter the light, the more terrible the darkness."
Appearance:
Medium height, medium build. Short brown hair. Completely enveloped in a dark armor. He wields a large black greatsword, and has the capability to use it with a single hand. Stats:
Health: 440(+85) Health regen: 5.00(+.65) Range: 125(Melee) Attack damage: 53(+ 2.7) Attack speed: .668(+2.5%) Armor: 18(+3.0) Magic resist: 30 Movement speed: 350
Skills:
Passive: Darkness Devoured Acerbus trades his life force for pure power. For each 2% of health he is missing, Acerbus gains 1% bonus AD. This bonus is capped at an additional 25% when Acerbus is at 50% health.
Q: Black Purge Acerbus burns his target with a lightless flame, dealing magic damage to them. If the target is impaled with atleast one Dark Spear, the spear is set alight, consuming all spears and dealing additional magic damage over time for each spear. During this time, no additional non-ultimate buffs can be placed on the target Health Cost: 5% of current health Base Damage: 40/80/120/170/210 (+ 50% AP) magic damage Cooldown: 16/15/13/12/11 secs Range: 300 Dark Spear Damage Over Time: 30 magic damage per spear per second Dark Spear Duration: 1.0/1.5/2.0/2.5/3 seconds
W: Dark Crush Passive: Acerbus generates a Dark Spear every few seconds. Aron's basic attacks against enemy champions or large monsters impale the Dark Spear in the target and do additional magic damage. Acerbus's abilities consume the spears for additional effects. Dark Spear Generation Time: 18/16/14/12/10 seconds Max Dark Spears Held: 5 Max Dark Spears Per Target: 5 Additional magic damage: 50/75/100/125/150 magic damage
Active: Acerbus damages a target with pure dark energy. The target is stunned for .75 seconds, and is stunned for an additional .25 for each Dark Spear they are impaled with, to a maximum of 2.0 seconds. All Dark Spears on the target are consumed. Health Cost: 5% of current health Base Damage: 80/110/140/170/200 (+ 30% bonus AP) magic damage Cooldown: 27/24/21/18/15 secs
E. Grand Cleave After a brief delay, Acerbus slashes in a crescent shape ahead of him. Targets impaled with atleast one Dark Spear lose all allied vision for .25 seconds per Dark Spear. All Dark Spears on affected targets are consumed. Health Cost: 5% of current health Base Damage: 60/100/140/180/220 (+ 60% bonus ad) physical damage Cooldown: 17/15/13/11/9 seconds Range: 500 units Length: 200 units, curved Note: This is a hard ability to describe range wise. Imagine Diana's Crescent Strike, but parallel and unattached to the caster.
R. Final Harbinger Acerbus consumes his own life to bring the end to his enemies. He charges at a target, doing damage and silencing them. Nearby enemies are silenced for a shorter duration. Health cost: 50% of current health Base damage: 50% of health cost as physical damage Cooldown: 100/90/80 secs Range: 1300 Silence Duration on Primary Target: 2.0/2.5/3.0 seconds Range on Silence AOE: 200 units centered on primary target Silence Duration on Secondary Targets: 1.0/1.25/1.5 seconds