Splice, The Genetic Anomaly

NextSkarnerNA·9/2/2014, 12:44:06 AM·2 votes·762 views

Splice, The Genetic Anomaly

**Description: **Splice is an adaptable champion that is completely late game oriented. His passive, Darwinism, is more or less of an in game masteries tree. You get 1 point per level and place it into an area you wish to buff. After putting a point into one of the three paths: offense, defense, or utility, you will be locked into that path until level 10. Each point can be put into any of the three options, and will slightly modify Splice's in game appearance. To upgrade, you have to click on his passive and click on the desired point. After level 10, you also gain 1 point per level, and you can put it in any area you want to, excluding the area you just put 10 points into. Example: you can go 10/6/2. You can also place potential markers to automatically upgrade a point for you when you level up. As you level up, the unique abilities are gained, somewhat remedying his early game. As you can see, his early game stats are atrocious, but his scaling and Darwinism buffs are heavy. This is what turns him into a late game monster, however he struggles a lot in the early game. Other than that, his evolutions are set to fill different roles. The offensive tree leads to a prehistoric reptilian panther that is a assassin/fighter who deals massive damage and is meant for the mid or top lanes. The defensive tree leads to a dunkleosteus, who can tank hits for days, then retaliate some of the damage done as a tank/fighter played in the jungle/top lanes. And the utility tree leads to an armored rhino that can cc lock people down as a support/tank played as a support. Thus, Splice is a highly changeable character who is unpredictable and can adapt to counter the enemy team. To stop Splice, simply stomp his early/early mid game, which should be relatively easy due to his lack of early power and bulk. Otherwise there will be a late game monster carrying his team. His combos in each path are relatively self explanatory, and the number of different builds and roles he can fill varies greatly, meaning he can readily change, and such adaptability should be taken into account when playing with or against Splice. Splice starts the game as an unmoving volvox, and must level one of the paths in Darwinism to become usable (only at level 1). This changes Splice's appearance to be a small panther, small fish, or small rhino until he levels more. Every level makes him slightly bigger and every point in Darwinism slightly changes his appearance until he hits level 10 and transforms into a fully evolved version. Points after transformation also slightly change appearance. The Darwinism passive in game will look similar to a cladogram.

Stats: Health: 300+100 Health Regen: 6+.5 Mana: 150+50 Mana Regen: 6+.5 Range: 125 Attack Damage: 40+3 Attack Speed: .6+3% Armor: 10+4 Magic Resist: 30+1.25 Movement Speed: 335

**Passive: Darwinism: **Every time you level up, you get to put a point into his passive in one of three areas, offense, defense, or utility. The first point at level one locks you onto the chosen path until level 10. From levels 11-18 you get a point to be put anywhere. Darwinism is basically an in game masteries tree and upgrades count into your scaling. You can put points in as you level by clicking on his passive and up grading, or beforehand by putting markers onto places you plan on leveling. Also, as you level certain areas, you gain the unique version of your abilities, getting Q at level 3, W at 5, and E at 8. But until then, you just have the basic version. Points in certain areas modify Splice's appearance, and levels slightly increase his size. Darwinism Offense: Level 1-9: +2% as,+2ad, +2 range Level 10: +22% as, +5% ad, +22 range Darwinism Defense: Level 1-9: +1 armor, +1 mr, +10 health Level 10: +5% armor, +5% mr, +5% health Darwinism Utility: Level 1-9: +1 ms, +10 mana, .25 both regen Level 10: +5% ms, +5% mana, 20% all regen

**Q: Unique version gained at level 3. ** Basic: 25/50/75/100/150+60%bonus ad bite at 200 range. 6 sec cool down, costs 40 mana. Panther: Slices claws at 300 range, dealing 50/100/150/200/300+100%bonus ad physical damage and fears for 1 sec. Cool down 8. Costs 60 mana. Passive: gives+5/10/15/20/25 bonus ad and 5/10/15/20/25% attack speed. *Dunkleosteus: *Snapping bite at 300 range, dealing 40/80/120/160/200+50% bonus ad. Sucks all nearby enemies in 50 degree cone toward splice from 600 to 300 range over 1 sec, before biting all targets within range. Cool down 8. Costs 60 mana. Rhino: Stomps on all enemies in 300 radius, 40/80/120/160/200+50% bonus ad, goes on 2 second rampage letting you walk through minions and dealing 10/15/20/25/30+10% bonus ad physical damage per second to underfoot enemies as he passes them. 8 second cool down, costs 60 mana.

**W: Unique version gained at level 5. ** Basic: 50/80/110/140/170 health shield+ 5% health. 10 sec cool down, costs 50 mana. Panther: 50% of next ability is dodged or 100% of next basic attack is dodged. comes back passively every 10/9.5/9/8.5/8 second cool down, cost less. *Dunkleosteus: *30/35/40/45/50% damage reduction for next 3 seconds+1% per 100 armor or mr. Passive: gives + 10/15/20/25/30 bonus mr and armor. 12 second cool down, costs 70 mana. Rhino: 50/100/150/200/300 health shield+ 20% bonus health for 6 sec or until breaks. 12 second cool down, costs 70 mana.

**E: Unique version gained at level 8. ** Basic: 500 range ram 30/60/90/120/150+40%bonus ad.12 sec cool down, costs 60 mana. *Panther: *600 range leap 50/100/150/200/250+50%bonus ad. Flays target back for 100/125/150/175/200 range knock back. 12 sec cool down. Dunkleosteus: 700 range pass through ram until hits target. Taunts target for 1/1.5/2/2.5/3 sec and deals 40/80/120/160/200+ 50% bonus ad physical damage. 12 second cool down, costs 80 mana. *Rhino: *Charges forward 600 units and stuns single target for 1 sec, dealing 40/80/120/160/200+50% bonus ad physical damage. 12 second cool down. Costs 80 mana. Passive: gives+2/4/6/8/10 bonus ms and +2%/4%/6%/8%/10% increase in both regens.

**R: Unique version gained at transformation at level 10. ** Basic: Next auto attack hits for 300% damage, short 40 sec cool down. Costs 100 mana. Panther: Leaps onto target for normal leap damage and roots target for 2 seconds, dealing 100/150/200+50% bonus ad per second. Takes 10% more damage during the duration of the ability. 130/110/90 second cool down, costs 100/125/150 mana. Dunkleosteus: 40%/50%/60% of all damage dealt to him before applying Splice's resistances is directed back at the attacker that dealt it for 4 seconds. Splice takes full damage after his resistances and the % of damage before resistances is sent back at the attacker(s) after their respective resistances only. 130/110/90 second cool down, costs 100/125/150 mana. Rhino: Dives 700 range into 300 range area of targets, dealing 100/150/200+100% bonus ad physical damage and knocking up all enemies in the area for 1 sec. Can be recast up to twice more in any direction with the same effects, but enemies who have already been hit take 1/2 effects. 130/110/90 second cool down, costs 100/125/150 mana.

Strengths: Unpredictable, crazy late game scaling, powerful late game abilites. *Weaknesses: *Horrable early game, moderately confusing, can be team reliant.

3 Comments

NextSkarnerNA10/12/2014, 12:22:54 AM1 votes

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NextSkarnerNA11/9/2014, 1:08:42 AM1 votes

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NextSkarnerNA1/27/2015, 3:12:49 PM1 votes

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