Champion Concept: Kejo, the Elusive Mercenary
Kejo, the Elusive Mercenary (PLEASE GIVE YOUR THOUGHTS ON WHAT SHOULD BE CHANGED)
Background:
Being born with his father dying in the next moment had a lasting impact on Kejo. His mother, now a widow, told him of the horrors and tragedies their family had faced from the conflict between the clashing armies. With his now passed father being a Noxian and his mother being of Demacian descent, they constantly had to hide their love. Kejo’s hatred grew and finally climax on a late night as he returned home. He came to find his mother slain, pierced in the heart. As he silently wept over her body, he vowed from that day on he would make both Noxus and Demacia pay.
Ten years later, Kejo has been trained by the strongest fighters in Runeterra and also, from the bodies of his bounties, acquired numerous gadgets and weaponry. A lethal killer with no boundaries, alignment or trace when it comes to killing his foes, he has earned the nickname, “The Elusive Mercenary.” To this day, he wreaks havoc and strikes fear in the heart of both Noxian and Demacian soldiers.
Stats:
Health:512 (+67 per level) Health Reg: 5.0 (+0.40 per level) Mana: 250 (+35 per level) Mana Regen: 3 (+0.15 per level) Attack Damage: 42 Attack Speed: 0.72 Movement Speed: 350 Armor: 24 (+2.5 per level) Magic Resist: 25 (+1.0 per level)
Abilities:
Contract Killer (Passive):
Every kill on any enemy champion grants Kejo bonus gold based on the amount of damage he dealt to the target. The max amount of gold for all levels: 30/40/50/60/70/80 (after level 6)
Note: Kejo only receives the max gold bonus if he deals 100% of the damage to the enemy champion (Jungle creeps, minions and turrets effect the gold earned)
Locked and Loaded (Q):
Passive: Kejo gains 5/10/15/20/25% attack speed based on the amount of bonus attack damage he has, at the expense of attack range.
Active: Kejo marks a target, gaining 5/10/15/30/45% movement speed when approaching (Increased by 5% if the target is turned away from him) enemies, but loses speed when turning away from target.
When Kejo reaches his target, he critically strikes with his katana, on top of dealing 20/30/40/50/60 (+0.5 AD ratio) damage.
Cost: 30/40/50/60/70 Mana Cooldown: 12/11/10/9/8 Seconds. Attack Range: 600
Lethal Barrage/Heavy Kevlar (W):
When activated, Kejo gains increased 10/15/20/25/30% damage (based on bonus attack damage) at the expense of health, armor and magic resist (flat 40% at all levels) for 2/3/4/5/6 seconds
If activated again, all the damage Kejo has dealt is transferred into a shield +0.2/0.25/0.3/0.35/0.4 damage ratio, at the expense of movement speed and attack damage (Debuffed by 40% at all levels; applied to Locked and Loaded) for 2/3/4/5/6 seconds
Cost: Lehtal Barrage: 90/85/80/75/70 Mana to cast, drains 10/15/20/25/30 per second Heavy Kevlar: +1/2/3/4/5% Mana Regen Cooldown: 22/20/18/16/14 Seconds (For only using Lethal Barrage) 36/32/28/24/20 Range: N/A
Escape Velocity (E):
Kejo builds up a charge on his jetpack, based on the amount of damage he has taken (passively gains charges; For example, If he is chunked to 50%, he gains 50 stacks). Once he has reached 100 charges of Escape Velocity, he thrusts himself to a target location.
Enemies caught in the flames are briefly slowed by 10/20/30/40/50% and burned for 40/50/60/70/80 (+0.8 AP ratio) damage.
Cost: 50/55/60/65/70 Mana. Cooldown: 26/25/23/22/21 Seconds. Range: 350/400/450
Payday (R):
This ability gives Kejo the option to pick his ultimate pathing. He can either go for the slow, ranged AOE damage/stun or the up-close, fast but weaker single target.
1: Kejo channels for 2 seconds (to shoot the projectiles out of his gun), sending out heat seeking probes that attach to all enemies around him. After 4 seconds, the probes detonate, dealing 200/300/400 (+0.8 AD ratio; +0.1 AP ratio) damage to all targets hit. Reactivating before detonation stuns all targets for 2 seconds.
If enemies are clustered together, the damage is increased.
2: Kejo holsters his gun and goes into a beserker mode, letting out a swing of his katana that damages enemies for 90/120/150 (+0.7 AD ratio; +0.2 AP ratio) damage. Kejo is then able to dash to enemies struck, dealing increasing damage with consecutive dashes (3/4/5 - At Rank 3, 100/150/200/250/300). On the final dash, enemies are knocked up.
While Kejo’s ultimate is active, kills grant an additional 10% gold increase to the passive
Cost: 100/120/150 Mana Cooldown: 130/110/90 Seconds. Range: 500/600/700 (1) 300/400/500 (2)
TIPS:
*Kejo is excellent at dueling, due to the increased damage he receives on W, the shield with the second activation and the chase potential he has on both his Q and E.
*You are extremely squishy so you want to go in, deal as much damage with your abilities and safely E out of danger. You lack the mana and range for prolonged team fights.
*Q can be cast on minions! This is important when trying to fall back from a failed engage or gank behind enemy minions, or to simply catch up to your target if you aren’t in range.
*Kejo benefits greatly from items such as Statikk Shiv and Phantom Dancer due to the attack speed and critical chance.
*Pick the first ultimate at level 6 against crowd control or engage heavy compositions and the second ultimate against burst or immobile compositions.
**COUNTER: **
*Although Kejo has great dueling potential, he can be burst down rather easily once his Heavy Kevlar has worn off or been shredded.
*Escape Velocity has a rather long cooldown and Kejo’s Q only benefits him if he is chasing you down. Don’t hesitate to engage on him.
*Early game, Kejo can trade with you decently but as he puts points into his Q, he will be at a significant range disadvantage. Take advantage of this and poke him down.
*There are two ways of looking at Kejo’s ultimate. If you see him channeling, you know it is time to back away from him. If you see that he has holstered his weapon, try to stun him and burn his ult’s duration.
*Kejo’s greatest weakness is crowd control, since it can drastically reduce his damage output. Do not underestimate or let him continually put out damage.