New Champion Idea - Please give feedback
Xert the Slaughterer
Notes: Ranged, should be played mid lane
Suggested build:
Nashor's Tooth Lich Bane Morrelonomicon Luden's Echo Rylai's Ionian Boots of Lucidity
P - Pressure Whenever an ally turret dies within 800 units of Xert, he goes into a rage, gaining 10/15/20/25/30/35/40/45/50/55/60/65/70/75/80/85/90/95 AP for 10 seconds.
Q - Slaughterer's Strike Xert shoots a long range, slow-moving bolt of energy, dealing 75/100/125/150/150 +(70% AP) and passing through creeps. (not monsters)
COOLDOWN: 5/5/5/5/5 Range: 900 Cast Time: 0.15 Width: 90 Speed: 350 Mana Cost: 50/60/65/70/80
W - Brutality
Toggle off: Xert's abilities cause him to gain a short burst of movement speed.
Mana cost: 2
Toggle on: Xert deals 50% more auto attack damage. That damage is magic damage.
Static Cooldown: 0.5 Mana Cost: 40 per auto
E - Down, Dog!
Passive: Every fifth auto attack, Xert gains 100 range and a "Crushing Blow".
Crushing Blow: Deals 10% more damage as well as giving Xert the ability to activate E - Down, Dog! for 15 seconds on the non-structure target hit.
Active: All enemies in vision that are tagged by a "Crushing Blow" are stunned and damaged for the next 0.5/1/1.5/2/2 seconds. The damage is magic damage (100/150/200/250/350 + 80% AP) happens over time giving Xert and the teammates around him a slight movement speed buff during the stun and damage.
COOLDOWN: 15/14/13/12/10
R - Marked for Death
Active: All enemies within vision and a 1000 unit radius tagged with a "Crushing Blow" are slowed for 5 seconds, gradually gaining severity, and eventually turning into a 1 second stun.
COOLDOWN: 200/150/120