[Kit Concept] Possible kit of a champion I'm working on. Would like some thoughts. Thanks.
Hey there! Just like the title suggests I have a kit concept here of a champion I'm thinking of. It's just the kit. No lore, images, stats, or anything fancy. Just the kit. This is a kit of a possible champion concept I was thinking on making. It has to do with an archer like assassin type with emphasis on the deadliness of archers and arrows. Please give me your feedback if you like. Anything constructive would be great. I love discussing things as well so I may reply with my own thoughts on why I did what I did on the kit.
To review before I post the kit: This kit was made with a champion in mind that was an archer emphasizing on the power that arrows have when shot from a strong bow of an expert marksman. Using this I compiled a rather interesting (or I'd like to think so) play style revolving around the use of arrows and how the archer assassin best uses these skills to dish out deadly damage.
Without further adieu, here is the kit. Thank you.
Passive Steady Aim Continual attack on an enemy increases attack range by 20/30/40/50 units per attack up to a max of 100/150/200/250. Additionally, moving will not break attack unless moving out of range of target. Moves at a walk while moving and attack, effectively cutting movement speed by 50/40/30/20%.
Fletcher Uses Arrows as ammo for basic attacks and costs for abilities. Every 1s out of combat creates 1 to 3 Arrows at random. Additionally, around the field there are piles of wood which can be selected. Each pile grants 3/6/9/12 Arrows.
Starting Arrows: 12. Max Arrows: 24 + 3 Every Level. Max of 75 Arrows at Level 18.
Q Penetrating Shot Passive Basic attacks gain 5/7/10/13/15% Armor Penetration and Slow targets hit by 1/2/3/4/5% for 1s up to a max 10/20/30/40/50%. Upon reaching max stacks the duration lasts for 3s. Duration refreshes each attack.
Active Targets an enemy and takes aim. After 1.5s of aiming looses a powerful arrow at target dealing 140/180/220/260/300 (+55% AD). This shot ignores 5/10/15/20/25% of the targets armor and knocks them back 100 units. Hitting terrain will stun them for 0.5s.
This ability may be activated early. If done all damage and effects are cut in half.
Missile Speed: 2000 units. Initial Targeting Range: 600 units. Range After Targeting: 1200 units. Cost: 1/2/3/4/5 arrow(s). Cooldown: 10s.
W Poisoned Tip Active Dips arrows in a strong toxin. For the next 6s basic attack and abilities Toxic enemies dealing 3/6/9/12/15% of their maximum health as true damage over 3s. Enemies can only be Toxic'd once every 6s.
Cost: None. Cooldown: 20s
E Reload Passive Everytime an arrow is used there is a 5/10/15/20/25% chance that it is automatically recovered. If multiple arrows are used then all of them are recovered.
Active For the next 6s Fletcher passive works while in combat and procs every 1/0.75/0.5/0.25s. At max rank during this time basic attacks do not use a single arrow.
Cost: None. Cooldown: 20s
R Retribution Passive Increases Penetrating Shot damage by 50/75/100. Increases Pentrating Shot AD ratio by 10/30/50%.
Active Letting loose the internal killer, for the next 12s Reload and Poisoned tipped are active while Penetrating Shot is set to a 3s cooldown and is instantly shot off upon activation at max power.
Cost: None. Cooldown: 100/80/60s