Kel, The Ethereal Burglar

TonsOfGains·2/8/2016, 3:43:14 PM·5 votes·748 views

Introduction: Kel is designed to be a nimble marksman who weaves in and out of combat, dealing damage in short bursts. He is largely unlike the only current short-ranged, burst damage marksman - Graves. Kel is much more elegant, preferring to intellectually dance between his enemies, avoiding damage as he brings them down one by one. He also wields a new arsenal, mechanically and effectively different from any of the current champions.

Kel wields a pair of pulsors - small, powerful guns that fire in short bursts. They must be recharged between each use, elegantly, by returning them to their holsters behind his back. This is the time, during which, he will have to avoid damage and reposition himself for the next target. In addition, these weapons essentially work on two wind-ups. When they begin firing, they deal less damage than typical champions. However, they really pack a punch once heated up, surpassing their regular threshold.

Lastly, Kel has just the right accent to his kit. In any tight situation, he can whip out his grenade, rendering his enemies unable to fight. This can be used to set up engagements, extend his brief waltz’, or aid him in escapes.

Lore (Sketches Coming): Runeterra is a world full of magical artifacts. These artifacts tend to attract powerful or ambitious beings. Such a being, a treasure hunter of sorts, was found one night looting the many rooms of the Institute of War. He quickly entered a state which lacked physical existence and sprinted at a surreal speed through the halls of the institute, attempting to lose the summoners tracking him. Unfortunately, the trick that had probably kept him out of trouble for a long time would not be so effective against the summoners of the institute. Turn after turn, he came face to face with a summoner, until he finally resorted to self defense. Unexpectedly, he pulled two identical weapons from behind his back. He unleashed an impressive barrage of unknown energy from his arsenal but found himself isolated in a dome, sustained by a mob of summoners around him. Seemingly calm again, he slowly returned the burned out firearms to their holsters. After a few dragged out seconds, a small, intricate ball dropped to the floor, bouncing a few times. The room was engulfed in a bright flash, momentarily breaking the concentration of the summoners and freeing the mysterious figure. Nevertheless, the being had seemingly found its home, a place where it could store its treasure.

Celestial Pulsors (Innate): Kel’s pulsors drain 30 points every second after he begins firing. They recharge 60 points every second after not firing for 3 seconds, up to a maximum of 100 points. Kel’s pulsors deal 85% of his attack damage, and each consecutive shot deals an additional 6% of his attack damage as true damage.

Dying Blaze (Active): Kel’s next attack deals 1% more damage for every point drained from his pulsors, in addition to 30 / 60 / 90 / 120 / 150 (+0.75 AD) physical damage. Cooldown: 9 seconds

Phase Run / Ingress (Active / Direction): All projectiles pass through Kel for 2 seconds and he gains an additional 50% / 55% / 60% / 65% / 70% movement speed but is unable to attack. This ability can be reactivated to dash in a direction and lose the effect. Cooldown: 16 / 15 / 14 / 13 / 12 seconds Range: 450

Glare (Active): Kel rolls a grenade in the direction that he is moving at twice his movement speed, or tosses it in the air. After 1 second the grenade explodes, dealing 50 / 75 / 100 / 125 / 150 magic damage to nearby enemies and reduces their sight range to 100 units for 2 seconds. Cooldown: 15 seconds Radius: 300

Overload (Active): Kel instantly recharges his pulsors and refreshes all cooldowns. Cooldown: 90 / 60 / 30 seconds

Notes: The Celestial Pulsors recharge and discharge gradually rather than in blocks of 60 or 30 every second. The true damage from Celestial Pulsors (and any other on-hit effects) is increased by Dying Blaze. Dying Blaze’s flat damage part is additive, meaning it is not increased by the 1.5%. During Phase Run, target projectiles such as basic attacks and Kassadin’s Null Sphere will simply not have any effect.

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7 Comments

SuperSpandex2/8/2016, 4:11:07 PM3 votes

Rito please, I want to play this champ

Afk Teemo Ward2/8/2016, 4:26:21 PM2 votes

Overall I like the idea, however I would like to see something different on his Q. Maybe something along the lines of it being a passive, or make it so that instead it expends all of the pulsar, gaining damage based on the amount consumed.

It just seems kinda clunky as is.

Bootleg Gay2/9/2016, 12:51:55 PM2 votes

I enjoyed this concept. Maybe use something a bit different than the dash though.

TonsOfGains2/9/2016, 12:25:49 AM1 votes

bump