Kontra, the Lying Truth
Kontra [ka(h)n - tra(h)] is a vastaya and shape shifter, his true form looks that of the shape and size of a fox with a very fluffy fox-like tail where half of him is black and the other half is white, the rest of him blends from fur to the same texture of a frog's skin - even having the same appearance as a frog down to the face and frog-like webbed feet - forelegs double as hands while standing on two.
The way Kontra shape shifts is not what you were expecting. You see his magic reveals the true form in others by changing his own physical appearance, whether it be some hideous beast or a beautiful and majestic creature, he can sense the inner motives and desires of those he comes in contact with.
Kontra gets hired constantly to places where deals and purchases go down, to see if the seller is honest and not selling snake-oil. This reason is also why Kontra learned the ways of the bow because as you might have guessed people don't like it when they do not make a profit. In order to defend himself against revealed fraud sellers, he will more than likely need to make quick work of them or his own life will be in danger.
Kontra may be a very immobile marksman, but he is also extremely slippery, and this slippery nature allows him to survive any threat and annihilate them; warning, some annoyance levels may rise.
He has two other false forms, a pure and majestic form that is a one-wing, snow-white swan (the other side is just an arm and hand), and the other is a hideous gooey, pitch-black, bear; both forms still retain his fluffy fox-like tail.
Basic Attack Range: 525 units Movement: 325 units per second
Thy True Form (Passive): Ranks: @levels 1/5/6/ 7/8/10/ 11/12/13/ 15/17 Upon being damaged by an enemy champion, Kontra tranforms into a hideous creature for the next 1.5 seconds causing his attacks to deal 50% bonus damage over 3 seconds.
Upon being healed or shielded by an allied champion, Kontra transforms into a majestic creature for the next 1.5 seconds causing his attacks to heal nearby allies around him [600 units] for 15/50/65/ 80/95/110/ 135/160/185/ 240/300 health over 3 seconds.
Jump Shot (Q): Cooldown: 18/17/16/15/14 seconds; Cost: 50 mana Passive: Kontra's attacks on-hit reduce Jump Shot's cooldown by 1/1.25/1.5/1.75/2 seconds.
Active: Kontra jumps into the air for 1.5 seconds causing him to ignore crowd control, take 50/55/60/65/70% less damage, and gain 200/225/250/275/300 bonus range to his basic attacks. Cannot move while in the air.
Dive / Double Jump (W): Cooldown: 4 seconds; Cost: 50 mana; Range: 900 units Dive: While ascending from Jump Shot or during enemy knock-ups, Kontra dives back down immediately and unleashes a blast of a magic arrow in the target direction to deal 30/50/70/90/110(+120%AD) magic damage and stunning struck enemies for 1.25 seconds.
Double Jump: While at maximum height or descending from Jump Shot, Kontra jumps again to increase his air time by 1.5/1.75/2/2.25/2.5 seconds.
Triple Shot (E): Cooldown: 8/7/6/5/4 seconds; Cost: 40 mana; Range: 600 units Passive: Kontra fires two additional arrows at 45 degree angles of each side of the main shot to deal (+20/25/30/35/40%AD) physical damage to enemies they pass through.
Active: Kontra's next basic attack fires all three arrows against the same target. This will affect Runaan's Hurricane bolts as well at half damage for the attack. Direct executes refund 40 mana.
Passive: Executes refund 2 seconds from Triple Shot's cooldown. Critical strike chance reduces Triple Shot's base cooldown, up to 50% reduction.
True Shot (R): Cooldown: 60/35/10 seconds; Cost: 75 mana; Range: 1200 units Kontra fires a giant arrow in the target direction to deal 200/230/260(+100%AD) true damage and cause his next basic attack within 3 seconds to deal true damage instead of physical damage.
UPDATE:
Other: Attack range increased to 525 from 500 units
Thy True Form: Bonus damage increased to 50% from 30%, but damage is now over 3 seconds from 1.5 seconds No longer slows in the hideous form
Heal base value increased from 10-250 to 15-300 based on key levels, but the heal over time is increased to 3 seconds from 1.5 seconds; this is a big nerf to the heal The heal does not affect self, just to clarify
REMINDER: The same over-time effect never stacks, only the duration gets refreshed when re-applied. Since Kontra is a markman he naturally builds a bunch of attack speed, the over-time effects is to balance these bonuses out so they do not get absurd with insane amounts of attack speed.
Jump Shot: Cooldown increased to 18-14 from 18-6 seconds Passive has been added so that attacks on-hit reduce the cooldown by 1-2 seconds based on rank No longer make Kontra untargetable while airborne, instead makes him immune to crowd control (still immobilizes himself while airborne) and grants him 50-70% damage reduction base on rank which includes true damage
Dive / Double Jump: Completely reworked and renamed to no longer be a reflecting spell shield Cannot be leveled until at minimum one point is placed into Jump Shot, despite Dive interacting with enemy knock-ups (anything that makes Kontra become airborne)
Triple Shot: Cooldown increased to 8-4 from 8-2 seconds; now passively reduces the base cooldown with crit chance up to 50%; minimum base cooldown is 4/3.5/3/2.5/2 seconds, which can be reduced further with CDR Side arrows no longer can critically strike (nerf) Special Hurricane interaction halves the damage of hurricane bolts for the homing attack (nerf)