CHAMPION CONCEPT - KIRBY

xUnRavelx·3/1/2020, 7:14:47 AM·1 votes·2,292 views
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**KIRBY ** Melee (175), mixed damage, energy user (200)

PASSIVE: SUPER ABILITIES Kirby stores a Super Ability whose icon takes over the passive icon when ready. The Super Abilities are gained when Kirby takes a certain amount of damage of a certain type. Super Abilities can be activated by pressing the ALT key. When activated the Super Ability lasts for up to 120 seconds, while simultaneously charging up another Super Ability.

If Kirby takes a 70% majority of physical damage, then Kirby stores an ULTRA SWORD ULTRA SWORD Deals increased physical damage and grants 75 additional range. Every three attacks on the same target within a duration of 10 seconds causes Kirby to dash to the target dealing true damage.

If Kirby takes a 70% majority of magic damage, then Kirby stores a FLARE BEAM STAFF FLARE BEAM STAFF Deals increased magic damage and grants an additional 375 range, at the expense of 0.10 attack speed. Three attacks on the same target cause the target to burn for 3 seconds and slow movement speed by 10%.

If Kirby takes a relatively mixed amount of damage, then Kirby stores a GRAND HAMMER GRAND HAMMER Deals mixed damage and grants 125 additional range, at the expense of 0.20 attack speed. Every third attack on the same target squishes the target stunning them for 0.5 seconds and deals additional flat damage..

Q: INHALE Cost: 50 energy Cooldown: 10 - 6 s Range: 300 Deal magic damage at a single target. Enemy champions INHALED below 10% health are instantly executed and Kirby gains their primary attack type as additional damage on its basic attacks and abilities for 30 seconds.

INHALING minions (both allied and enemies) below 50% health instantly execute them and Kirby gains their primary attack type as additional damage on its basic attacks and abilities for 5 seconds. (Stacking)

Successfully inhaling and executing an enemy champion heals for 10% of their maximum health, while enemy minions heal for 20%.

W: METAL KIRBY Cost: 80 energy Cooldown: 12 - 8 s Range: 500 Kirby enters a metallic state dropping down instantly to the ground. For up to 0.5 seconds, Kirby takes 99% reduced damage and cannot be knocked up, knocked back or move from the spot where the ability was activated. Kirby cannot use any abilities, summoner spells, move or attack while in Metal Kirby state.

When the ability is activated Kirby slams down to the floor dealing massive physical damage to any enemies who are in a 50 unit radius around Kirby, and stunning them for 1 second. Enemies within a 500 unit radius are dealt low physical damage and instead slightly slowed for 1 second.

Metal Kirby ability can be used even when suppressed, immobilised or knocked up.

E: FLOAT Cost: 50 energy Cooldown: 16 - 12 s Range: 600 -> 1000 Channel for 0.5 seconds to suck in air to float to a target direction.

FLOAT is quite slow in its speed and Kirby cannot use abilities or auto attack while in a FLOAT state. FLOAT cannot be interrupted by enemies crowd controls however, (only by suppression knockback and knockups). FLOATs destination can be redirected with FLASH summoner spell, and it will continue the FLOAT voyage.

Re-activate Float to end the voyage.

R: SWALLOW Cost: 0 energy Cooldown: 120 - 80 s s Range: 500 Swallow an enemy champion and spit them out 0.5 seconds later. Gain the swallowed enemies basic abilities and passive for 60 seconds.

Re-cast to return to normal Kirby abilities.

3 Comments

amphorae3/1/2020, 7:28:47 AM1 votes

just an odd tahm kench