<Insert some random champion name> Random champion concept

xfengx·1/3/2015, 3:34:07 PM·1 votes·458 views

Inspired by the lann class from vindictus.

Some random champion with dual wielded swords.

Base stats at level 1: 550 HP 50 Attack damage .578 Attack speed (+ 3% per level, 3.9% actual because of passive) 0 Mana 355 movement speed 175 attack range

Passive: Sword mastery: attack speed bonuses are increased by 30% all of his abilities can critically strike Each time he uses an auto attack, he gains a stack of quick hands. Can only gain stacks equal to the number abilities not on cooldown. (Except his ultimate) The stacks last 8 seconds.

Each enemy hit by his abilities are counted as different instances for critical strikes. (If he has 20% critical strike and hits 5 enemies with his q at the same time, at least one of the enemies should be critically hit)

Dull blades: critical strikes deal 40% reduced damage and critical strike bonuses are reduced by 20%. His critical strike is capped at 40% (This means if you have 25% critical hit chance, it is reduced to 20%)

Q: Critical Slash Cooldown:7/6/5/4/3 Cost: 1 stack of quick hands Passive: gains 5/10/15/20/25% critical strike Active: After a brief delay, he steps forward 100 units and swings in a half circle in front of him dealing 20/40/60/80/100(+100/105/110/115/120% Total AD) (400 radius) Deals 2% bonus damage for every bonus 8% attack speed.

a rough idea of how it may look like http://oi61.tinypic.com/29l021g.jpg

W: Cantankerous Swing Cooldown: 10/9/8/7/6 Cost: 1 stack of quick hands Active: Charges for .5 seconds, reducing his movement speed by 60% for the duration. Then deals 40/65/90/115/140(+80% Total AD) in a 325 radius around him and slowing all enemies hit by 40/45/50/55/60% for 2 seconds. Deals 2% bonus damage for every bonus 10% attack speed.

E: Evasive maneuver/Crescent strike Cooldown: 14/13/12/11/10 Cost: None Active: Moves 250 units towards the cursor over .5 seconds. During this time, he becomes immune to all attacks and abilities. (Similar to a spell shield and Jax's counter Strike) If any attacks or abilities are negated/ damage is avoided, Crescent strike can be used within the next 3 seconds. (Aoe abilities that are consistent damage, ex: morgana's tormented soil, Dr. Mundo's burning agony, etc, do not count towards the activation of crescent strike.)

E: Crescent strike Cooldown: None Cost: 1 stack of quick hands Active: A 225 range targeted ability that strikes twice, dealing 50/60/70/80/90% Total AD per strike and knocking the target airborne for 1 second. The second strike can hit other enemies within 300 radius around him, and knocks them away by 100 units. If Crescent strike is not used, the remaining cooldown of Evasive maneuver is reduced by 50%. Deals 2% bonus damage for every bonus 6% attack speed.

a rough idea of how it may look like http://oi62.tinypic.com/n18krp.jpg

R: Final Hit/Lightning fury Cooldown: None Cost: final hit stack Passive: Dealing a critical hit will give him a final hit stack.(max: 1 stack) The stack lasts for 4 seconds. Active:After a brief delay, he charges at the target location at lightning speed, dealing 50/75/100(+100/110/120% Total AD) to all enemies in his path. Range: 600 Deals 2% bonus damage for every bonus 5% attack speed.

R: Lightning fury Cooldown: None Cost: None Active: Can only be used within 1 second of dealing a critical hit with final hit. Dashes 400 units towards the target location, dealing 30/45/60(+60/66/72% Total AD)(+1.0 AP) to all enemies in his path. Deals 2% bonus damage for every bonus 4% attack speed.

a rough idea of how it may look like, the sides are example particles. http://oi60.tinypic.com/1zl8wsp.jpg

Tips: His dueling power is relatively weak however he makes up for it with high aoe damage and disruptive power.

Try to survive the early phases of the game as he scales incredibly well with levels.

His kit relies heavily on auto attacks and critical strikes to succeed, this means you should pick fights near minions or when the enemy is clustered as his ultimate is his only gap closer.

Try a hybrid of attack speed, attack damage, and defensive items to take advantage of his unique scaling while still being durable.

Once some critical strike chance has been established, hitting multiple targets with one of his spells will almost always activate your ultimate.

He has very low base stats and base damage on his abilities but has a unique attack speed scaling that makes him scale incredibly well into late game.

He has a hard time with skirmishes due to the inability to use spells without auto attacking and his lack of a gap closer.

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