Kled Ability Concept
A little pass time I have when I'm bored in school is to go and write down champion ideas and such. Seeing how school is out of the summer, I thought that I might share it to the world, because why the hell not!
Keep in mind that this could be crazy unbalanced or maybe their gameplay pattern isn't solid. This is just my ideas, and should be taken as a grain of salt.
This design i came up with makes him a jungler, giving him decent CC and damage, and letting him build tanky or bruiser. Keep this in mind while reading.
P - Skaarl: Gain 15/25/35/45% increased movement speed when on Skaarl You hop on Skaarl by using certain abilities, or by not taking damage after 7/6/5/4 seconds.
If you go into combat, you hop off of Skaarl, causing him to charge forward X/X/X/X in the direction your facing / toward your cursor, pushing enemies aside for .5 seconds.
Basically a free, less powerful Quinn ultimate, with a trade for CC instead of damage. Use this while in the jungle to start jungle camps, or to start ganks with some free CC. Ability scaling is leveled with points in the ultimate.
Q - Impale: Stab a target ahead of you in a linear, short-medium range, skinny-medium sized skillshot. These targets are slowed by 20/25/30/35/40% for 2 seconds, and take damage equaling X/X/X/X/X (+80% AD), with the first target hit taking 4/4.5/5/5.5/6% max HP damage and getting hit by a slow twice as potent, decaying back to its normal slow after a second.
If the target is a jungle monster, they take 85% damage, but halves the cooldown.
The cooldown is about ~6-7 seconds.
This is Kled's jungle clear tool. Using this, he can kite and clear camps fairly well. The damage on this should have low bases late game, but higher early, forcing him to build tank to stay relevant later in the game, while early in the game he can focus on damage.
As a bruiser, this is a good source of constant damage. On a ~6 second cooldown, it's a good way to poke down a laner/enemy.
As a tank, this is a cheap source of CC. Being a 40% slow on a smallish linear area, it isn't the most useful tool in his kit. However, on such a low cooldown, it's hard to turn it down.
W - Charge: Quickly mount up after .5 seconds and cause Skaarl to charge forward, doing the same charge as the passive, but doing damage as well. If you are already mounted, this has no cast time.
Use this a reliable way to get a quick charge off. If you pull this off, you can get 2 charges off in one gank. This alone is pretty powerful, but comboed with your ultimate and Q gives you the teamfight power you need.
E - Pistol Shot: Fire a shot from your pistol that does damage and causes Impale to slow for another 1 second. This shot is point and click, but hits everyone hit by the projectile, dealing less damage to targets that weren't the original selection.
This is your other damage move to bruiser Kled. This has a high AD ratio, and comboed with your Q can dish out some crazy damage.
R - Mount Up!: Ride on Skaarl for X/X/X seconds, regardless of if you are in combat or not. Targets you walk over are trampled, making them take damage, and slowing them by 10/15/20%.
Recasting the ability unmounts yourself, causing the charge that happens on the passive to stun for 1 second instead of knocking back for .5 seconds.
Use this to get to a teamfight quickly and to start one. A team wide 1 second stun is pretty good, as you can also your W and Q to combo your CC.
Tell me what you think of the concept! This was rushed, mainly because my internet is rockier than C9's chances at winning Worlds (never lucky T_T), but I think the idea still works. The parts I wish I could improve is really just the E, but due to amount of power he has with his Passive, and Q, E has to be very simple because of power budgets.
EDIT: Updating "Your Mount" to Skaarl, the real name of the mount. Props to "Tamur" for pointing this out. Also Added onto the closing regards.
