[November MCCC Entry[ - Rade the Legend's Survivor
Lore Working on it, but as a tip - he's from the Serpentine River... Look Below!
Passive - Spoils of Ancients Rade's Abilities allows him to infuse his dagger upon activation for 8 seconds: • Ancient Acid - Rade's basic attacks and abilities inflicts a stack of Ancient Acid, reducing the target's Attack Damage and Ability Power by 2%. Stacks up to 6 times. Lasts for 4 seconds and each stack refreshes the duration. Does not apply to minions or jungle creeps. • Infinite Ignite - Rade's basic attack and abilities deals (12 x Champion's Level) Magic Damage over 3 seconds.
[Notes]
- Neither effects may stack.
First Ability - Serpentine Sweep Rade mimics one of the notorious creature within the Serpentine River, swiftly and fluidly slicing forward three times with his dagger, following the player's cursor and striking the closest enemy unit within the player's cursor, dealing 100 / 150 / 200 / 250 + (130% of Attack Damage) Physical Damage. May trigger Ancient Acid or Infinite Ignite.
Activates Ancient Acid upon end of Serpentine Sweep.
[Mechanics] • Range: 450 • Search Range: 150 • Cooldown 12 / 10 / 8 / 6 seconds • Mana Cost
[Notes]
- Has a brief 1 second duration after every attack before following the player's cursor.
- May activate other abilities while in Serpentine Sweep.
- Striking the same enemy unit more than once deals 60% less damage.
- If unable to strike an enemy unit within Search Range, Serpentine Sweep immediately ends.
- Rade may be stunned or rooted during Serpentine Sweep.
- Hidden Passive Killing Baron Nashor instantly reduces the cooldown by 1 second.
- May be used to move around terrain.
Second Ability - Survival Instincts
Rade improves his survival rate base on his situation for a short duration.
• If Rade is attacking, he gains an additional 80% Bonus Attack Speed over 2 seconds.
• If Rade is moving for 2 seconds, he gains an additional 30% / 35% / 40% / 45% Bonus Movement Speed for the duration.
• If Rade does not move nor attack for 2 seconds, he gains +10% / 15% / 20% / 25% Damage Reduction for the duration.
[Mechanics] • Duration: 6 / 7 / 8 / 9 seconds. • Cooldown: 21 / 19 / 17 / 15 seconds • Mana Cost
[Notes]
- Only a single Bonus may be active at a time.
- If either conditions are met, the effects lasts for the entire duration unless Rade performs another condition (example: Rade gained the Bonus Movement Speed through moving around but then attacks an enemy champion, removing the Bonus Movement Speed and replacing it with the Bonus Attack Speed.)
Third Ability - Dying Ember Rade impales a tooth of a dragon into his location, slowly searing the ground around it, dealing 20 /40 / 60 / 80 + (35% of Ability Power) Magic Damage each second for 6 seconds. Upon end of duration, the tooth remains in the target location for 60 seconds and Rade may pick-up the tooth and replenish his stack. Can trigger Ancient Acid, inflicting a stack of Ancient Acid each second to enemy champions affected.
Activates Infinite Ignite upon usage of Dying Ember.
[Mechanics] • Initial to Maximum: 150 to 300 • Cooldown between usage 0.5 second • Mana Cost
[Notes]
- Rade starts with 3 stacks of Dying Ember.
- Every 60 seconds restores a single stack of Dying Ember. Upon death and revival, Rade restores all 3 stacks of Dying Ember.
- Hidden Passive Killing Dragon instantly restores 2 stacks of Dying Ember.
- Dying Ember's Area of Effect expands overtime until end of duration.
Ultimate - Survivor's Wrath Rade brandishes his dagger as he shrouds himself in his environment, becoming invisible for 6 / 7 / 8 seconds. His next basic attack deals additional 200 / 250 / 300 + (150% of Attack Damage) Physical Damage before resuming the duration of his invisibility until the end of the duration.
Additionally, activating any Dying Ember while Survivor's Wrath is active does not trigger the effect immediately. Upon Rade's basic attack, all Dying Embers currently placed are immediately activate.
[Mechanics] • Cooldown between usage 80 / 70 / 60 seconds • Mana Cost
[Notes]
- Rade fades for 2 seconds after his basic attack before resuming invisibility.
- Does not trigger any Dying Embers that have already been activated prior to entering Survivor's Wrath.