Amari, The Animated Armor (version 2) [Champion Concept]
Amari, The Animated Armor
Choice of the Soul:
Passive: Amari selects a weapon at the fountain to use at the start of the game between either a sword and shield or a longbow [Can’t be changed after the choice is selected.], Amari gets a different passive base on her choice.
Ghostly Knight(Shield and Sword): Amari gains 10 bonus armor and 10 bonus magic resist for each unique death, capping at 50 bonus armor and magic resist.
Doomed Marksman(longbow): Amari’s tenth auto attack fears one target for 0.1-0.5(based on level) and her attack speed cap is 3.0 instead.
Q: Quickening fear (cdr: 8 seconds) (Mana: 40/45/50/55/60)
Passive: Slows are 20% less effective against Amari.
Active: Amari gains 10/15/20/25/30% movement speed, 10/12.5/15/17.5/20 bonus AD(+ 0.25 per 1% bonus attack speed) for 4 seconds and at the end of the duration fears all nearby enemy champions for 0.5/0.75/1/1.25/1.5. Ability can be reactivated to end the duration earlier.
W: Walking magic suit of Armor (cdr: 14 seconds) (Mana: 60/70/80/90/100) (Effect Radius: Self)
Active: Amari gains a 50/80/110/140/170 shield(+20% bonus health) for 4 seconds, during the duration the next basic attacks deals 20/40/60/80/100 bonus magic damage(+0.5 per 1% bonus attack speed) and at the end of the duration consumes Amari remaining Shield while healing her for the amount consumed.
E: Shard of Corruption (Recharge: 60 seconds) (cost: 1 charge) (Mana: None) (Effect Radius: Self)
Passive: Amari periodically stocks a Shard of Corruption charge, up to a maximum of 2.
Active: Amari shatters a Shard of Corruption which corrupts her soul, she gains 10/12.5/15/17.5/20% more attack speed, 10/15/20/25/30 bonus movement speed and temporarily immune to soft crowd control for five seconds. However, she loses 10% of her current health over the duration.
OR…
E: Soul shackles (cdr: 14 seconds) (Range: 700) (Mana: 80/95/110/125/140)
Active: Amari throws a tether which drains 10/30/50/70/90(+1 per 1% bonus attack speed)(+10% bonus health) health from an enemy champion and heals Amari for the amount drained for 6 seconds, the target is also grounded while tethered. After, two seconds Amari can throw another tether which on a successful hit doubles the health drain and healing for the remainder of this ability duration.
R: Unshackled Soul (cdr: 240 seconds) (Mana: 200/300/400)
Passive: Upon death, Amari soul is free to move around while waiting to respawn she is intangible and unable to do damage, she is unable to use spells or auto attack, her recall only takes two seconds to take her soul to the fountain. Upon the end of the respawn timer, Amari respawn at her current location.
Active: Upon death, after 0.5 seconds Amari can revive herself instantly with 75/87.5/100% of her health at her current location and deal 60/120/180(+1.2 per 1% bonus attack speed)(+10% bonus heath) AD damage in a 400 unit circle. Mana for usage of this ability is consumed after being revived.
Note: The whole idea behind this champion concept is it be a flex pick and I tried to make the abilities usable for a tank or adc build depending on what the team needs.
Side Note: Not sure which version of the e would be a better fit for the concept so decided to place both of them here. I know the old e was a bit more unique but i felt that would have been better on a different character.
Side Side Note: this is somewhat of a slight buff compared to the previous one though the ghostly knight passive used to be from any death so that was a massive change.
HEALTH: 578 –2016
ATTACK DAMAGE: 63.5 – 126.9
HEALTH REGEN: 5.8 – 15.2
ATTACK SPEED: 0.642 (+ 0 – 53%)
MANA: 271.5 – 862.3
ARMOR: 31 – 85.4
MANA REGEN: 6.8 – 13.2
MAGIC RESIST: 31.1 – 46
RANGE: 150/550
MOVE. SPEED: 340
[sg-kiko]
Massive UPDATE: I will be remaking the whole idea from the start but will try to keep at least half of what i have on here for the newest idea.