Zelve (z-eh-l-v) the fickle storm
no lore, sorry :/ maybe some other time?
passive --- seclusion Zelve gains and losses stacks of seclusion as he spends more time with or away from allies. Zelve starts the game with 50 stacks(min 0, max 100). he gains stacks while no allies are within sight range of him at a rate of 1 stack per 10 sec, after 1 minute of gaining stacks without seeing any allies enter sight range, the rate increases to 5 stacks per 10 sec. while an ally is within sight range Zelve losses stacks at a rate of 1 per champ per 10 sec, after 1 minute of losing stacks without losing sight of your allies, the rate increases to 5 stacks per 10 sec. if both an enemy and an ally are in sight range at the same time he cannot gain or lose stacks. Zelve cannot gain nor lose stacks inside his own nexus. Zelve losses no stacks upon death. if an ability of Zelves would gain a shorter/longer cooldown as his stack count changes the cooldown is not replenished nor extended if it was on cooldown.
as long as Zelve has fewer than 41 stacks his auto attacks gain 210 range and deal only 75%AD+5%AP
when Zelve dies, if he had 80 or more stacks he explodes after 1 sec in a range of 850 for (half the number of stacks as AP+AD scaling magic damage)
when Zelve dies, if he had 20 or fewer stacks he leaves behind a small flame, this flame can be picked up by allied champions or stepped on by enemy champions, enemies stepping on it snuffs it out. the flame fades after 30 seconds of not being picked up. an ally who picks up the flame is healed for (15%AP+20%AD) every 3 seconds for 2 minutes. if Zelve come within 300 units of an ally champ who is being healed by the flame, the flame and its healing effect are removed and it removes any stacks of Zelves passive over 34.
Q --- burst shot/decimating spark/focused bolt
between 40 & 60 stacks of Zelves passive: burst shot ACTIVE:cone shaped skill shot max distance 425, max width 350. deals(50/75/100/125/150/175+20%AD+20%AP) magic damage cost: 80/95/110/125/140 mana cooldown: 8/8/7/7/6 sec
above 60 stacks: decimating spark ACTIVE:Aoe range 380 deals(10/35/60/85/110+60%AD+75%AP) magic damage. also deals(50/60/70/80/90/+80%AD+75%AP) magic damage over 10 seconds. the dot effect of this ability stacks. cost: 100/125/150/175/200 mana cooldown: 6/6/5/4/3.5 sec
under 40 stacks: focused bolt ACTIVE:Zelve lobs a ball over the heads of those not targeted, upon landing it deals(10/30/50/70/90+20%AD+30%AP) magic damage. it also causes a small aoe(range 75) those caught in it are slowed by (28/36/44/52/60%+5%AP) for 1/1.25/1.5/1.75/2 sec. cost: 80/100/120/140/165 mana cooldown: 8/8/7.5/7/6.5 sec
W --- electrocution/reckless strikes/energizing aura
electrocution between 35 and 65 stacks: TOGGLE: when toggled on Zelve deals(10/20/30/40/50+10%AD+8%AP) magic damage per second in a range of 200 around him. when toggled off Zelve restores 1/2/3/4/5% of his missing mana on every 3rd auto attack. cost: N/A cooldown: 1 sec
above 65 stacks: reckless strikes PASSIVE: Zelves auto attacks, spells and/or abilities can damage and target allied champions, when Zelve damages a friendly champion he gains 10/13/16/19/22%AP and 11/14/17/20/23%AD for 5 sec, 10 sec cooldown. Zelve gains 60/70/80/90/100% life steal on auto attacks targeting allied champions. damage dealt to friendly champions is dealt as true damage from Zelves abilities and auto attacks. if a friendly champion dies from damage caused by you or one of your abilities you gain kill credit, and 20% of the gold and experience the enemy would gain(s).
under 35 stacks: energizing aura PASSIVE: Zelve emits a aura(range 500) allies within this area gain (12/14/16/18/20+3%AD+1%AP) movement speed and regenerate 1/2/3/4/5% of there missing health every 5 seconds they remain inside the range.
E --- trail shocker/storm caller/electromagnetic barrier
between 30 and 70 stacks: trail shocker ACTIVE: Zelve fires a skill shot in a straight line with a range of 1200 for (200/218/236/254/272+40%AD)magic damage if it hits an enemy and they live the shot redirects and shoots to the nearest enemy(range 1000) who has not already been struck by this ability for (80/87/94/101/108)magic damage, this ability continues bouncing until no more valid targets remain then fades away. will only bounce to monsters if the initial target was a monster. cost: 200/220/240/260/280 mana cooldown: 20/19/18/16/14 sec
above 70 stacks: storm caller ACTIVE: Zelve channels for 3 seconds, afterwards he damages all enemy champions within 1200 units of him dealing (230/260/290/320/350+80%AD+100%AP) magic damage. Zelve can recast this ability within 1.5 seconds for 33.3% of the cost, if he does ignore the channel time deal 150% of the damage as true damage to Zelve as well, Zelve may recast within the 1.5 sec frame as long as he has enough mana to cast the ability. cost: 300/333/366/400/433 mana cooldown/30/30/28/26/25 sec
under 30 stacks: electromagnetic barrier ACTIVE: Zelve casts a shield around himself or an ally protecting them for (100/125/159/175/200+40%AP) damage. the shield lasts for up to 5 sec then fades but can be detonated by recasting after 4 sec if the shield still persists to stun enemies within 100 units of the shielded ally for (25%AD+25%AP) seconds. cost: 95/115/140/165/190 cooldown: 20/19/18/17/16
R --- harness electrons/blood thunder/closed circuit
at 50 or 51 stacks: harness the electrons ACTIVE: maximum cooldown reduction is increased to to 75/85/95% you also gain 35/45/55% cooldown reduction, you regenerate 10% of your maximum mana every 5/4/3 seconds and increase you movement speed by 150/200/250% for 15/17.5/20 sec. 15/17.5/20 seconds after you cast this ability you gain 15 stacks of Zelves passive if you have 51 or more stacks, or if you have 50 or fewer stacks remove 15 stack of Zelves passive, harness the electrons can only be used once per game. cost: N/A cooldown: 500/440/380
above 70 stacks: blood thunder PASSIVE: killing ally and enemy champions grants 1 blood stack each, stacks are lost upon death or casting blood thunder. ACTIVE: Zelve gains 50/85/120% bonus move speed for 5 sec. deal (100/125/150+50%AD+50%AP) magic damage per sec to all other champions, minions and monsters within 800 units of Zelve for 3.5/4/4.5 sec. increase the damage per second of blood thunder by 10% per blood stack upon casting blood thunder. cost: 100/135/170 cooldown: 180/140/120 sec
under 30 stacks: closed circuit ACTIVE: you and all friendly champions within sight range are connected by streams of electricity forming a line, triangle, square, or pentagon depending on the number of friendly champions for 5 sec. enemy champions that touch the streams are stunned for (1/1.5/2+2%AP) sec. as long as there are 3 or more friendly champions within sight range, enemies within the "circuit" are slowed by (40/50/60%+10%AP+12%AD) for as long as they remain within the "circuit". cost:160/180/200 cooldown: 180/140/120
phew, that took all night to wright...lemme know what you guys think, i dont expect this to be good bt the passive is the real idea here. :)