Celtnet, Wanderer of the Plains (or) the Caretaker of Forests
Primary: Support. Secondary: Fighter. Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 5. Ability Power: 5. Difficulty: 7. Upon Selection: You will know the true wrath of Nature mortal being.
Friends:
,
.
Enemies:
.
Health: 466(+32). Health Regen.: 2.1(+0.42) Mana: 274(+33). Mana Regen.: 2.0(+0.40) Range: 250(Melee). Attack Damage: 32(+2.1) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.632(+2.3%). Move. Speed: 345.
Appearance: Celtnet is a 5'5ft tall white stag with sky blue colored eyes, his antlers look like thick branches with bits of moss growing on them. on his chest is a wooden collar strapped to his chest & neck. around his antlers are small golden yellow sprites that look like fireflies.
Passive: Natures Sprites. Celtnet has small little golden yellow lights flying around his antlers these sprites swarm around an enemy Champion within 350-radius of Celtnet, when the sprites start flying around an enemy Champion they will Reveal that Champion as long as they remain in within Celtnet’s Passive’s radius. When an allied Champion Auto-Attacks an enemy Champion afflicted with Natures Sprites they will deal 3.5% of their Current Attack Damage as Magic Damage.
Q-Ability: Emerald Dew. Range: 450. Cool Down: 17/15/13/11/9. Cost: 65/75/85/95/105. Heal: 60/90/120/150/180(+40% bonus AP). Magic Damage: 25/45/65/85/105(+50% bonus AP). Activate: depending on whom the target of this Ability is that target will have a different activation effect applied to them: Allied Champion: if Celtnet has chosen either himself or an allied Champion within this Abilities Casting Range then upon its activation Celtnet will have the sprites of nature gather the leaves & then turning them into sap, after a brief 0.25 second delay of this Abilities activation the sprites will pour the sap over the target Healing the target & Cleansing an active Crowed Control effects on the target. When the initial target is getting Healed any allied Champions within 150-radius of the initial target will also be Cleansed of any active Crowed Control effects. Enemy Champion: if Celtnet has chosen a single enemy Champion within this Abilities Casting Range then upon its activation Celtnet will have the sprites of nature gather the leaves & then turning them into sap, after a brief 0.25 second delay of this Abilities activation the sprites will pour the sap over the target dealing Magic Damage & applying a 40% Movement Speed Slow for 1.25 seconds. When the initial target is being dealt damage any other enemy Champions within 150-radius of the initial target will also have the Movement Speed Slow applied to them.
W-Ability: Natures Guise. Range: 450. Cool Down: 17/16/15/14/13. Cost: 100. Passive: when an allied Champion is within 300-radius of Celtnet they will have Natures Sprites applied to them but these sprites will give the allied Champion a 13% Attack & Movement Speed Boost as long as they remain within Celtnet’s Passive control radius. Activate: after Celtnet has chosen either himself or an allied Champion within this Abilities Casting Range then upon its activation Celtnet will summon a swarm of sprites that will infuse the target with ethereal energy, when the target is applied with this Ability they will have light bend around them becoming Invisible or 2.25 seconds. While the Champion is Invisible the target will have 30% increased Movement Speed & will be Immune to Stuns & Roots, when the duration of the Invisibility has ended or the affected Champion has declared an Auto-Attack the Invisibility will end then affected Champions next Basic Attack will deal 12% of their current Attack Damage as Magic Damage.
E-Ability: Grass Knot. Range: 450. Cool Down: 12/11/10/9/8. Cost: 55/65/75/85/95. Physical Damage: 35/75/115/155/195(+70% bonus AD). Activate: after Celtnet has chosen a point within this Abilities Casting Range then upon its activation Celtnet will have the sprites around his antlers to go to that spot & make a Grass Knot trap, these traps will last for 3 Minutes & Celtnet can only have 4 of these Grass Knots active at a time. When an enemy Champion comes within 67.5 range of a Grass Knot it will Stun the target for 1.5 seconds after dealing Physical Damage to the affected target, after the target has been affected by a Grass Knot the targets Armor & Magic Resist be Reduced by 12% for 2.5 seconds.
R-Ability: Dancing Lights. Range: Self-Cast. Cool Down: 125/105/85. Cost: 110. Magic Damage: 55/85/115(+50% bonus AP). Total Damage: 165/255/345. Activate: after Celtnet has activated this Ability Celtnet will have a swarm of sprites to emerge from the ground, after this Abilities activation any enemies within 300-radius of Celtnet when this Ability is activated the summoned sprites will surround each enemy Champion with the radius for 1.5 seconds dealing Magic Damage every 0.5 seconds while also Blinding affected targets. If an enemy Champion dies when under the influence of this Ability then the sprites that was applied to that Champion will remain active for 15 seconds & will act as 520-Ranged Unit that will deal 5% of Celtnet’s current Attack Damage as Magic Damage dealing damage to a random enemy Unit within 200-radius of this Sprite Swarm.