Kiser, the Fallen Lord
Primary: Tank. Secondary: Fighter. Additional Roles: . Statistics: Attack Power: 3. Defense Power: 6. Ability Power: 6. Difficulty: 7. Place of Origins: Shadow Isles. Upon Selection: I will once again rule Demacia under my rule. (every kingdom no matter how peaceful & respectful always has that 1 ruler who was just plain evil & monstrous)
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Appearance: Kiser is a 5'2ft tall pale skinned mid-built man with glowing purplish & blue eyes. his armor is a more Gothic-style version of Jarven's armor but with less protruding horns, is more skeletal & abyssal, its coloration is mostly black but the little bits of cloth (a long torn-up cloth on the front of his wait & wrapped around his neck & shoulders) are deep purple with a smeared Demacian symbol on them. & unlike Jarven he wears a helmet that covers his entire head & it has 5 protruding horns on the front. as for weapons Kiser uses his own mace that has served him will in both life & in death.
Gameplay: Kiser is a Top Lane Disruptive Hybrid Damage Tank/Fighter with minimal Burst/Sustain Damage & large amount of Crowed Control effects. if played well & with the right team Kiser can set up the enemy team for an easy kill, be a destructive force in a large Team Fight or be able to allow his team to escape from certain doom.
Health: 499(+31). Health Regen.: 2.1(+0.38) Mana: 277(+30). Mana Regen.: 2.0(+0.35) Range: 175(Melee). Attack Damage: 32(+2.4) Armor: 16(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 340.
Passive: Terror. After using an Ability Kiser uses he will gain a stack of Terror, when Kiser has 4 stacks of Terror his next Ability use will apply a 1 second Fear & deal 15% increased damage on that Abilities current Damage Output. Once this Passive is used it will go on a 3 second Cool Down before it can start gaining stacks of Terror.
Q-Ability: Boundless Malice. Range: Self-Cast. Cool Down: 9. Cost: 90. Physical Damage: 65/95/125/155/185(+40% bonus AD). Magic Damage: 20/30/40/50/60(+30% bonus AP). Activate: after Kiser has activated this Ability Kiser will gather dark energy in his mace for 2 seconds, for the 2 second duration Kiser’s next Basic Attack will deal Physical Damage & then the dark energy within the mace will erupt around Kiser creating a 185-radius aura that will last for 2.5 seconds & enemies within the aura will take Magic Damage every 0.5 seconds. If Kiser does not make a Basic Attack while this Ability is active the Ability will go on Cool down & Kiser will not gain the damaging aura.
W-Ability: Darkness Grasp. Range: 450. Cool Down: 15/14/13/12/11. Cost: 60/70/80/90/100. Passive: for every 5% bonus HP that Kiser gains his current Ability Power will increase by the same amount. Activate: after Kiser has chosen a single enemy target within this Abilities Casting Range then upon its activation Kiser will have a surge of dark energy fired at the target, when the bolt makes contact with the target it will Taunt the target for 1.5 seconds & then Kiser will gain 13% Damage Reflection for 2.75 seconds.
E-Ability: Despair’s Wake. Range: 450. Cool Down: 21/20/19/18/17. Cost: 55/65/75/85/95. Magic Damage: 55/85/115/145/175/205(+40% bonus AP). Passive: every 3rd Basic Attack will deal 4% of the targets Max HP as Magic Damage & will apply a 15% Movement Speed Slow for 1 second, the 1 second Movement Speed Slow cannot affect a target that was just Slowed for 2 seconds. Activate: after Kiser has chosen a 80-degree cone then upon its activation Kiser will swing his mace to release a surge of dark energy that will infect the targets mind, all enemies within the cone that are hit by the surge will be dealt Magic Damage & will have their Attack & Movement Speed be Slowed by 30% for 2 seconds.
R-Ability: Death’s Embrace. Range: 400. Cool Down: 110/90/70. Magic Damage: 185/345/575(+50% bonus AP). Ghouls HP: 250/300/350(+20% bonus HP). Magic Damage: 3%/5%/7%. Armor: 10/15/20 (+10% bonus AD). Magic Resist: 30(+10% bonus AP). Activate: after Kiser has chosen a single enemy Champion within this Abilities Casting Range then upon its activation Kiser will create a large towering version of himself out of dark energy that will then slam its own mace on the chosen target, when the shadow version slams its mace of the target it will deal Magic Damage & Root the target for 1.25 seconds. Ghoul: if this Ability results in a kill then the shadow version of Kiser will use its dark energy to resurrect the Champions body as a Ghoul, this Ghoul will have its own Health, Armor & Magic Resist & it will act as a Ranged-Unite. This Ghoul will have 20% of the killed Champions Attack & Movement Speed & it will Auto-Attack a random enemy within 350-range of itself or attack the same target that Kiser is Auto-Attacking, as for its damage each time it auto-attacks a target it will deal a percentage of Kiser’s current Attack Damage as Magic Damage. (the Ghoul is just an idea i'm trying out do you think it works with Kiser's over all gameplay & kit?)
Top Lane Summoner Spells:
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Fighter:
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Item Build - Tank:
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Defensive Items:
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