Keel, the Luck of the Seas
Born from the seas around Bilgewater, Keel's design is based off of a swordfish that can dwell on land for limited quantities of time.
Keel is a kind of lone pirate, ravaging ships out at sea for their treasure, killing whoever he sees fit or even sinking entire battleships by himself! One may think he is really skilled, but it is mostly luck doing the work, and he is quite the gambler and hates the casino for there is no thrill to life there.
Despite all this, when not ravaging ships and killing others, his personality reflects quite the opposite and is quite a fun and jolly fella, almost goofy at times (especially at the pub).
Keel is magic borne, but has not a clue how to use it, it kind of just uses itself which is where his luck plays in - all of his magical effects are luck based - while his sword fighting he does have control over. Keel outfitted his sword-like snout with an unique tough, sharp metal blade that is still very light weight to keep him swimming quickly, putting the sword in swordfish!
Attack Range: 225 units Movement: 360 units per second Attack Speed: 0.725 +3.5% per level Attack Damage: Low
NOTE: CSC = Critical Strike Chance
Luck of the Draw (Passive):
Keel's critical strikes do not deal increased damage, but his magical effects activate and magical abilities become available based on his critical strike chance, the die roles every second. Keel gains 20% critical strike chance.
Keel gains (+100% per 100%CSC) increased ability power, this can exceed 100%.
Destroying The Sails (Q):
Cooldown: 12/11/10/9/8 seconds; Cost: 90 mana; Range: 600 units
Luck of the Draw: Keel ignites his sword with fire for 3 seconds, causing his next dash to deal magic damage plus 10/40/70/100/130(+70%AP) additional damage, applying grievous wounds for 4 seconds.
Active: Keel thrusts and dashes in the target direction, dealing 30/50/70/90/110(+80%AD) physical damage and destroying shields before the damage applies. If the first dash critically strikes, then Keel can thrust and dash one more time at no additional cost, but only deals 50% damage.
Rudder Shatter (W):
Cooldown: N/A; Cost: 40/45/50/55/60 mana; Range: 300 units; Passive Range: 500 units
Luck of the Draw: Keel blasts frost around him, chilling enemies by 20%(+5% per 100AP) for 1.5 seconds. For the next 6 seconds, Rudder Shatter can be activated. While Grand Storm is active, chilled units are also grounded.
Active: Keel strikes in the target direction, dealing 60/85/110/135/160(+50%AP) magic damage. If a target was chilled, then the chill is consumed and the target is dealt double damage.
Toughened Scales (E):
Cooldown: 7 seconds; Cost: 35/40/45/50/55 mana
Luck of the Draw: Keel heals for 10/20/30/40/50(+15%AP) health, triples during Toughened Scales.
Active: Keel puts up his guard and toughens his scales, gaining 50/70/90/110/130(+60/70/80/90/100%AD) shield for 2.5 seconds, but moves 20% slower.
Second Cast: Keel drops his guard and gains a burst of 20/25/30/35/40%(+6% per 100AP) bonus movement speed for 1.5 seconds. This automatically occurs when the shield breaks or ends.
Grand Storm (R):
Cooldown: N/A; Cost: 100 mana; Range: 1050 / 700 units
Luck of the Draw: Grants an electric charge, after 50/40/30 electric charges, Grand Storm can be cast.
Active: Keel summons a lightning storm at the target location for 3 seconds, dealing 50/80/110(+25%AP) magic damage every 0.5 second. After 3 seconds, a mighty lightning bolt comes crashing down, stunning enemies for 2.5 seconds.