Champion Concept: Azhur - the fugitive

Vesarixx·1/20/2016, 6:05:28 AM·2 votes·293 views

Designing a champion kit based on some ideas put forth in another thread

Role: Primary- Marksman, Secondary- Mage

Health 528 – 1871 Attack damage 57 – 95 Health regen. 5.4 – 14.8 Attack speed [*] 0.658 (+4% per level) Armor 21.2 – 79.0 Magic res. 30.0 Mov. speed 335

Passive: On the Run: Azhur does not have a passive auto attack, right clicking will move to an area and attack move will execute a short dash, dashing has a short cool down which is reduced by attack speed. Can cast abilities while moving and is not reliant on a resource.

Q: Bolt: Fires a projectile in a line 1200 range, dealing physical damage equal to (100% base AD + 70-110%(lvl based) bonus AD)(50% AP), the attack will pass through the first target and travel up to an additional 400 range based scaling with armor pen. If AP is higher this ability will be converted to magic damage and instead of passing through the first target hit the projectile will deal AOE damage in a small area. Applies on hit effects. Cool down of this ability is based on attack speed, and not affected by CDR. This ability is available at level 1 and can be leveled 4 additional times, does not consume a skill point at level 1, allowing a second ability to be taken at level 1.

W: Flare: Throws a flare in a target direction, revealing an area for 4 seconds, hitting the flare with bolt will cause it to explode, dealing the same damage and damage type as bolt in an area, ignores 40% of the targets armor if AD and does not proc the pass through of the bolts, if AP the explosion will leave a lasting area effect for 5 seconds(range is larger if cast in the river), enemies passing over this area will gain movement speed but change direction more slowly and continue moving a short distance after issuing a stop command(like an ice level in Mario). 14/12/10/8/6 second cooldown.

E: Elude: Targets an enemy unit Dashing away from them and throwing a barrage of sand at them, enemy units will miss auto attacks while inside the sand, deals 2/4/6/8/10(60% AP) magic damage to enemies per second while they remain inside, and reduces their magic resist by 5(3.5/100 AP)%, sand cloud lasts 5 seconds. 8 second cooldown.

R: Escape artist: While under the effects of any type of CC can empower and fire a single bolt with increased startup frames, hitting an enemy champion will transfer the CC effect to that enemy and refresh the duration. This ability can be leveled up 4 times, uses a charge system, charges can be used once every 12/10/8/6 seconds, holds up to 3 charges, generates an additional charge every 25 seconds regardless of CDR. Available at levels 4, 8, 12 and 16

Lore will be added later. Probably.

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