Deckland - the Dune Walker
Lore: "Once ancient Shurima fell, the desert overtook it's magnificence. The sand became a travesty to all people, where once flowing water flowed-now seeped cracked clay. Though most founded tribes and small cities on the ruins or oasies; few groups became nomadic. Our story begins with a young boy, who could find water and ruins almost intrinsically. This boy found an ancient archive for his tribe, where ancient waters still flow. Soon these people decided that they would settle and take refuge amongst the ancient stonework. But this boy would not stay, his duty was to wander, but not with the dagger is father provided. That fateful night, an archive opened revealing to this boy a lost treasure and a lost science, gunpowder. At first the strange black sand meant nothing, but soon his naïveté was destroyed, in a brief instant the black sand exploded and blinded him though only for a moment. What he realized is that the disc holding the sand was shattered and its parts scattered and impaled nearby walls-and himself. His life blood leaked from the hole in his chest, though not lethal, a tool was revealed to him; he would stay. But only until many moons later he figured out how to make more of this explosive sand, and to harness it to his safety. That night Deckland, stepped back into the desert, firearm in hand, and several bags of water and black sand."
Role: ADC marksman Play style: medium distance caster and close range survivalist Resources: no cost
Abilities:
passive: Grit Passively: Deckland gains 10 armor and 5 magic resistance at 1/6/11/16 (40 bonus armor and 20 mr at level 16) and restores 25% damage dealt as healing, increasing to 50% through soft cc, and to 75% with hard cc (it's damage reduction upon itself, though bonuses to healing with spirit visage could heal more than damage being taken. This does not work from turret or epic monster damage)
Q: Fragmentation shot Skillshot aoe burst Deckland fires a fragmenting round in a straight line hitting the first enemy hit and exploding. If the Enemy is at max distance, the damage drops off but a bleed effect is placed on all targets in the aoe. If the target is in mid range, the target is briefly stunned for .25 seconds and slow for 4 seconds for about 30%. If the target is close range or point blank, the target takes max damage and is pushed back about 600 units, stunning all enemies hit by the target, however the damage is severely reduced for every subsequent target hit. The area of effect varies as the project cools. if it is red hot(close range), enemies will be knocked back and burned for about 2 seconds for 50 true damage + 50% of ad for magic damage. If the projectile is half glowing, targets hit will take 75% of max damage, and be slowed for the previously mentioned amount. If the particle is black, the target is dealt 50% max damage but bleed for 25 true damage + 40% of ad as physical damage. Range: 600 units Aoe max range: 100 units fragmentation split up: 8 particles in a circle area. Cooldown: 16 seconds. Acts as an auto attack reset. Note: it is possible to not take any damage, as the projectile moves away from Deckland, the aoe changes from a sphere to 8 directional vectors spraying from the center.
W: nerve strike Deckland either throws a dagger at or stabs the dagger into the targets vitals, stunning them 1 second, and dealing 130% of ad. Should the target die then next cast is refreshed and will be available for the next 8 seconds, however will not be reset should this timer be ignored, and will crit for reduced damage similarily to Jhin. Range: 500 Type: point and click stun Delay: .75 seconds or 0, the delay is regardless unless the target is in 125 units wherein there is no delay. Cooldown; 15 seconds
E: obscuring sands Type: area of effect blind and minor damage and slow Deckland throws out a glass of magic sand that causes a mini sandstorm surrounding the center. This sandstorm blinds all enemies in the aoe, dealing minor damage and applying grievous wounds and slow. The grevious wounds only lasts for 2 seconds after leaving the aoe, however all the other effects are applied for the duration of the sandstorm and only in the sandstorm.
Aoe: 400 Damage 5 (increasing per second) +25% ad Slow: 10% Duration: 6 seconds
This sand lingers and heals Deckland for a flat amount related to his level and the points out into his E. It is 20x(1-18)+5x(1-5) hp
Cooldown: 20 seconds
R: Dune Rider Aoe wall making Wall length: 500 Cast max range: 800 Deckland uses his history with the desert to summon a large sand wall that blocks all movement and damages anyone unfortunate to be underneath it as it rises. Though they are cast out away from the initial cast and away from Deckland. Damage: 60(30 bonus for each rank) + 40% ad Cooldown: 150 seconds at all ranks Note: cannot be used if a turret is touching the cast area, it simply breaks off the area and leaves a hole in your wall. Also note, the cast position is perpendicular to his vision direction, facing sideways causes the wall to be parallel to himself.
Stats soon to come.