[Champion Concept]: Drym, the Lost
Drym, the Lost
Selection: "The world keeps on changing. You either get with the program, or fall behind."
Drym is a melee assassin for hire dedicated to using a variety of techniques to eliminate threats from a distance. Even if he's not the first pick. Useful in the middle or top lane, he uses his handy shotblade to do more than just collect gold and harass his enemies both from up close and afar.
An outcast in the deepest depths of society, a failed experiment of Viktor does what he can to survive and escape the further torture his tormentor still had planned. While the Glorious Evolution exists in his mind, as a result and extension of Viktor, he doesn't abide by its directive, and instead uses his modifications to improve his quality of life. Hence his selection phrase; upgrade or fall behind.
Passive: Quick Draw Drym has become capable of reacting quickly and handling the tense fray of battle. Basic attacks will grant stacks of Quick Draw that increase his movement speed and cooldown reduction by 2% (stacks up to 5 times), making him slippery and deadly. These stacks begin falling off after 5 seconds and lose one stack per second.
Q: One in the Chamber Passively, Drym's ammo is gradually restored over 3/2.5/2 seconds (holds 4 charges). When at full capacity, Drym gains the buff Trigger Finger after 7/6/5 seconds of not firing, and guarantees his next use to deal bonus damage based on the target's maximum health.
Active: Drym fires a single target shot that deals damage with armor pierce and disables shields(deactivating and preventing for 2 seconds). These shots are refilled over time, and can be fired repeatedly with a 3/2/1 second cooldown in between. These rounds deal armor piercing damage and disable shields, but each recurring shot fired on the same target deal reduced damage and have a reduced intensity on the bonus effects.
W: Odd One Out Drym dashes to a single target and slashes them, dealing physical damage and inflicting the debuff Odd One Out, which amplifies incoming damage from himself and his allies. The debuff lasts 2.5/3/4s econds.
E: Single Slug Shot Drym fires a medium-ranged bullet skillshot. Upon hitting the first target in the line of fire, it penetrates and bursts into a cone behind the target. First target struck takes full damage and is knocked back and briefly slowed, and targets behind take 80% damage, and all are inflicted with bleeding. This ability consumes all stored ammo to deal bonus damage per ammo consumed.
R: Blood-Soaked Blade Drym unleashes a blast of energy from his blade in a cone in front of him, damaging and silencing all enemies caught, with extra damage dealt per ammo stored at the time of release. Enemies struck are then marked with Fuse Conductor, which lasts 6/7/8 seconds, and infuses One in the Chamber damage against the marked target with true damage.
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