[Concept] Cal - The Hunter's Eye
Cal is a one-of-a-kind champion who works best in a support role. Cal is the first support to focus a main build on marksmen style. Cal specializes in neutralizing ambushes and picking off the weak. Cal, himself, is a ranged (450 range) champion that uses a hand crossbow to poke at his enemies.
Passive – Tracking: Cal’s advanced hunting tactics help him detect signs of enemies. Every 10 seconds Cal will be able to tell where the nearest enemy is for 2 seconds that is in the fog of war (max 3000 range). Notes: This does not grant vision but rather an indicator that follows them. This is important because you can see movement but are unable to determine who is incoming.
Q – Over There (Cooldown: 20/18/16/14/12): Cal grants an ally ranged champion 50% of his bonus AD and 200 range for their next basic attack or 75% of his bonus AD and 15% additional movespeed for 1 second if targeted with a melee ally. Whenever a ward Cal places is destroyed the cooldown on ‘Over There’ is reset. Notes: Cannot be self-casted. Keeping up on wards as Cal can really increase his ally’s offensive ability.
W – Spring Dummy (Cooldown: 13/12/11/10/8): Cal makes a dummy copy on an ally champion at the champion’s location that doesn’t move or attack. Cal can choice which location the decoy pops up from the ground by dragging the mouse after selecting the champion. Any champions hit by the dummy on the spring up are knocked up and back a little ways. The decoy blocks any projectile spells or ranged attack from enemy champions but takes 50% increased damage until destroyed or after 10 seconds has passed. Cal can auto attack the dummy himself to blow it up into a cone of darts in the direction of Cal's attack dealing (70/95/115/130/150 + .5 ad). Notes: This spell is a great option for sucking up some damage. Dummy only blocks single target spells and attacks completely. Because it cannot be moved it is easy to reposition around it.
E – Forest’s Guardians (Cooldown: 28/24/22/20/18): Cal calls to a forest archer to come attack a target champion for 5 seconds. The spawn location of the archer is random around the champion. The archer will chase the target champion for as long as it can. Cal can call on 3 different types of Forest Guardians by choosing the type from the available options menu above the minimap (much like Kindred’s champion select but with no cast time or cooldown):
Crippling Archer (slow): 500 range, 35% AD, 1 AS, 30% slow for 1 second, 30% Cal’s life/armor/MR, 100% Cal’s current MS
Nimble Archer (range): 600 range, 35% AD, 1.3 AS, 25% crit chance, 30% Cal’s life/armor/MR, 100% Cal’s current MS
Sparring Archer (damage): 500 range, 55% AD, 1.3 AS, 30% Cal’s life/armor/MR, 100% Cal’s current MS
Notes: The archers can be attacked like normal and take normal damage. They spawn 450 range from their target. This spell has a long cooldown so cooldown reduction is huge for damage output.
R – Our Time has Come (Cooldown: 120/105/90): Cal spawns a random Forest Guardian to attack each alive enemy champion (global). The Guardians have a percent higher attack damage and attack speed based on Cal’s bonuses (10/15/20% increased of Cal’s bonus) and take 25% less damage than normal. Notes: This spell is great at locating enemy champions as well as picking off a weak champion.
Advantages of Cal: Cal is a bully in lane. It is hard to gank a lane when Cal is next to an ally because if Cal didn’t already see you coming with his passive, he can use Decoy to attempt to block hard CC or a Crippling Archer to slow the approaching threat. Add this to the damage potential and safety of having a Forest Guardian poke for you and the free auto attack poke from Over There and Cal will have you running back to base for mommy. Then when Cal reaches level 6 his map presence is incredible. Cal’s Our Time has Come has a global range and spawn on any alive champion. Since the Forest Guardians provide site it helps to locate enemies, apply damage, and if luck is on your side, get the right Forest Guardian to secure a kill for an ally or Cal.
Disadvantages of Cal: Cal sacrifices his own safety for the safety of others. Decoy cannot be self-casted which leaves Cal as an easy pick if caught alone as his only CC effect is a Crippling Archer. Ganking lanes becomes easier when you know that Cal’s Tracking passive was just used leaving a 8 second window of false security to the lane. The Forest Guardians prove to be the biggest annoyance of Cal so taking advantage of their decreased life and resistances means killing the archers fast leaves little for Cal to do while he waits for their cooldown. Killing wards reset the cooldown of Over There so make sure to know where Cal and a nearby enemy champion for him are located before killing the ward and potentially letting them unleash extra damage.