[CHAMPION CONCEPT] Shecher, the Mist Yordle

Meep Man·1/29/2015, 3:09:00 AM·1 votes·634 views

WIP POST

LORE Shecher is a mysterious being that lived in the Shadow Isles. Unlike it's other residents, he simply goes there because it is the only place where he can have his own peace. He also enjoys the constant thrill of evading death from the powerful undead that live there when he isn't resting where no one can see. Shecher can evaporate his body's cells into the air and manipulate the eyes of those around him to where he can be invisible to all or only who he chooses to see him. Shecher used to be a rebellious student at the Piltover Academy. He used his innate quietness to steal from his higher ups, especially Heimerdinger due to his strange inventions. He constantly evaded being exiled from the academy by modifying any documents that involved him to his liking. You see, he not only was quiet, but his main invention to get into the academy was stealth hexmaturgy of the highest degree. Using these machines, he was able to modify the academy to be nearly under his own rule. One day, he stole the wrong invention from Heimerdinger however. An under construction molecule separating device was stolen and Shecher decided to test it on none other than himself. The device manipulated Shecher in many different ways, causing his irises to grow and his cells to be able to expand outwards while still being connected by the thinnest strands of air. At first he panicked until he realized all that he could do. He used these new modifications to terrorize the academy, making himself out to be a ghost. Heimerdinger eventually saw past his disguise however, using a powerful trap device to trap Shecher into a bottle before sending him off into the ocean. Eventually Shecher arrived at the Shadow Isles, where he was found by an unknowing undead creature. After the bottle was broken, Shecher was set free, but not at a cost. The mist of the Shadow Isles burned his eyes, causing them to become nearly blind and only allowing him to see shadows and shapes. He searched the island looking for help, but no one came to help him. Nothing could see him when he passed by the countless undead. Eventually he came across the being known as Thresh, a collector of souls. Thresh could see Shecher's soul and was about to try to harvest it when Shecher made a deal with Thresh. Thresh would restore Shecher's eyes and Shecher would help Thresh collect souls for the islands. The deal was made and Shecher's eyes were filled with a small sample of the island's mystical powers. With this power, he could use the island's power to become invisible to all except who it allows to see it. Shecher would have to repay this debt, but he shortly afterwards, he disappeared to Thresh's surprise. Even Shecher's soul vanished, nothing to be heard but a laugh left behind by the yordle. That day Shecher had challenged the Shadow Isles and was trapped on the islands himself. As the days past, the island's magic granted to Shecher slowly began to take control of his body, driving him insane and eventually allowing him to slightly float on the ground. Combined with his recent molecule dismemberment accident, he was able to avoid even the deadliest foes of the islands. However, as the days went forward, he grew tired of what little challenge the islands provided him. He looked back to Piltover and all of the major cities in Runeterra. He constructed a small raft in secret before setting sail away from the wretched islands. The islands followed him, but he sailed too quickly for the mist and eventually ended up on the shores of Bilgewater. There he began his merry fun, tormenting the lives of everyone at the bay. The Shadow Isles followed him to Bilgewater, but could never get inside due to the residents of Bilgewater. Shecher laughed at the mists attempts, all the while laughing at those who tried to catch him. Shecher had found his calling and he wanted to share it with all.


KIT Shecher, the Mist Yordle Assassin Health- 395 (+75 per level) Health Regen- 7 (+0.55 per level) Mana- 335 (+45 per level) Mana Regen- 8 (+0.6 per level) Armor- 16 (+3 per level) Magic Resist- 30 (+0 per level) Movement Speed- 355 Attack Damage- 50 (+3 per level) Attack Speed- 0.68 (+3.2% per level) Attack Range- 125 (Melee)

Passive- Shadow Mist Body Innate- Mist Body: Shecher's body is spread out, allowing him to become invisible permanently. When he basic attacks a minion, summon, or monster, he is revealed for 4/3.5/3 seconds while he is put back together. When he uses a spell or basic attacks on an enemy champion, only the enemy hit can see him for the same duration unless he is near a unit with True Sight. Dealing damage to Shecher reveals him for 1.5 seconds. Levels: 1/7/13

Ability 1- Molecule Separation Active: After a 1.5 second delay, Shecher's body is split into four pieces, one for both of his legs, one for his right hand, one for his left hand, and one for his head. They each begin 125 units away from Shecher's current position in a sideways square pattern. Each piece has 25/27/29/31/33% of Shecher's current health and 30/35/40/45/50% (+3% per 100 AP) of his attack damage. The rest of his stats are divided equally among the parts except for attack speed, attack range, and movement speed, each part having all of his movement and attack speed and attack range. Only the head's basic attacks apply on-hit effects. Each of the parts count as a champion. The head is controlled by pressing the Q spell button. The left arm is controlled by pressing the W spell button. The right arm is controlled by pressing the E spell button. The legs are controlled by pressing the R spell button. After 5 seconds, Shecher reforms at the head, then the left arm, then the right arm, then his legs with the total health left of the parts. Each part has the Shadow Mist Body passive, allowing only the champion they are attacking to see them or be revealed temporarily if they attack another type of unit. Cost: 70/75/80/85/90 mana Cool Down: 28/26/24/22/20 sec. Range: 125

Ability 2- Mist Gaze Active: Shecher deals 60/100/140/180/220 (+65% AP) magic damage to the target unit and reveals them for 4 seconds. During this time, Shecher cannot move more than 700 units away from the target hit and deals 4/8/12/16/20% bonus damage to them while they are revealed. This effect can be canceled by killing the target. Shecher gains 10% increased movement speed while this spell is in effect. Cost: 50/55/60/65/70 mana Cool Down: 12/11.5/11/10.5/10 sec. Range: 675

Ability 3- Frightful Encounter Active: After a 0.75 second delay, Shecher teleports in front of the target enemy unit and deals 50/85/120/155/190 (+55% AP) magic damage to them while also fearing them for 1.5 seconds. After using this spell, Shecher cannot move or cast spells for 0.5 seconds while he laughs. Once he finishes laughing, Shecher causes his basic attacks to deal 20/30/40/50/60 (+20% AP) bonus magic damage and gains 25/35/45/55/65% attack speed for 4/4.25/4.5/4.75/5 seconds. Cost: 75 mana Cool Down: 14/13.5/13/12.5/12 sec. Range: 575

Ultimate- Try and Catch Me! Active: Shecher focuses on the target enemy unit, causing them to lose 50/60/70% of their vision radius and becoming able to see him for 2.5/2.75/3 seconds. During this time, Shecher may reactivate this ability to dash to the target location, becoming untargetable and invisible while dashing. Upon arriving at the location, Shecher attempts to deal damage to the target he used this spell on, dealing 50/70/90 plus 5/6/7% (+1% per 100 AP) of the target he is focusing on's missing health as magic damage and extending the duration of this spell for 1 second. This can be cast up to 3/4/5 times during this spell. A green poof can be seen by all enemies when he casts this spell and at the starting and ending point of all of his dashes during this spell. Every time Shecher is damaged during this spell, the duration is reduced by 40% of the current duration remaining. Shecher is considered channeling during this time, causing any crowd control that can interrupt channels to immediately stop this spell. Cost: 100 mana Cool Down: 140/125/110 sec. Activation Range: 475 Dash Range: 300 Dash Ending AoE Radius: 150 Dash Cool Down: 0.75 sec.


Thoughts? I intended for this character to be mildly frustrating to play against as that is him, so try and remember that the stealth mechanic will stay.

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