Kumo: The Ungraspable (Champion Concept)
Kumo: the Ungraspable. Primarily a Tanky Top-lane Bruiser, Secondary Support. (Ability names subject to change, thought it would be funny for them to all be cloud related because that is what the champion is designed around. AND his release skin would be Cotton Candy Kumo, all the clouds would be cotton candy. Hah.)
(Designed because I wanted another ninja champion so we can do full 5 man ninja team, as well as another hook so we can eventually do 5 man hook team.)
Lore: (I don’t know, he is a ninja and has something with kennen and zed.) Allies: Zed Enemies: Akali, Kennen, Shen.
Passive: Static Autoattacks apply 1 stack each, and specified abilities apply 1 to 2 stacks of Static, lasting up to 4 seconds and stacking up to 6 times. The sixth stack lasts 8 seconds, and grants Kumo 50 ~ 75% movement speed that falls off over 3 seconds. Each stack applies Static damage dealing 5 – 22 (based on level) (+ 15% bonus AD) over 4 seconds.
(The number of stacks affects some abilities.)
(Ability will look like little static shocks, little lightning bolts all over the enemy champion. Subtle, moving, but noticeable. Stacks will be counted by a hexagonal cloud ring around the enemy champions feet.)
Q: Cirrus Hook
Range: 1200 units Hitbox: 50 units Cast time: 0.25 seconds Projectile Speed: 2000 Cooldown: 20 / 18 / 16 / 14 / 12
Kumo throws out a tethered grappling hook. If it hits a target, it deals 50/75/100/125/150 (+ 80% bonus AP) damage. The tether remains attached to the target, for 3 seconds. During those three seconds, Kumo can reactivate the Q to Zip to his target, applying 20/40/60/80/100 (+25 % bonus AD) physical damage, and applying 1 stack. Upon reaching his target, Kumo then flips to the opposite side of the tether by 300 units. During Zip, target becomes slowed by 50 % for 0.5 seconds. Grapple and Zip can also be cast on terrain. If Grapple and Zip is cast on terrain, Kumo will Zip to the wall, and then flip directly over it, only if the terrain is less than 300 units wide. If the terrain is larger than 300 units, then casting Zip will just pull Kumo to the terrain. If the target has 6 Stacks of static, Kumo instead pulls the target to himself. (Works as a knock up, think Blitzcrank)
(Appears as a long wispy cloud line (Terrain acts similar to Natilus’s hook. Note, Zip can be interrupted by CC, slows will apply once he has reached his target, and knockbacks/stuns will untether him from his target. Tether can be QSSed)
W: Cumulus Slash
Range: 300 Units Distance per Stack: 200 (0)/250 (1)/300 (2)/350 (3)/400 (4)/450 (5)/500 (6). Cast time: 0.25 seconds Cooldown: 16/15/14/13/12
Kumo slashes a target with both swords, knocking them upward and back. This applies 1 stack and deals 50/100/150/200/250 (+50% bonus AD) Damage.
E: Stratus
Range: 300/150/150 Cast time: 0.25 seconds Range for next AA: 175 units Cooldown: 20/18/16/14/12
Kumo dashes a small distance, 3 times. Each dash increases the next Autoattack range from 125 to 175 for 3 seconds, and instantly attacks an enemy within range, prioritizing champions (think Fiora). These are treated as Autoattacks, each applying 1 stack, and having all normal Autoattack effects. Kumo turns into a puff of smoke when he begins the dash, and reappears in a similar fashion at the end of the dash. (It will look like a flash, but is simply a Dash, similar to Vayne’s tumble.)
When first E is activated, (after 0.25 second cast time) Kumo will have 2 seconds to recast the second E, before it resets full cooldown on the ability. This is the same for the third E. Assuming all three casts are used; the cooldown begins at the end of the third cast.
R: Nimbus
Range: 1500/2000/2500 unit diameter (circle area) Cast time: 0.25 seconds Duration: 5/6/7 seconds Cooldown: 120/100/80
Kumo explodes into a giant storm cloud that deals static 100/150/200 (+ 50% bonus AP) damage to enemies within the area. The cloud also applies 1 stack per second that the enemies remain inside the cloud, and grounds the enemies for 1/1.5/2 seconds. Upon exploding, Kumo is invulnerable for 1 second, but is also immobilized/stunned for that 1 second, before rematerializing.
All allies within the cloud become invisible (this can be countered with a pink ward, or any vision ability. Ex. TF ult, Quinn W, etc.)
Enemies within the cloud are ‘blinded’. Enemies will have full vision outside and inside the cloud as normal vision would be, but all allied and enemy units, including minions, disappear (including on the map). The only exception is Wards. Wards grant vision of allied units and enemy minions. If a ward is placed inside the cloud, vision is granted as per the wards range. Enemies outside the cloud have normal vision, but cannot see inside the cloud.