Champion Concept: Kaufmann - The Ghost's Shadow
Another proof of concept transferal champion - this character design looks to bring Sam Fisher from the Splinter Cell games to the LoL format. The name I used is actually one of the many aliases his character had throughout the series. This cannot possibly cover everything you can do in an FPS game, but I hope to bring a fruitful design of the overall core elements of his game's style into a concept, which means that this champion is going to be a stealth champion and a master of the silent kill. Though he's an expert marksman and elite strategist, most of the work you do in the Splinter Cell games is about stealth and making sure you don't raise any alarm on your unsuspecting foes. And just like my work on Inari, This is NOT meant to be taken in any way as something I want to see in the game, because this could almost be copyright infringement. I just want to try and translate him to a proof of concept.
This unit has an attack radius of 120, fighting bare-fisted.
Passive: Overwatch - Kaufmann can periodically see a radar-like ping of the map, briefly revealing the locations of wards and enemies within a 2500/3500/4500 unit radius of him every 120/90/60s. (upgrades at 7/13) This does not un-stealth enemies or wards, but it will briefly show all affected targets by making their outlines glow red. This glow will last roughly 1s, so despite having such a large area of effect, Kaufmann only gets a very brief moment to see any information from it, and will have to focus more than likely on an area of interest. However, it does expand in a wave, so Kaufmann will have a moment to sort of follow a part of his wave outwards to catch a glimpse of the entire area in the direction of his scouting.
Q: Silent Shot - Kaufmann draws his sidearm and shoots at up to four enemies within 600 units of him, prioritizing champions. If done from a bush or from stealth/camouflage, these shots deal 1.5x damage. Dealing this damage will break stealth/camouflage, but if shot from a bush, will not reveal Kaufmann's location.
W: Shadow Stride/Silent Takedown - first cast: Kaufmann enters an empowered camouflage for 5s, after a 1s delay. Camouflage works the same, but enemies can only see him if he's within 300 units of a champion (whereas most camouflage reveals between 500-700 units) and functions as invisibility if he's within a bush. second cast: Kaufmann dashes to a target within 200 units of him, dealing damage and stunning the target for 1.5s. This ability will go on cooldown 5s after the camouflage ends, so if you haven't used Silent Takedown by then, you lose the secondary effect.
E: Hex-Trap - Kaufmann deploys a trap at a target location that stealths after 1s. Traps will give a 200 unit radius of vision (a nearsighted radius of vision) and detonate when stepped on, deploying a field of noxious smoke that deals damage and slows enemies in its 200 unit radius over the next 3 seconds. Traps last 90s and Kaufmann can have a maximum of 3 traps at once. Traps cannot stack on top of each other, and any attempt to stack them will move the new trap to an open location at least 150 units away.
R: Termination Protocol - Kaufmann draws his sidearm and activates his Omni-Goggles. For the next 7 seconds, Kaufmann gains 500 range, 20% critical strike damage, and reveals stealthed units within his vision radius. Passive: Upon reaching level 6, for the remainder of the game, Kaufmann will be given a random enemy champion, a buff within the enemy jungle, or an epic monster as his objective. Objectives are marked for 180 seconds, and can be completed by taking down the marked target. Completed objectives grant Kaufmann benefits that build over the course of the game.
1-3 Objectives - bonus 15 AD (total of 45) 4-6 Objectives - 10 AR/MR (total of 30) 7-9 Objectives - bonus 15 AD (total of 45) 10-12 Objectives - bonus 5% AS (total of 15%) Further Objectives grant an additional 15 AD
*Objectives refresh 30 seconds after the last objective is taken or dissipates.