Champion Concept: Kain, the Wretched Disciple
Primary Role: Marksman Secondary Role: Assassin
Health: 505-1920 (+78.6) Health Regen: 5 -- 14.35 (+0.55) Mana: 300-975 (+37.5) Mana Regen: 7.0 – 13.8 (+0.4) Attack Damage: 60 - 123 (+3.5) Attack Speed: 0.625 -- 0.778 (+1.4%) Armor: 17 - 71 (+3) Magic Resist: 30 Ranged: 525 Move Speed: 345
[Passive]: Rangefinder- Your basic attack counts as a ranged attack, changed to a melee attack (with different animation) when the target is within 175 units of you. For every unit your basic attack travels past 175 units (counted at the time of attack), it deals 0.08% of your AD decreased damage, while ignoring 0.08 + 0.08% armor. (100% AD damage, 0 base armpen to 72% AD damage, 28 + 28% armpen).
[Q]: Flurry of Blades Cost: 30/45/60/75/90 mana Cooldown: 7/6/5/4/3 seconds Range: 290 (Inner circle)/400 (Outer circle) Instantly spin in a circle, damaging all enemies around you, with peripheral blades spinning around at a farther range. The inner circle deals 80/130/180/230/280 + (100% Bonus AD) physical damage, while the outer circle deals 75% damage while also slowing enemies hit by 70% for 1 second
[W]: Burst of Blades Cost: 40/50/60/70/80 mana Cooldown: 8 seconds Range: N/A Passive: Melee basic attacks reduce the cooldown of this ability by 2 seconds and deal 12% AD physical damage to all enemies in an area around the primary target (damage applies to primary target as well). Ranged attacks reduce the cooldown of this ability by 1 second.
Active: Your next basic attack deals 30/60/90/120/150 + (10% AD) bonus physical damage to the target. 75% of the damage is dealt as an area of effect to enemies near the primary target as well as applying on-hit effects. Resets your auto-attack timer.
[E]: Serrated Blades Cost: 80 mana Cooldown: 12/11/10/9/8 Range: 900 Passive: While the ability is not on cooldown, your basic attacks and abilities deal damage bonus physical damage over 2 seconds to your target, equal to 10/20/30/40/50 (+ 10% bonus attack damage) and add one stack of Serrated Blades, as well as increasing the damage over time duration by 1 second. Serrated Blades stacks and the damage over time are independent from one another, and Serrated Blades last 8 seconds, and applying another stack refreshes the timer.
Active: You send a bladed hook out in a straight line, dealing 40/80/120/160/200 (+60% bonus AD) physical damage to all enemies struck, ending at the first enemy champion. All Serrated Blades stacks are consumed on all enemies hit as you rip your blades out of their bodies, dealing 7/14/21/28/35 (+8% AD) physical damage per stack, as well as adding 4 seconds to the duration of the Damage over Time passive. You are pulled to the last enemy struck, immobilizing that enemy for 0.5 seconds as you approach them.
[Ult]: Judgment of the Blades Cost: 100 mana Cooldown: 140/110/80 seconds Range: 1100 Active: Throw a blade in the target direction. If it hits a champion, it deals 125/250/375 ( + 80% bonus AD) physical damage to the enemy and splits off to all nearby enemy champions, as well as marking everyone hit for 10 seconds. Any time within 10 seconds, you can reactivate the ability for free to dash to a marked champion, dealing 50/100/150 (+50% bonus AD) physical damage to them and consuming that target's mark. Takedowns on enemy champions during this 10 seconds resets the cooldowns of all of your basic abilities and makes them cost 0 mana.
Lore: Long ago, before the Kinkou Order or the Order of Shadows were established, there existed another clan of Ninjas. Trained in the art of assassination, the ninjas were as deadly as they were plentiful. However, an inner power struggle between those of the ninjas that wished for change and the progression of their ways and those that wished to remain the same led to a civil war between the two factions. When the dust settled, only four of the most powerful ninjas remained. One left to find a place to start anew, vowing to rebuild it and restore balance to the ninja way. One disappeared almost instantly, as if he were one with the shadows themselves. One renounced his place as a ninja and picked up a sword, resolving to go wherever the wind takes him. One stayed in the ruined temple, too lost in his memories of the old order to notice that everyone else had left. His calm meditation put him into a state of stasis, freezing his body and mind in time for years to come. When he awoke, he found that the world around him had changed completely, much to his dismay. In front of him kneeled a young man, asking for his guidance. The old ninja agreed to take on a disciple and ensure that his way of ninja would live on. Ten years, he had trained this disciple, when, one day, deciding that he had mastered the way of the ninja, the disciple challenged his master to a spar. It was a regular occurrence, meant to test the skills of the disciple. However, this day, the disciple defeated his master. The old ninja, finally at peace knowing that his way of ninja was safe in the hands of his pupil, was ready to congratulate his student when the student pierced his master's skull with his sword. Ripping away the serrated blade and setting fire to the temple, Kain walked away from what was his home for ten long years. He knew that the time had finally come to get his revenge. He strapped his shurikens to his legs and sheathed his sword, running into the night. He knew he was powerful enough to defeat him. He knew that he could kill Zed.
Concept: Kain is meant to be a mix of an ADC and an assassin. His play style revolves around dealing consistent damage throughout a teamfight with his ranged shurikens, then finding the perfect time to go in. He can start his assassination spree by hitting an enemy with his ultimate. Once marked, all of his enemies will be easy pickings. It's best to engage with his E, cashing in on the Serrated Blade stacks he has put on his enemy over time. If he ends up engaging onto a tank he cannot kill, a simple reactivation of his ultimate will bring him to a backline squishy, allowing him to blow them up with a quick Q W. From there, he is to skirt around a teamfight, dashing to and fro to avoid fire while making tricky assassinations. His success depends on his ability to land his ultimate as well as proper usage of the dash granted by each marked enemy. He lacks any way of escaping once he goes all-in, so he has to make sure his engage counts. A mistimed engage means an easy kill for the enemy team, but if Kain goes full assassin mode at the right time, then the teamfight will have already been won.