The great wind walker (new champ idea) (PLZ HELP)

WerePigCat·9/28/2017, 11:59:33 PM·1 votes·172 views

Wanderer of the winds

Independent

Health: Health regen: Attack Damage: Armor: Attack speed: 600 + 90 per level 5 + 0.7 per level 62 + 3 per level 25 + 3 per level 0.723 + 3.2% per level

Magic resist: Movement speed: 28 + 1.45 per level 0

Passive: Powers of the wind lord

The wind lord starts with boots that give him 300 movement speed and can be upgraded for 100 gold where he can either get 10 movement speed, 20 ap, 20 ad, or an additional 0.177 Attack speed, it can after that can be upstaged for an additional 200 gold to gain one of the following abilities, 15 movement speed in combat or 20 out of combat, 25 ap or 25 magic penetration, 25 ad or some lethality, an additional 15% attack speed now or 50% over the next 9 levels. When the wind lord's health drops below 15% current health his ap scaling, spell vamp, and attack speed is doubled but all abilities cost an additional 4% max health per spell cast as an additional cost and the wind lord can execute himself for the next 5 seconds. Cooldown: 0 seconds

Q: Bolt of wind Cost: 9% max health Range: 827

On cast, the wind lord starting at him creates a pillar of wind that travels at its target dealing 60/75/90/105/120 (+75% ap) (50% damage to minions), and slows by 60% for 2 seconds, and travels at a speed of 600. This effect cancels if either the target moves out of range, the wind lord recasts Q or if the wind lord moves during this time. The wind lord cannot cast any abilities during this time. Cooldown: 3 seconds after it is finished

W: Soul Drain Cost: No cost Range: 700

Passive: The wind lord gains 1 / 1.3 / 2.1 / 2.4 / 3.4 (+2.1%/+2.4%/+2.7%/+3.0%/+3.3% attack damage) percent spell vamp

Active: On cast the wind lord destroyed 11%/13%/15%/17%/21% (+11%/+17%/+23%/+29%/+35% attack damage) current mana from his opponent gaining back 10% of the mana destroyed as health and slows them by 82% for the next 3 seconds. If the target either does not have mana then it deals half the amount as true damage. This ability can drain opponents into the negatives of mana. Cooldown: 13 seconds

E: Wind palace Cost: 5% base health per second Range: 0

On cast, the wind lord gains in size and height but can no longer take effects from his team and also cannot move during this time. During this time your base attack speed increases by 0.27, auto attack range increases by 237 units, range on the wind lord Q and W increased by 237 units and speed of the wind lord Q increases by 118.5, during this time the wind lord is not hidden if he is in a bush, also the wind lord can reactivity his E at any time to cancel these effects and put it on cooldown.

Cool down: 13/11/9/7/5 seconds.

R: Wrath of the wind lord Cost: 5% base health per second Range: 0

This ability can only be cast during E. This ability may be recast at any moment to cancel the effect but it does not cancel E. While this is active the wind lord is allowed to move. Upon cast the wind lord starts sending giant skill shots in random directions every 0.9/0.7/0.5 - (4/10000 ap +7/10000 ad) per second that deals 80/110/140 (+60% ap + 60% ad), animation appears 1.5 seconds before the skill shots hit, skillshot range of 627/792/957 and knocks opponents in the air for 1.7/2.2/2.7 seconds.

Cooldown: 67 seconds

Skins: meme wind lord (all wind models are changed to more bling covered models and say dank memes in every voice line)

0 Comments