Champion Concept (Yet to be named, will modify when named)
Despot
Passive: For every spell that lands on a target, gain an additional amount of AD. The amount of AD scales with level. 5~14 additional AD based on level. This effect stacks and is lost when you haven't landed a spell on a target within 6 seconds.
Q: Throw a projectile in a line, cleaving through all enemies hit, dealing 10% less damage per subsequent target after the first, but only down to a minimum of 70% damage. This applies a mark to all targets that when broken with a basic attack, slows the target. Breaking one mark removes all marks on other targets.
- Scales AD
W: Slash furiously upward, sending out a shock wave that deals damage and knocks the first enemy champion hit up briefly, all other enemy champions are knocked adjacent to the first champion.
- Scales AD
E: Stab at a select target, dealing damage and gain movement speed. If the target was a champion, gain 2 stacks of your passive instead of 1.
- Scales AD
R: Whenever you land a basic spell on an enemy, gain 1 charge of your ultimate. If this spell doesn't hit an enemy, all charges are lost and you cannot receive charges for the next 11/8/5/2 seconds. This spell is available at level 1. Dash forward a large distance, attacking and stopping at the first enemy you come into contact with. Enemies in a semi-circle in front of you take a lesser damage. This ability has no cooldown and rests only on it's charges to be effective.
- Scales AD
The character is designed to trade well in lane and be a constant bully but has minimal escapes, being as if you don't land your ult on something you can't use it again for some time. This gives him a balanced early game of pressure and risk while allowing a very effective late game, if he is allowed there.
The character would play and act much like a fighter. In the early game, focusing on quick burst when you don't have all your skills available, probably owning high cooldowns for the inherent burst the character would have from having an ult at level 1 and turning into an initiation and consistent damage into the mid and late game when he has cooldown rate.
Having the AD gaining passive allows him to build a more tanky or bruiser build while still dealing the damage needed to stay viable though the game. The biggest issue with the character is they have no inherent sustain and no means of getting a burst of health because none of his abilities proc life steal or on-hit effects. This can force the character out of all in trades in lane as well as being at that large disadvantage against other champions that have inherent sustain, such as Fiora or Renekton or Nasus or Darius. Though what makes up for this is the very reliable damage he provides. With the spells in his kit, initiating from a range with Q into dashing on them and getting the slow off level 1, procing TLD or gaining Fervor stacks (whichever one may choose, if you choose a more damage oriented route instead of a sustain keystone like Grasp), could make even the biggest lane bullies like Renekton have to shy away from the wave for a while.
His cooldowns, but only in the early game, would need to be fairly long so that they would suffer from long trades and fights early on to balance the character.
Thank you, if you got this far, and any feedback is appreciated.
