Champion Concept: Rex, The Hextech Hotshot
No artwork. Sorry, I'm not that good at drawing.
Rex is a human from Zaun. He created an energy sword that has an enormous amount of power. Rex is a melee AP caster.
Passive: Charged Up: Rex's weapon, the Rail Saber, requires energy charges to empower. Rex gains 1 energy charge every 15 seconds. Upon a kill or assist, the cooldown for the next energy charge is reduced by 5 seconds. Maximum of amount of charges (un-readied) held is 3 and maximum readied charges is 3.
Absorbtion Tech: Every time Rex is hit by a spell, Rex gains 25% (per energy charge currently held) of whatever resource was used back into his own resource pool. If no resource was used, 25% (per energy charge currently held) of that spell's cooldown time is applied to Charged Up. If Rex's health or mana pool is full, it is added to total HP/mana.
Abilities:
Q - Infuse: 25 mana per charge readied. No cooldown Lvl 1: Rex readies 1 energy charge into the Rail Saber. Basic attacks deal 5% more damage for 5 seconds, or until the energy charge is used. Lvl 2: Rex readies a second energy charge into the Rail Saber. Basic attacks deal an additional 5% more damage for an additional 5 seconds, or until the energy charge is used. Lvl 3: Rex readies a third energy charge into the Rail Saber. Basic attacks deal an additional 5% more damage for an additional 5 seconds, or until the energy charge is used.
W - Rail Shot: 40 mana. 5 second cooldown. Cannot be casted unless Rex has readied at least one energy charge into the Rail Saber. Rex uses readied energy charges to fire a shot in a straight line, piercing through enemies. Lvl 1: Deals X amount of magic damage to enemies based on Rex's current total AP and applies a slow. Lvl 2: Increased range. Deals an increased X amount of magic damage to enemies based on Rex's current total AP and applies a slow. Lvl 3: Same range as previous. Small explosion at end of maximum range. Recoil blows Rex back a short distance. Deals even more X amount of magic damage to enemies based on Rex's Total AP and applies a slow.
E - Rail Slash: 40 mana if charge(s) are readied. 20 mana if no charge(s) are readied. 7 second cooldown. Rex swings the Rail Saber in a wide area in front of him. Rex may cast this ability without an energy charge readied. However, damage dealt will be X amount of physical damage plus his total AD. Lvl 1: Deals X amount of magic damage to enemies in the cast radius based on Rex's total AP. Lvl 2: Larger radius. Deals increased X amount of magic damage to enemies in the cast radius based on Rex's total AP. Lvl 3: Same radius as previous. Slash leaves scorched earth after cast for 3 seconds, dealing X amount of true damage per second enemies stay on that area. Slash deals even more X amount of magic damage to enemies in the cast radius based on Rex's total AP.
R - Energy Overload Passive: Upgrade Q: Rex gains a small movement speed boost that decays over 3 seconds whenever he readies an energy charge. Upgrade W: If Rex dies while charges are readied into the Rail Saber, the Rail Saber will explode 2 seconds after Rex's death, dealing X amount of damage (based on how many charges were readied) to enemies in Rex's auto attack range of his body. Upgrade E: Whenever Rex strikes an enemy with a basic attack or ability, **Charged Up **is reduced by 1 second.
Active: 150 mana. 90 second cool down. Rex instantly gains 6 energy charges (temporarily increasing his maximum held charges). Rex will no longer generate charges until he drops below 3 charges held again. Rex may also move through units. The Rail Saber becomes overloaded with energy and Rex's basic attacks and abilities deal additional magic damage and burn enemies for X amount of true damage for 2 seconds. Rex also gains increased melee attack range and increased magic penetration. Effect lasts 7 seconds.