Slark, the Harpoon Master

Weezooo·3/9/2018, 9:24:10 PM·1 votes·269 views

Role: Marksman, Assassin Type: Physical, Ranged

Abilities: Passive: Piercing Harpoon Slark basic attack reduce the armor of enemy champion by 3% for 3 seconds. Can be stack up to 3 times.

Q: Harpooning Slark shoots an harpoon in a front line that pierce through enemy minions or monsters. If the harpoon hit an enemy champion, it will deal, 50/75/100/125/150 (+0.3% AD) at the impact and will stay attached to the enemy champion for 3 seconds. During that time, Slark can't use his basic attack but can use his abilities.Also during the duration, Slark will inflict, 10/14/18/22/26 (+0.5% AD) per second and will slow the enemy champion by 10/15/20/25/30% for 3 seconds. If Slark is hit by a CC or if the enemy champion goes to far from him, the harpoon will broke.

W: Steam Bomb Slark throw a small bomb on a zone that explodes at impact dealing, 60/75/90/105/130 (+0.4% AD) and will Knock them aside. While Slark throw the bomb he will dash in the target direction (same as Kalista).

E: Back T Slark propel himself backwards while shooting 3 small harpoons in front of him that will deal, 20/40/60/80/100 (+0.5% AD) per harpoon. If Slark hit the same enemy multiple time, the damages is reduce by 5%. The harpoons are consider piercing harpoon (passive).

Ultimate: Far Far Away FIRST CAST: Slark channels for up to 4 seconds, increasing his jetpack range and damage over time. While channeling, Slark cannot move. Slark can cancel the ability giving him bonus speed for 5 seconds and reduce the cool-down of Far Far Away by half. SECOND CAST: Slark propels himself in the air creating a flurry of steam that pushes all nearby enemies aside. At the impact, Slark deals, 150/250/350 (+100% AD) to all nearby enemies and slow them by 20% for 3 seconds.

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