[CHAMPION CONCEPT] Dukh, the Bewildered.
Dukh, the Bewildered -- Pronounced "Dooq" Midlaner, AP, Tank Mage Basic Statistics Work IN Progress
//-Passive: The Clock Every 10 seconds, Dukh enters a daze for 3 seconds where he cannot use abilities or summoner spells. Dukh takes 35% increased damage while dazed. Upon leaving the daze, Dukh gains 45% (+2.5% per champion level) movement speed
Comments: The Clock is a negative passive, meaning it mostly effects Dukh's gameplay negatively. When playing Dukh, you must play around your own passive. In compensation, Dukh's abilities are much stronger then normal.
Power Budget: -15%
//- Q: Perplexing Wave - 30 CD Dukh shouts, creating a large shockwave in the area in the area infront of him, all targets within the wave are [Dazed] for 1.15 seconds and take (65/105/135/155/175/200) damage. + (55% of AP)
Dazed: The target wanders around in a daze, remaining invulnerable for the duration.
Comments: Targets will take damage before entering the daze (obviously). High cooldown to combat the extreme power it could provide in teamfights.
Power Budget: 25%
//- W: Siphonous Armor - 15 CD Passive: Passively, Dukh siphons all targets in a circle around him - stealing 35% (+1% per 15AP) Passive: Gain 1/2/3/4/5/6(+0.25 per 1AP) health per second NPassive: Upon taking damage that would reduce Dukh to half health, Siphonous Armor is disabled for 35 seconds.
Active: (Only castable while Siphonous Armor remains intact): Dukh fires a slow moving bulk of siphonous acid at a target direction, dealing (45/60/80/100/120/140) + (100% of AP) + (15 damage per champion level) and stealing a further 10% of their resists.
//- E: Confident Blast - 2 CD Dukh relentlessly blasts a nearby target dealing (40/60/80/100/120/140) + (125% AP) + (50% of Bonus MR) + (10% of Max HP) but reduces the cooldown of The Clock by 4 seconds.