Create Your Own Champion #17

Sparkert·10/19/2017, 12:33:51 AM·2 votes·328 views

Zell, the Escape Artist Top Lane Fighter/Jungle Fighter

_I've always been interested in ninjas. I've always wanted to become a ninja. My father is the most innocent person I know. That is why when my father 
was sentenced to an Ionian prison for a crime that he didn't commit, I had to take action: I infiltrated the prison and broke him out, of course. I didn't 
manage to evade the authorities, though. I was subsequently locked in the prison, and then I subsequently broke out of the prison myself. I told father 
that I would be on my way, and that I would be back in some time. The authorities seemed to have relieved my father of his crime when a new suspect 
arose. I guess that even if my father was innocent, I still commited a crime. Did I mention that I'm kinda flighty and that I jump around a lot? So, I guess in 
a way I have become a ninja. All that training and application throughout my life has really developed wonderfully! What I did is technically a crime, but I 
think that it was the right thing to do. Anyway, I've kinda got a bounty on me...so...Gotta go!_ -**_Zell, the Escape Artist_**

Passive: Escapist's Rush Gain +1 movement speed for each 1% health missing.

Q: Evasive Counterattack Leaps into the air for 1 second, becoming untargetable. Zell can move and travel over walls while in the air, but will emerge on the side of the wall closest to her when she lands. While in the air, a range indicator appears that covers an arc originating from Zell's location that extends outward 500 units with an arc of 60 degrees. When she lands, she sweeps from her right to her left through the arc with her staff. This sweep takes 1 second to complete. Upon hitting an enemy champion, the sweep stops and she deals 50/65/95/130/190 + (15% AD) physical damage and stuns the target for 1.2/1.4/1.6/1.8/2 seconds. This also empowers her next auto attack for the next 4 seconds, increasing its damage by 30/50/70/90/110 + (30% AD) physical damage. If Zell utilized the empowered auto attack, she can reactivate this ability for the next 2 seconds. Upon reactivating this ability on an enemy within auto attack range, deal 60/90/135/195/260 + (55% AD) physical damage and slow the target by 20%/35%/50%/65%/80% for 2 seconds. Cool down: 16/15/14/13/12.

W: Smokescreen Dispatches a large circle of smoke within 500 units, with a radius of 500 units. Upon entering this smokescreen, Zell becomes invisible, and any indicators or ability animations are also invisible when they are within the smokescreen. Enemies have the near sighted debuff when in this smokescreen. Upon reactivating this ability, the center of the smokescreen moves to the cursor's location. The smokescreen travels 100 units per second. When Zell enters the smokescreen, her next ability or auto attack is buffed, and this buff lasts for 3 seconds after leaving the smoke. This buff increases the damage of her next attack to deal an additional 6%/7%/8%/9%/10% + (1% AD)% of the target's maximum health as true damage. If she does not utilize the buff, she can get buffed again by entering the smokescreen. However, the buff can only be utilized 1 time each time Smokescreen is cast. The smokescreen lasts for 10 seconds. Cool down: 26/24/22/20/18.

E: Fake-Out Jumps 600 units in a target direction and leaves behind a dummy replica that is slouched on the ground at the location where she casted the ability. It takes 1 second for her to jump and land at her destination. Upon reactivating this ability, the dummy will explode into a blast of magic fireworks, dealing 60/100/140/180/220 + (50% AP) magic damage in a radius of 250 and slowing any enemies hit by 25%/30%/35%/40%/45% for 1 second. For each second that the dummy lingers on the ground, the damage, blast radius, slow, and slow duration are increased by 20% of their respective original values. This dummy automatically explodes after 5 seconds. This ability can be cast while Zell is in the middle of her jump in the air. Cool down: 35/32/29/26/23.

R: The Great Escape Unleashes her katana that was concealed in her staff and spins around in a radius of 1000 units, removing all cc from herself and dealing 100/200/300 + (20% AD) physical damage to all enemies in the radius for each second that she was cc'd during the last 10 seconds. Any enemies hit will be rooted for 1 second. Cool down: 180/140/100.

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