Kero, The Cyber Archer(Champion Concept)

Mr Voidling·5/12/2019, 3:58:15 AM·4 votes·3,086 views

I did not create the art, check out the artist yourself. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d5429c62-0654-460b-92db-7604bdbf1a66/dazxslz-c2421f92-caa2-4aa3-b921-5115261c53a3.jpg/v1/fill/w_1024,h_1449,q_75,strp/robot_archer_by_jeffchendesigns_dazxslz-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTQ0OSIsInBhdGgiOiJcL2ZcL2Q1NDI5YzYyLTA2NTQtNDYwYi05MmRiLTc2MDRiZGJmMWE2NlwvZGF6eHNsei1jMjQyMWY5Mi1jYWEyLTRhYTMtYjkyMS01MTE1MjYxYzUzYTMuanBnIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.YSTT-DPcrAfo6uKaz3qfRqghWrypS8x_SVqpwj9jIvM https://www.deviantart.com/jeffchendesigns/art/Robot-Archer-665025047


Kero, The Cyber Archer


STATS 510+85 | Health 5+0.8 | Health per 5 200 | Energy 50 | Energy per 5 60+2 | Attack Damage 0.63+5 | Attack Speed 29+4 | Armor 30+0.5 | Magic Resist 335 | Movespeed 575 | Range


Passive: Dread Cell Kero gains up to 10-30% (+10% Bonus Attack Speed) increased movement speed based off of his missing health, max reached at 10% health.

Kero generates 5 energy whenever he hits an enemy champion with a basic attack.


Q: Detonating Arrow | Cooldown 6 | Cost 80 | Range 900 Kero fires out an arrow that attaches to the first wall hit, or detonates upon hitting a unit. Upon detonating the arrow deals 60/80/100/120/140 (+100/110/120/130/140% Bonus Attack Damage) Physical Damage to all units within 150 units and knocks units 100 units away. If Detonating Arrow reaches its max range without hitting a target or wall then it stalls in the air for 0.5 seconds before breaking.

Upon attaching to a wall the arrow stealths after 1 second and lasts 20-40 seconds(based on level), but provides no vision.


W: Taser Field | Cooldown 14/13.5/13/12.5/12 | Cost 100 | Range 700 | Width 400 Kero shoots out two arrows at the ground which connect to each other with electricity after 0.5 seconds, snaring enemies that pass through them for 1.2/1.4/1.6/1.8/2 seconds and dealing 30/45/60/75/90 (+40% Ability Power) Magic Damage each second to enemies inside. The arrows last 4 seconds after connecting.


E: Remote Explosives | Cooldown 20 Passive: Kero gains 6/9/12/15/18 Lethality.

Active: Kero immediately detonates all of his arrows, arrows detonated this way have their effect radius and knock back strength increased by 25/50/75/100/125, attached arrows deal 10/12.5/15/17.5/20% damage to structures. Units hit by multiple explosions take 30% reduced damage per explosion down to 10% minimum at 4 explosions. This can detonate taser arrows, dealing their damage in a 200 units radius.


R: Tech Barricade | Cooldown 120/100/80 | Cost 100 | Range 400 | Width 350 Kero constructs a barricade nearby. Projectiles can only pass through the barricade on one side, allied projectiles deal 10/20/30% increased damage after passing through and enemy projectiles deal 10/20/30% reduced damage after passing through. Projectiles that don't interact with walls and hit the front of the barricade are destroyed, other projectiles hit the barricade as if it were a wall. Units can move through the barricade. Barricade lasts 8 seconds.

Passive: Kero gains 25/50/75 increased attack range.


I had to make a robot archer, I just had to. Overall he plays pretty safely, with no mana he needs to rely on, but getting some CDR might make you run out of energy pretty quickly when spamming Q. You can cast Q 4 times at rank 1 for a 3 bomb E, but in the end you can cast it like 8 times while still being able to cast E to explode them. 8 bombs will do 260% damage. 140% Bonus AD isn't all that strong, as the arrows cannot crit, and can be blocked/dodged. Draven will deal 105% Bonus AD more damage with just his Q activated. Kero gets decent base attack speed but doesn't benefit much from additional attack speed, unless he gets low on health.


1 more champion and I hit 60 total! (non-parody).


Check out my other concepts here: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/GEpIMFz9-all-my-champion-concepts-page-3

3 Comments

MooooooooreDakka5/13/2019, 2:32:33 PM1 votes

I love this kit for the most part, the thematic is a good one and his w and r are both pretty interesting abilities. The Q knock back on such a low cooldown could be annoying but it's pretty short and at worst you just put a static cooldown on how frequently someone can be the primary target of the knockback. Energy using champions can be annoying due to not needing to manage mana but here it feels well thought out and fits with how his kit works.

I'd suggest maybe giving him a small energy restore for landing basic attacks on champions or something like that since most energy users have some way to recover energy in their kit and he already has very good attack range and an incentive to build attack speed but nothing to actually reward him for landing basic attacks aside from sheen procs.

His e is a really cool ability but feels a bit limited since aside from his w, he can't put arrows anywhere other than in walls and you're generally better off just shooting people rather than than trying to use this ability. Maybe stick one arrow at either end of the barricade and increase the damage of the first explosion someone is hit by slightly to make it a bit more useful and give him more reason to level it up. Something else that might be interesting would be making e free to cast, possibly increasing other energy costs to compensate, and then let him restore energy for hitting at least one champion with e.