Semner - The Marshall
lore: Hailing from Piltover, and a later who's deputy was surpassed by Caitlyn. Semner was a tough and dirty lawman who got things done and served by arresting some of the greatest threats to the city and by killing them as well. Piltover faced, during his career, one of its bloodiest and ruthless lawmen that ever lived.
As a boy, Semner always picked fight he would later lose, but never was he down trodden. Most of his friends and the at time sheriff, saw a deep respect for the boy who would fight till both his eyes and nose were bleeding and then some. As a man, Semner joined the Piltover military, and for over a decade stood as one of the best marksmen in service, which after retirement into civilian life, took with him into being a sheriff. For the first time, a sheriff spilt blood for his pleasure of justice, rarely giving convicts trial.
In his later years, after retiring, he left Piltover and moved to the Howling marsh, and brought with him a saber-toothed wolf he named Bettsy. Now in his old age, Semner keeps a good reminder to the man that would shoot and kill before asking questions, as a good amount of bones dwell around his shack for the gators, and for Tahm Kench.
"I see it one way, death... or justice by blood. Never will there be an exception, not in my lifetime damnit." - Semner's interview with Caitlyn upon Caitlyn joining of the Piltover Police force.
role: Tank Marksman
Stats: health: 547 (87.11 per level) 2115 at level 18 health regen: 4 (.3 per level) 9.4 at level 18 energy: 100 energy regen: 20 (regen will delay for 1 second before regenerating) move speed: 345 attack damage: 46 (+1.7 per level) 76.6 at level 18 attack speed: .73 (.02 per level) 1.09 at level 18 armor: 28.7 (+2.9 per level) 80.9 at level 18 (I may just make it 81) mr: default range: 625
stat passive) Old justice: deals 1% more damage to enemies facing away from Semner, however this cannot work if applied to the same target (4 second reset), however he can apply this to multiple opponents
visible passive: Blood on the badge: Semner has had a history with shooting to kill, and as such, he knows how to make people bleed to death. applies a 1% damage bleed that can stack 5 times, and on the 5th stack, opponent is slowed for a (base% of current health missing) max bleed damage: 5 % max slow: 20% (base rate is 2 health missing = .1% so 200 health is 10% and 400 health is the max 20%) slow duration: 1 second special effects:
- Q: hard slug (applies passive and deals 2% of enemy max health as true damage, cooldown becomes 20 seconds)
- W: running goo: a 2% slow, but effect lasts for 25% less time.
- E: blood in the air (used at level 6) Bettsy will gain a 25% attack speed buff when chasing after an afflicted target
Q: Crippling strike fires a concussive round for no damage, however stuns and slows stun: .75 seconds slow: 15(16/17/18/20)% for 3 seconds (does not stack with or apply passive) energy cost: 20 cool down: 15 seconds range: 700 note: if target is within 125 units, semner will use the butt of his rifle (or variants depending on skin) to knock out the target, it cannot apply the special effect, and will treat a buffed skill as normal skill.
W: Cardinal rounds passive: damaged per second targets, Aoe afflicted targets, and CC targets hit will increase his attack speed by 1.7% which stacks up to 10 times, and rounds have a 10% chance to penetrate a target and exploded out the back to deal Aoe damage to enemies behind the target. (note: the attack speed buff is only to DPS, AOE and CC afflicted targets, regardless if a player or not. However the penetrating rounds can happen to just about anything, and will damage just about everything, except for dragon, minion and structures<including heimer turrets>)
active: for 5 seconds, Semner cuts his damage by 50% but allows for burning rounds to be applied that can spread to nearby enemy minions, monsters, champions, (no damage) to structures for 150(200/250/300/350) + 2% bonus physical damage per stack for 5 seconds. Cannot use passive effect, any other lingering DPS coming from Semner, or ignite applied buff/debuff: jelly coat -description: covered in extinguished Cardinal napalm, reducing all incoming lingering physical damage coming from Semner by 25%, however he and his allies can deal 25% more magic damage note: applies grievous wounds to enemies that drop under 50% health, and deals 1% more damage to furred (excluding rumble, nasus, and sejuani as they would be limitedly affected by the flames), and wooden champions
cost: 40 energy cooldown: 30(28/26/24/22) seconds range: auto attack range
E: Spotter passive only: can see 5(10/15/20/25)% further, and for limited range, see through bushes at max rank: can see up to 15% further into bushes, and acts as a detector unit, cloaked units beware.
R: BETTSY passive: Bettsy comes out of the bush to aid in combat, permanent minion that assists in combat, cannot damage structures, can be CCd stats: health: 200 (+ 45(47.5/50)% of Semner's max health) health regen: 3 (+2(3/4)% of Semner's max half health (if 2000 max health, 1000 would be what 2(3/4)% is taken from) move speed: 460(480/500) attack damage: 75% of Semners attack damage attack speed: 1(1.25/1.5) armor: 5% of Semner's health mr: default
active: , Fetch. lets Bettsy loose on the closest low health target, and attempt to drag them back to Semner. however she grabs the attention of everyone, and taunts every unit within 500 units, excluding minions. Becomes a neutral monster when let loose, so allies can attack her. stat changes: 50% move speed and damage buff, but 75% health reduction while enroute. Stats return to normal upon reaching target.
cooldown: 60 seconds energy: 50 range: 1500
note: if intial target dies before she can get to her target, she returns disappointed and gets a -10% reduction to all her stats that lasts for 20 seconds (modified cooldown), however she is still vulnerable until she returns to Semner.
changelog: 7/11/15: finished kit, tweaked energy as it was too much to be able to run out with kit