Singrad - The Winged Terror
Singrad The Winged Terror Assassin / Fighter
Singrad is a griffin, one not to young at that. After Demacians had slain his partner and newborns, he has followed nothing in whatever direction he likes, never resting for more than a few hours and always ready for battle. As he grows older, his hatred for men in studded armor grows with him and he strikes at all matching that description until he catches onto the scent of those who murdered his kin and exact his revenge.
Singrad is a basic attack based champion who excels at close range combat with heavy sustain (post 6) and high damage. When out of combat, he gains additional speed, range on his basic attacks and flight, granting him a new set of abilities that are lost upon entering combat with an enemy champion. Because of this flight passive, he prefers to be uninterrupted while farming lane minions and can use the unique abilities in the flight kit to initiate combat onto enemy champions in different ways.
Note 1: As for resources, I don't want Singrad to rely on resources for his abilities, much like Katarina but do understand it may cause some issues with his level of sustain post 6. I will be considering adding resources, probably energy if anything, but let me know what you all think!
Note 2: This is a concept I had just come up with on the spot while doing other things and thought to make it and get it out here. If you have any concerns for numbers or general power in how the abilities work, let me know, as I am sure it's very unfinished in that respect. But, the design and play style of the character is here to stay.
Passive: Flight When out of combat, you ascent off the ground and fly, gaining 55 movement speed and attacking minions and towers will not force you into combat. Additionally, while in flight, your basic attacks become ranged and deal an additional 6 (+your-champion’s level) magic damage. Lastly, your abilities all do something uniquely different while in flight.
First Ability: Griffin’s Claw / Screech Griffin’s Claw: While on the ground, you swipe at the target dealing 60/85/110/135/160 (+25% additional attack power) physical damage and apply a bleed effect on the target that deals 15/17.5/20/22.5/25% total attack power damage every second for 4 seconds. Screech: While in flight, screech in a cone in front of you, dealing 30/40/50/60/70 (+60% ability power). If Screech lands on an enemy champion they are stunned for 1 second and you are taken down from flight. Cooldown: 14 seconds
Second Ability: Keen Senses / Swoop Keen Senses: While on the ground, you passively gain awareness of enemy champions within a certain range of yourself. If you are attacked by more than 1 champion within a 4 second window, you gain 15/20/25/30/35 bonus attack damage. This bonus may only apply once every 14/13/12/11/10 seconds. Swoop: While in flight, swoop in a specified direction, covering a massive distance based on your current movespeed, dealing 50/80/110/140/170 (+70% bonus attack damage) physical damage to all targets hit, stopping at the first enemy champion, knocking that champion up as you lose flight. Cooldown 18/16/14/12/10 seconds
Third Ability: Quick Escape / Roar of Recovery Quick Escape: While on the ground, quickly dash in the specified direction at a distance based on your current movement speed, reducing all incoming damage by 60/70/80% for .3 seconds during the dash and nullifying any incoming knockbacks, knockups and cleansing any slows during the dash. If you dash in a completely opposite direction of the nearest enemy champion, the dash’s length is tripled. Whenever you land a basic attack on an enemy champion, reduce this ability’s cooldown by 1 seconds, increased to 2 on critical strikes. Roar of Recovery: While in flight, unleash a mighty roar the fears nearby minions and monsters, slows nearby enemy champions by 30% for 3 seconds and heals you for (+15% of your total attack damage) (+20/25/30/35/40% of your missing health). If Roar of Recovery puts this ability on cooldown, landing basic attacks will not reduce this ability’s cooldown. Cooldown: 14/13/12/11/10
Ultimate: Ravage / Blood Hunt Ravage: While on the ground, after activating Ravage, every third auto attack leaps you a short distance to your target, deals an additional 15/25/35% bonus attack damage physical damage to the target and heals you for 6/8/10% of the damage dealt. These effects last for 8/10/12 seconds. Lastly, whenever a basic attack lands while under Ravage’s effect, reduce the cooldown of this ability by 2 seconds, increased to 3 seconds on critical strikes. Blood Hunt: While in flight, after activating Blood hunt, increase the passive movement speed gain to 250/300/350 for 8 seconds. If you target an enemy champion within a certain range, dive at them and deal 200/275/350 (+100% bonus attack damage) physical damage to them Additionally, you passively gain 20/30/40% attack speed. Cooldown: 140/120/100 seconds
Any feedback is welcome, thanks!