Kelvin, the Quantum Vanguard
A concept for a "Ranged Tank". Was trying something different here.
Uses a resource called "Mass", a 4 point bar with increased effects on spells, becoming more potent as the bar is filled. Using a spell will drain the bar of 1 point. The bar is filled upon taking spell damage (1 per spell) or by taking 3 basic attacks, filling 1 point.
[CENTER]Lore[/CENTER]
The wonders of the natural universe are always something to consider, but to Kelvin, they are an obsession.
Or were, until that fateful day ten million years ago on Runeterra.
The day was calm, but the civilization Kelvin belonged to was buzzing in anticipation of the long awaited breakthrough in faster than light technology. Among his people he was a warrior and scientist who stood up to those who would threaten the great strides of his people's technology. A role model of sorts, it was deemed necessary that the best choice to wield this tech was Kelvin himself. Stepping on the platform that was shielded with anti-matter, he could not help but shake with excitement and fear. The tests shown questionable results on various objects but well within reason, plus the field Kelvin's suit emitted helped warp the space fabric around him. Hooked up to the machine that was powering the field, he switched on his gravity field to draw inward. At that moment, the scientist team turned the switch and the anti-matter field wrapped itself onto Kelvin's being. Mixing with the gravatic field of the suit and Kelvin's being, the anti-matter buzzed and hummed, twisting in constant motion around and through him. It seemed to usurp the electronic fields of the various bionic implants among his body. He felt he could control it, releasing the ever-constant moving field outward.
To his shock, an opposing faction attacked the moment he was expanding his field. While still hooked up to the machine, one of the assailants threw an explosive device to the generator, stopping the flow of anti-matter. Everything around the outside of him was becoming increasingly blue to the point of blinding light. It took seconds to notice the anti-matter field was not moving. Increasing the gravity on himself, the field subverted inwards and the Anti-matter started to spin again, shifting the atmosphere around him to a reddish hue until finally he could control it. Was this faster than light observed at point zero?, Kelvin questioned himself. At that moment the reddish hue disappeared and the blinding light around him burst away. To his dismay, he was in the middle of a forest, watching the most curious sight ever;
A Yordle picking up mushrooms, looking questionably at him.
[CENTER]Stats and Description[/CENTER]
Damage - 52 (+3.4 / per level) 113 at level 18
Health - 465 (+83 / per level) 1959 at level 18
Move Speed - 335
Armor - 18 (+3.5 / per level) 81 at level 18
Spell Block - 30 (+1.25 / per level) 32.5 at level 18
Health Regen - 4 (+1.1 / per level) 23.8 at level 18
Kelvin does best when played as a tank, getting into the fray for more damage output for his team, and also increasing better ganking outcome. He is also intended to be played as a bruiser, that is, if the items allow. Due to his large cooldowns, it is highly suggested to save attacks for when you commit to fighting or ganking.
Most of Kelvin's spells direct toward timed coordinated attacks with his team, suggesting that he may jungle as well. He is best played top.
Kelvin bears a tech-suit, bearing red power lines above a black-carbon fiber base that have energy ports that connect to his person. Broader areas have a aqueous colored armor about them, being metallic as they are. Encompassing him is a black-transparent sphere with a swirling white aura around it, forming a ball encasing his fist when he attacks, becoming larger as he both crits and as they near the edge of his attack range.
He is of average height, dark skinned with no hair, and given his armor composition, doesn't seem heavily armored.
-Whenever Kelvin gains mass, the light around him starts to bend, and the anti-matter spins faster and more unstable.
-the aura changes colors when quantum shifting.
[CENTER]Abilities[/CENTER]
Passive: Center of mass
- The closer enemies are to you, the more spell damage they take from any source (to a maximum of 12%, and a minimum for 3%), decreasing per 100 range and increasing damage by 2% per mass bar point.
Deals an additional 10% attack damage if enemy is at full attack range, decreasing by 2.5% per 100 range as the enemy gets nearer. (490 range for both effects, which is pretty much your attack range.)
Q: Quantum Field
-sustained Area of Effect around Kelvin, where, over 3 seconds, enemies take 20/30/40/50/60 + 40% AP in magic damage, and also 13/16/19/22/25% of damage done to you in this time is shared amongst any enemy champions that are near you.
Mass Bonus: slows enemies by 10% per mass point (max 40%) for the duration
Cooldown: 17/15/13/11/9 seconds
W: Gravity Well
-Deals 25/40/55/70/85 + 20% AD, + 60% AP in 50/50 damage (physical and magic) over 3 seconds on a target within 650 range, and tags them with a debuff; Any enemy champion near them has their attack speed and movement speed slowed by 12/14/16/18/20%. Any allied units moving toward that target within 800 range has a 22/24/26/28/30% move speed increase.
Mass Bonus: increases damage done to that target by 5% per mass point.
Cooldown: 22/20/18/16/14 seconds
E: Blue Shift/Red Shift
Blue Shift is available when moving toward an enemy, while Red Shift is available/active when moving away from an enemy. active when enemy champs are within 800 range, or when taking damage from any minion or monster.
*stances take 0.5 seconds to switch effects*
Blue shift
-passive: Gain 12/14/16/18/20% attack speed.
-active: gain 20/24/28/32/36% move speed for 2 seconds. next attack/spell within 5 seconds deals 10% more damage
Mass Bonus: damage percentage increases by 8% per mass point.
Red shift
-passive: reduces all damage types from behind by 8/9/10/11/12%, and slows enemy move speed by 20 units.
-active: gain 12% of your health in a shield for 4 seconds, and a 10/20/30/40/50 armor and MR boost as well. (remains active when turning around to face the enemy)
Mass Bonus: damage reduction increases by 1% per mass point on the passive.
Both shifts share the same active cooldown: 6 seconds
R: F.T.L. (Faster Than Light)
-Renders surrounding allies within 600 range of you invisible (including yourself), leaving a "clone" of their former selves in their stead (like Wukong's clone). Gives affected allies 20/30/40% move speed, and based on their distance travelled, their next spell/attack deals 20/25/30% increased damage up to 50/60/70%. Lasts 2.5 seconds.
Mass Bonus: increases time by 0.5 seconds per mass point, consuming all gathered mass.