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Pultra (The Spiked Lizard)

View Poll Results: What do you think of Pultra?
Good character, doesn't need changes. 0 0%
Good character, but does need changes. 0 0%
Could be good, but needs to be better balanced. 0 0%
Bad character 0 0%
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Dohvakiin Lord ?? Junior Member
This user has accepted the summoners code, click for more information
01-30-2013

Created by account name: Dohvakiin Lord
Lore: Not good with lore so by all means you can experiment with what you please!

Pultra
(The Spiked-Back Lizard)

Passive(Recuperation): Pultra has 5 spikes(+1 per 100 AP, +1 per 2 levels) gaining 1% lifesteal and spellvamp for every spike he currently has. Upon using an ability that requires a certain amount of spikes, Pultra loses this buff per spike lost. Pultra recovers a spike every 3 seconds or by killing an enemy. Pultra recovers 1 spike for every unit he kills, or 3 spikes for a Champion kill. Pultra recovers 1 spike every 3 seconds. If Pultra runs out of spikes he cannot cast an ability until at he currently has 2.

Ability 1(Penetrating Shot): Pultra shoots out 1 spike that deals 50/75/100/125/150(+25% AP)(+15% AD items) physical damage to the first enemy hit. If the spell is cast within 5sec of each other it passes through one additional unit and gains 1/2/3/4/5% armor penetration dealing 10% less damage each unit hit after the initial contact up to 40% and up to 40% armor penetration.
2.5/2.4/2.3/2.2/2.0sec cooldown

Ability 2(Armored Spikes): Passive: Every basic attack dealt to Pultra increases his armor by 5/7/9/11/13 up to a stack of 25/35/45/55/65 for 3 seconds.

Active: Pultra enlarges his spikes for 10sec, giving himself 4/5/6/7/8 armor and magic resist per spike he currently has and dealing 5/10/15/20/25% more damage. At the end 50% of his current spikes fall off and leave a trap on the ground for 30sec(+5 per spike). When an enemy runs into it they are dealt 25/35/45/55/65(+30% AP)(+15% AD items) magic damage per spike over 5sec. and are slowed by 25/30/35/40/45% for 2sec.
Reactivating this ability lays down the trap but ends the bonus.
15/14/13/12/11sec cooldown after trap is set.

Ability 3(Ambush): Pultra leaps at an enemy and leaves 50% of his current spikes on the target. Each spike deals 30/40/50/60/70(+20% AP)(+15% extra AD) physical damage every sec over 5sec.He also gains 2/3/4/5/6% movement speed per spike gone for 3sec and reveals where the enemy is for 1sec per spike.
20/18/16/14/12sec cooldown

Ability 4(Camo-Needle): Pultra upgrades 1 of 5 passives for his spikes: Passive:
(Poison): Spikes deal 20(+10% AP)(+10% AD) magic damage per sec for 5sec.
(Ice): Spikes slow enemies by 5% for 5sec. each spike adds 5% up to 15%
(Earth): each spike increases his armor and magic resist by 1%
(Regeneration): every spike grants 1% additional lifesteal and spell vamp.
(Growth): Pultra is granted 6 max spikes.

Active: Pultra gets rid of 75% of his current spikes. He then turns invisible for 5 seconds gaining 3/4/5% movement speed for every spike he currently has, regaining 1 spike per sec. His next basic attack or spell deals an additional 25/45/60 true damage per total spike he currently has at the time casted.
80/70/60sec cooldown.


****If you have any additional ideas and/or comments please leave them below. I mostly focus on character abilities so if you have ideas on quotes, lore, or base stats I would be very appreciative.****

 
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Dohvakiin Lord ?? Junior Member
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04-10-2013

Bump