Actually only one.... took my other hero out. He is not done yet.
Worry more about his skill sets rather than wether or not I made him op or up. The numbers can easily be changed. Hope you like this idea.
Kane, The Grave Keeper
I was thinking of making this character a scary grave yard keeper who attacks with a shovel in one hand and holds a lantern in the other. Basically this is just a old dude wearing worn down, dirty clothes that a grave digger would be wearing. I was thinking that maybe when he ulted he would turn into a skeleton or he would catch on fire or something. Not really sure though.
Mental Projection (Q) – After working in the grave yard for as long as he can remember Kane has gotten to know death and the pain it can bring a person far beyond what anyone else can imagine. Because of this Kane enjoys sharing with others what he knows so well, the fear of dying.
Kane is able to give an enemy a mental projection of their soon to come death dealing a damage burst and a lingering after effect. The burst damage is a direct damage while the lingering effect is damage that is taken over an 8 second period. If the enemy that has been targeted with Deathly Projection is able to cast a spell on Kane before the 8 second period is over the lingering effect is over, but if the enemy is unable to cast a spell on Kane and takes maximum damage from Deathly projection at the end of the 8 seconds Kane is granted 20% of their total hp that was loss and adds it to his own health pool.
Damage would be something like at Level 1. 45-60 = 105 Level 2. 75-80 =155 Level 3. 105-100 = 205 Level 4. 135-120 =255 Level 5. 175-150 = 325. Damage burst-lingering effect = total damage taken.
Health Cost – 30/55/80/105/130
Buried Transfusion (W) – Kane’s body is granted additional move speed and health regeneration for a period of time given to him by the bodies he has laid to rest. Last 6 seconds.
Move speed = 4%/7%/10%/13%/17% speed gain.
Health gain = 60/95/125/160/200 hp. This is gained over the 6 second period that the spell last.
Health Cost – 20/35/50/65/80
A Gift From The Grave (E) – If Kane becomes aware that an enemy is approaching death he can use their spirit to replenish his own or a team mate of his choosing. If an enemy falls below 60 percent of his max hp and is in the vicinity that Kane can is able to sense this, he gains a charge of his Gift From The Grave. Kane is able to store up to 5 charges. He can use these whenever he pleases, but if he is slain the charges that he has stored return back to 0.
Kane is able to receive charges from hero A every 18/16/14/12/10 seconds. There is no cd on Kane’s ability to get charges if there is more than one hero below 60, but with each hero after the first charge has taken place the cool down begins until he can get another from the same hero.
The cd on Kane’s ability to use the charges is 16/14/12/10/6 seconds.
Each gift grants Kane or an ally 65/95/125/160/185 health.
A Gift From The Grave Passive – The number of charges that Kane has stored up directly affects the bonus damage that the ghost from his ult will give out. 0 adding no extra damage and 5 adding maximum extra damage. Upon using his ult Kane’s uses all of his charges bringing him back to 0.
Spirits From the Grave (R) – Samson has dug thousands of burial sites in his lifetime, each one with more care than the one before, and all with utmost respect for the dead. Spirits of those that Kane has buried are once again set loose to walk the earth as they please damaging all that come against Kane.
When Kane casts his ult 6 spirits rise from the ground and begin to fight all that is an enemy of Kane’s. The spirits rise from the ground and pick a random target to attack (this could be a champion, minion, pet, or neutral). The spirits attack by flying through a unit and then back down into the ground. Rising up flying through another random unit and back down into the ground. There are 6 spirits that do this. The area that these spirits are allowed to attack in is the aoe that is around Kane ( I was thinking twice a big as lets say nunu’s ultimate radius. Because this damage is not a drastic burst of damage given out but rather enemy units will take the damage over a longer period of time and some may be in the ults radius and taking no damage from it. I think this ult should last for 12 seconds. I think the spirits should attack every 2 seconds. The damage that each attack deals by a spirit is 110/170/230 with each charge that Kane had before he ulted this amound is increased by 5. So with 5 extra charges with the spirits do 135/195/255 damage. Also upon casting Kane’s ult Kane deals 20/30/40 magic damage to nearby enemies ( just like a sunfire cape would). After the ult is over and the spirits are laid back to rest Kane is granted 130/180/250 hp regen to himself.
Health Cost – 100/140/200
Kane’s Passive (Shining Lantern) – Kane has had to use his lantern to be able to see what he is doing at night in the grave yard. Kane’s lantern shines so bright he can see further than the average champion, giving him the ability to do see clearer into the fog of war and also see into brush from a short distance outside the brush. This passive kicks in at level 6 and becomes greater with every level of Spirits From the Grave that is learned.
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