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    Keter, the Tentacled Horror



    Posts : 1
    Join date : 2013-03-13

    Keter, the Tentacled Horror

    Post by SteelZephyr on Wed Mar 13, 2013 7:31 pm

    Name: Keter, the Tentacled Horror

    Combat Role: Fighter, Assassin, Melee, Ranged
    Lane Comp: Jungle, Bot

    Appearance: A human body with a large mass of tentacles emerging from his back. He wears a hooded robe and has solid black eyes.

    Health: 425 + 83/level (508 at level 1, 1919 at level 18)
    Armor: 18 + 2.8/level (20.8 at level 1, 68.4 at level 18)
    MResist: 30 + 0/level (30 at level 1, 30 at level 18)
    ADamage: 50.3 + 3.3/level (53.6 at level 1, 109.7 at level 18)
    ASpeed: 0.675 + 3.1%/level (0.695 at level 1, 1.05 at level 18)*
    ARange: 130, see passive
    Mana: 240 + 55/level (295 at level 1, 1230 at level 18)
    HP Regen: 6.75 + .65/level (7.40 at level 1, 18.45 at level 18)
    MP Regen: 6.6 + .5/level (7.1 at level 1, 15.6 at level 18)
    MSpeed: 345

    Barrage (Passive): Every basic attack adds a stack of Barrage to Keter. For each stack he has, his attack range increases by 15, up to a maximum of 5 stacks. All stacks decay after 1.2 seconds of not attacking.

    Entwine (Q): Keter shoots a tentacle in a straight line, dealing 30/60/90/120/150 +35% Bonus AD damage to the first enemy it hits. This also roots them in place for 1/1.5/2/2.5/3 seconds, assuming Keter doesn't move too far away (500). When this is used, Keter does not need to stop moving/attacking or turn to face the target.

    Target Style: Skillshot (400 range)
    Cooldown: 8.2 seconds
    Cost: 40/55/70/95/110

    Horror Unseen (W): Keter teleports up to the distance of the Flash spell (400), though a blurred trail shows which direction he went. This path shows the route he would have taken if he walked to the location normally. However, if the enemy team can't see him when he activates Horror Unseen, the range increases by x2/x3/x4/x5/x6 (800/1200/1600/2000/2400).

    Target Style: Targeted spot
    Cooldown: 32/28/24/20/16 seconds
    Cost: 90/95/100/105/110

    Silence the Weak (E): A tentacle jabs at a target, arcing around obstacles. It deals 20/40/60/80/100 +20% Bonus AD damage, and silences the target for 1/2/3/4/5 seconds.

    Target Style: Targeted enemy (375 unit range)
    Cooldown: 13/12/11/10/9 seconds
    Cost: 35/55/75/95/105

    Breach Containment (Ultimate, R): Keter spawns more tentacles from his body. This increases his attack speed by 30%/60%/90% for the duration, doubles the range of his auto-attacks, doubles the maximum stacks of Barrage he may have, and lets a scream out, causing Fear on enemies near him for 1/2/3 seconds on activation. Duration of the Attack Speed bonus is 10/20/30 seconds.

    Target Style: Self-centered AoE (260 unit radius)
    Cooldown: 90/80/70 seconds
    Cost: 110/135/160

    "You merely delay my wrath."

    "Right behind you."
    "If I must."

    "With pleasure."
    "Another soul to destroy."
    "They will suffer."

    In a drawl, with contempt "Humans."
    In a drawl, with contempt "Yordles."

    "It took an army to stop me before, what makes you think you have a chance?"
    "Don't blink." [Short, deep chuckle].
    If enemy Fiddlesticks nearby: "You again? This will be fun."

    The Chicken Dance, with both his hands and the tentacles doing the motions.

    Lore: Keter is not one being, nor is he of one world. He is what happens when a summoner makes a foolish decision and tries to fuse his body with something from beyond the Void. Both minds vie for dominance, and a semblance of neutrality is created. Usually. When the summoner gains control, he seeks aid of those around him, crying for help if none are present. When the horror takes over, anything with a heartbeat that can see him is as good as dead.

    When he was captured by the Zaunian military, he was placed in a room with Fiddlesticks, hoping that Fiddlesticks would do whatever he normally does to those who enter his room. When someone looked inside hours later, both figures were staring unflinchingly at each other from opposite sides of the room. No movement came from either, there were no signs of conflict, and yet the air itself seemed hostile. They separated the two, though they share similar containment rooms.

    My notes: This is an idea I've had for a while. I can see where there might be issues, just not sure of the extent of them. Any constructive criticism would be appreciated.

    Inspiration drawn from Slenderman, SCP-173, SCP-682, and Weeping Angels.

    *Not sure if I did the math right there.

      Current date/time is Sun Jul 22, 2018 10:28 pm