Mordred's anger inside Camelot bring about him further emerging his huge techniques. Each ability provides a stat that remains until Mordred uses one more ability, that maintains the previous buff because that 5 seconds yet both buffs are weakened by 75% until the 5 seconds are over, the services from ability 4 walk not apply to this rules. The ms from ability 4 is kept until the Ult operation out. If against King Arthur the Cleave ~ above Knights to decrease will end up being a cripple only for KA.( Max variety 2 sec
Damage:75/125/175/225/275(50% of her Physical Power)
(A good way to visualize this capability is come look at the computer animation of Tsukuyomi's ranged auto on his 3)
Ability 2: Knights Diminish
Mordred dashes front damaging opponents in his path. At the end of the dash the pulls out his sword Clarent to do secondary cleave strike at the end. The capacity CD is lowered depending upon the quantity of gods hit by the cleave. If canceled beforehand you forgo the cleave.
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Cleave Damage: 70/110/150/190/230(50% of your Physical Power)
Cone variety 30
(Imagine Hachi's dash there is no the stun and also the end of the strike being a cone)
Ability 3: Vitality
Mordred thrust Clarent into the ground embedding it's energy and also heat right into a area in front of that knocking up enemies in the area. The energy travels the ground till it emerges at the place set. The ability does added damage based upon 50% your greatest protection.
Knock increase strength: 350 (Tyr blue fearless elevation )
Damage:70/115/160/205/250(30% of her Physical Power)
https://youtu.be/rgaHY9MxlbE?t=76(Best way to visualize the move without Issei gift there lol and also less animation time)
Ability 4: Camelot's Demise
Mordred absorbs the power of Clarent to authorize himself. Enemies approximately him throughout the begin up will certainly take burn damage every 2nd for 5 seconds, the burn damages will deal extr damage based upon 10% that your highest possible protection. During this time percent damages will be added to his abilities.
Max Hp Damage:3%/4%/5%6%/7%
Burn damages radius:25
Ok indigenous trying to make this kit ns really want to walk away native a jungle type of warrior even though you have the right to still perhaps jungle that it just won't be as reliable as his solo native the services he has and low scaling (except on the 2). With Mordred's passive I want his abilities to play a large portion in actually acquiring the passive to work, however with the benefits provided most world would just use his 1 and also 2 for power and mitigations to it is in a monster in fights for this reason weakening the passive if the buffs are stacking would carry it more in line such just like Hel not having the max services of the light and dark passive once stance switching. Plus I want to watch everyone reaction to the KA part of the passive I included even despite it's a joke lmao. V the 1 I wanted to make a ability that has good range however not have an extremely oppressive damage due to the fact that the selection is far, likewise with the included benefit the a source that have the right to vary depending upon the targets range, for this reason if her close to the target the root will be really short if if your much away you acquire a really long root duration. Through his capacity 2 I want it to be one of his key ways to obtain off damages as checked out from the CD and damage, however with the capability I want it come be profitable to fight multiple god so you can get the CD reduction. Then v the 3 I wanted the damage to be ok due to the fact that it's a pretty big ability yet with the low scaling and decent base damages the advantage of the capacity wouldn't be as high in jungle contrasted to if her solo. Additionally with the 3 I wanted the ability to benefit his solo much more then jungle as viewed from the damage increase from building protections, plus indigenous solo laners not structure as lot damage and pen item it'll pains squishes more then it would a tank for this reason it allows him to be able to kill a squishy simpler then tanks. Following with the ult the vision I had actually is come let Mordred be able to deal great damage in the term he has the buff, with the burn damages you can react to it much better compared come initial damage due to the fact that it's a period so you deserve to lifesteal in this time period to stop dying to it, but alongside the ult I want him to feeling rewarded for structure as a solo from the damages increase indigenous the protections together well. Plus I want to include HP damages instead that true damage because it's always hard come balance true damage(Tsuki and also KA). Yet from the max HP damage he'll be able to dish out tons of damages in the moment frame however with the 7 second duration the won't be able to get multiple uses of his abilities also with max CD other than his 2 so if you desire to get much more value out of the ult you need to use his 2 come its max potential. To include to the style of Mordred I wanted to include Clarent which was the knife he used, some write-ups depicted Clarent to it is in a magical sword which offered fire so ns tried to have actually this shown in his abilities.
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I forgot to point out that this is my 2nd time with making this principle so compared to the an initial time i posted this that is a lot more in line from damages numbers, CC, and also etc. As whole if girlfriend all discover this principle to it is in cool and can prove to be a good design in the game that'll it is in awesome. Also please comment what you all think around the principle such together if friend think it's poor or what you would change around it.