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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 1 100%
Voters 1 .

Pultra (The Spiked Lizard)

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Dohvakiin Lord

Senior Member

01-30-2013

Created by account name: Dohvakiin Lord
Lore: Working on it

Pultra (the Ancient Warrior)

Description: Pultra is a melee Bruiser/Jungle that is related, in lore, to Rengar and Kha'zix. Pultra use mana and spikes which can stack up to a total of 10 times(except when he uses his ult) and regenerates 1 spike every 2 seconds(except when he has blue where he then recovers 1 spike every 1.5 seconds).

Lore-*Currently am working on it*

Passive(Ancient Method):
For every 1 spike Pultra currently has he deals 2% more damage.

Ability 1 [Q]: (Penetrating Shot):
Pultra shoots out 1 spike that deals 10/20/30/40/50(+80% bonus AD) physical damage to the first enemy hit. If the spell is consecutively cast within 4 seconds of each other it passes through one additional unit and gains 10% armor penetration up to a total of 5 stacks.
*Cooldown- 0.5 seconds after initial cast, 6 second cooldown after 4 seconds expires.
Range- 600 units
Cost- 1 Spike and 20/25/30/35/40 mana


Ability 2 [W]: (Armored Spikes):
Passive: Pultra gains 30/40/50/60/70 armor whenever he enters and leaves a brush for 1.5 seconds.

Active: Pultra enlarges his spikes for 7 seconds, giving himself 2/2.5/3/3.5/4 armor, and 1/1.25/1.5/1.75/2 attack damage for every spike he currently has. At the end of the duration 50% of his current spikes fall off and leave a trap on the ground for 30sec(+5 per spike). When an enemy runs over it then all nearby enemies are dealt 25/35/45/55/65(+15% bonus AD) magic damage and is slowed by 8/9/10/11/12% per spike over 2 seconds.

Reactivating this ability lays down the trap, but ends the bonus.
*Cooldown- 16/15/14/13/12 seconds after trap is set
Cost- 50% current spikes and 80/85/90/95/100 mana
Width of trap- 250 units
Range of trap set off- 350 units


Ability 3(Ambush):
Passive: Pultra gains 1/1.5/2/2.5/3% movement speed for every spike that is currently missing.

Active: Pultra leaps towards an enemy unit dealing 60/90/120/150/180(+50% bonus AD) physical damage to the target and shooting 2 spikses 2 nearby enemies dealing 50% of the damage.

If Pultra has full Spike count, this ability deals 30% more damage.
* Cooldown- 16/14.5/13/11.5/10 seconds
Range- 550 units
Cost- 2 spikes and 60/65/70/75/80 mana


Ability 4 [R]: (Shed):
Pultra sheds off all his spikes to regrow new ones, refreshing all his spells cooldowns and increasing his total spike count to 15 for 20 seconds.
*Cooldown- 90/80/70 seconds
Cost- 100% spikes and 150 mana


Base Stats:
Health- 420(+82 per level)
Mana- 245(+50 per level)
Attack damage- 50(+3 per level)
Attack speed- 0.655(+2.55% per level)
Movement speed- 345
Health regen- 6.3(+0.7 per level)
Mana regen- 5.1(+0.25 per level)
Armor- 15(+3.2 per level)
Magic Resist- 30(+1.25 per level)


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Dohvakiin Lord

Senior Member

04-10-2013

Bump


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Dohvakiin Lord

Senior Member

08-24-2013

Bump (also did whole revamp on champ)


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Dohvakiin Lord

Senior Member

08-27-2013

Bump


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Dohvakiin Lord

Senior Member

09-24-2013

Changes:
*Got rid of AP/AD ratios
*Added mana to balance spike regeneration
*Changed AD% damage for certain abilities to accommodate not having AP


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