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Jun 26th, 2017
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  1. Champion Name: Cara
  2. Champion Title: The Hextech Assassin
  3. Tags: Carry, Fighter, Nuke, Ranged, Snare, Slow, Farmer
  4.  
  5. Stats:
  6. Health: Low
  7. Attack: Very High
  8. Spells: Average
  9. Difficulty: High
  10.  
  11. Q: Adrenaline Shot: For every 4% of HP Cara is missing, her attack and movement speed is increased by 1%. Max of 4/8/12/16/20 stacks. Active: Cara receives max stacks and has all slows, stuns, snares, fears, silences, disables, taunts, and blinds have their duration reduced by 20/25/30/35/40%. Lasts 7 seconds.
  12. Mana: 80
  13. Cooldown: 14 seconds
  14.  
  15. W: Hextech Grenade: Cara throws a grenade a target location. After a 1.2 second delay, the grenade explodes, dealing 100(+0.7 AP) magic damage and applying a variety of effects depending on her level.
  16. Level 1: Hextech Grenade deals AoE damage in a 250 radius and causes struck enemies to have their attack and movement speed reduced by 10% for 3 seconds.
  17. Level 2: Struck enemies have their armor and magic resistance reduced by 10 for 5 seconds.
  18. Level 3: Struck enemies will take 20(+0.2 AP) magic damage per second for 5 seconds.
  19. Level 4: Hextech Grenade deals an additional 25(+0.3 AP) true damage.
  20. Level 5: Hextech Grenade is upgraded. Its slow is increased to 20%; armor and magic resistance reduction is increased to 20; the poison deals 25 damage now and lasts an additional second; deals 50 true damage now.
  21. Mana: 80/80/90/90/100
  22. Cooldown: 8/8/7/7/6 seconds
  23.  
  24. E: Hextech Blossom: Cara releases a droid which tethers itself to a selected enemy for 1 second. Afterward, the droid will launch itself the target, dealing 60/100/140/180/220(+0.8 AP) damage and snaring the struck enemy for 1/1/1.5/1.5/2 seconds. If the enemy leaves the tether, the droid goes back to Cara, refreshing its cooldown.
  25. Mana: 60/60/70/70/80
  26. Cooldown: 6 seconds
  27.  
  28. R: Locust Beam: Cara marks an enemy champion to be her next victim. After channeling for 4 seconds, she will release a high-focused beam of energy to the selected target, dealing 200/300/400(+1 AP) to it or to enemy champions to get in the way of the blast. If the target leaves the max range of Locust Beam, or enters the fog of war, then Cara will just shoot in a straight line at the last location the enemy was. The beam will deal damage to the first enemy champion it hits. Locust Beam deals true damage if the struck enemy is below 20% of their maximum HP.
  29. Mana: 200
  30. Cooldown: 100/90/80 seconds
  31.  
  32. Passive: Bounty: Cara receives an additional 1 gold whenever she kills a minion. Additionally, whenever Cara kills an enemy champion, she'll receive a bonus 20 gold (half if she gets an assist).
  33.  
  34. Recommended Summoner Spells:
  35. -Clarivoyence: So that Locust Beam will never miss!
  36. -Ignite: The extra damage will help her kill enemies.
  37. -Exhaust: An obvious choice.
  38. -Cleanse: Cara is an AD carry, so Cleanse might be needed if she gets stunned, blinded, etc.
  39. -Ghost: Not only for escaping & ganking, Cara can use this ability to position herself for her ultimate.
  40.  
  41. Tips:
  42. For using Cara:
  43. -Use Hextech Blossom to snare enemies so that your Hextech Grenade won't miss.
  44. -Remember to position yourself so that your Locust Beam will hit the target! i.e., don't use it if an enemy tank is in front of the target.
  45. -Use Adrenaline Rush to help position yourself for Locust Beam.
  46. -Use Clarivoyence when the enemy is right about to enter the fog of war! Once the enemy enters it, Cara will just shoot in a straight line. Using Clarivoyence AFTER the enemy enters the fog of war won't cause Cara is re-target the enemy.
  47.  
  48. When playing against Cara:
  49. -When you see a green light pointing at an ally, try to get in front of it so that Cara's Locust Beam will hit you instead.
  50. -When Cara uses Adrenaline Rush, wait to use your CCs after it is finished.
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