SLEEPER - Cosmic

KLYNTAR BUFF [PASSIVE]
-Sleepers unique symbiote physiology grants him an indefinite klyntar buff at the start of each fight. While this buff is active he gains immunity to poison and shock effects.
When fighting non-mystic opponents his klyntar buff grants him immunity to all power lock effects and he cannot be damaged by power burn, though he still loses power. Additionally, when his power is drained or lowered by an opponents abilities he becomes immune to direct damaging effects for 0.5 seconds.
-If sleeper does not have an active Klyntar buff for any reason, he gains 1 klyntar buff after 8 seconds.
GAS CONTROL
-Sleepers symbiote ability of chemical control allows him to create and utilise various forms of gas both offensively and defensively.
-Sleeper gains 5 psychotropic gas when he lands his first light attack, his first and second medium attacks, or when either champion performs a well timed block. Additionally, whenever his power is lowered by power drain or power burn effects he gains 1 psychotropic gas for every 1% of a bar of power he loses
-When charging his heavy attack, sleeper converts his psychotropic gas into noxious gas at a rate of 40 neurotropic gas per second. While this gas is being converted Sleeper vents out thick fumes, confusing his opponent and granting him an untouchable passive for as long as he is converting this gas.
-Additionally, for every 1 psychotropic gas converted Sleeper gains 1.2% of a bar of power. When knocked down by a non-mystic opponent Sleeper instantly converts 30 psychotropic gas.
-When sleeper lands a light or medium attack while he has stored noxious gas, he consumes 5 to inflict a poison debuff on the opponent dealing 4000 damage over 14 seconds.
-Whenever either champion is immune to a poison effect sleeper gains 10 psychotropic gas charges. If this is triggered by the opponent, the effect stacks if multiple poison effects would be triggered at the same time.
SPECIAL ATTACKS
-During sleepers special attacks all poison and toxic armour effects on the opponent and buffs on sleeper are paused. If a special is activated while sleeper is charging his heavy attack this pause lasts for an additional 5 seconds after the special has ended.
SPECIAL 1 - Sleeper lunges forward before converting his arms into specialised gas canons, then shooting the foe with flurry of poison blasts
-upon Activating this attack sleeper gains a non stacking toxicity buff, causing him to inflict an additional poison debuff on his medium and light attacks when consuiming noxious gas. This buff lasts for 10 seconds but is paused for 0.8 seconds whenever sleeper inflicts a poison debuff or when a poison fails to apply due to immunity.
SPECIAL 2 - Sleeper Slashes the opponent twice, then launches a symbiote tendril forward striking them 3 times
-Upon Activating this attack, sleeper gains a fury buff increasing his attack rating by 30% for 15 seconds [max stacks:2]. Additionally, if sleeper has at least 50 stored noxious gas the final 3 strikes of this attack each consume 50 stored noxious gas to inflict a toxic armour buff on the opponent [max stacks:]. These buffs last 10 seconds and each stack causes the opponent to take an additional burst of damage when struck equivalent to 20% of the opponents armour rating.
SPECIAL 3 - Sleeper releases a vast cloud of thick gas that confuses the opponent. He appears in his cat form, disarming the opponent before lunging at them and viciously attacking them.
-This special is disabled while Sleeper is charging his heavy attack. At the end of this attack if the opponent has a poison debuff active on them they are inflicted with a non stacking torment debuff for 30 seconds, increasing the duration of future damage over time effects by 40%. If the opponent has no poison debuffs on them they are inflicted with a toxic armour buff for 30 seconds. This has the same potency as his special 2 toxic armour buffs but can stack above the normal limit.
SIGNATURE ABILITY - THE 7TH SPAWN OF VENOM
-Begin each fight with up to 40 additional stored psychotropic gas charges [rounded down]
-When equipped with a venom relic, any bleed vulnerability effects inflicted by a striker or innate ability also inflict poison vulnerability debuffs of the same potency and duration, and any effects that trigger by attacking a bleeding opponent also trigger when attacking a poisoned opponent.
Haven't done a kit concept in a while but this one has been brewing in my head for years and after reading the current venom run I was inspired to finish it. Definitely a more wordy kit than I thought it would be but i think it's relatively simple. Essentially he thrives in matches with power drain and burn from non mystics, not because he's immune but because he can essentially gain all the power he loses and gain another 20% on top, which is why I make him immune to power burn damage but not the power loss aspect of it.
He has a lot packed into his specials but that's mostly because I wanted him to be versatile in what he can do, specifically against the tech class. In any match you would want to be parrying then doing an MlM combo like torch to build psychotropic gas, then heavy charge to gain power and convert to noxious gas, then depending on the match you could either spam sp1 for the poisons or push to sp2s to get the fury and toxic armour, or flip between the 2 if you need. I wanted him to be a poison focused character that also has ways to deal with robots who are his primary target, and this felt like a decent way to do that. I also imagine him as a bit of a red skull counter since unlike other power drain immune or resistant champions he specifically ignores the direct damage from striking his block that's actually a separate effect.
I'm really happy with this kit concept and would love to hear what yall think