Kerc is a melee Tank AD semi-carry (less powerful than a full time carry), gaining offensive power has he increase his health pool. He is made to be easy to play, dealing high physical with his auto-attacks and some magical damage with Shockwave. Bravery give him huge armor, protecting him against the ennemies' AD carry and towers; but this make him vulnerable to magical damage, especially Madred's Bloodrazor/Kitae's Bloodrazor (because building max health is the most effective way to use it, due to Carnage).
Killing an ennemy champion or making an assist heal Kerc for 5 / 8 / 11% of the champion's max health.
COST: 80 / 90 / 100 / 110 / 120 Mana
Active: Kerc slam the ground with his sword, dealing magical damage to ennemies in a line.
Projectile speed: 1050
Damage: 75 / 120 / 165 / 210 / 255 (+ 80% AD)
COST: 40 Mana
Active: Increase Kerc's attack and movement speed for 7 seconds.
Bonus attack speed: 20% / 30% / 40% / 60% / 70%
Bonus movement speed: 6% / 9% / 12% / 15% / 18%
COST: 50 Mana
Passive: Increase Kerc's armor. This effect is halved during the cooldown, but not during the active's effect.