[Champion Suggestion] Sangria, the Ninja Hunting Pirate

Comment below rating threshold, click here to show it.

Dessim8

Senior Member

04-18-2011

Sangria, the Ninja Hunting Pirate

Part Ninja, Part Yordle, Part Pirate... if this isn't at least semi-win I quit right now! no joke!


Lore: Though not from the city of Bilgewater, Sangria was always fascinated with the sea. She left from her hometown in Bandle City, and became a simple sailor on a tiny sailboat. That was, of course, until she was approached by Gangplank and his crew.

The ocean Scourge was impressed with her apt spear fishing skills and figured she could be a deadly shot in combat. To a point, he was right, but her great stamina proved even more impressive as well as her calm discipline. To a point, he needed an undercover hunter for a special mission.

Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. To the pirates under Gangplank's banner, this could easily be exploited if mastered... couldn't it? If not, he'd find out anyways.

With application to the Kinkou completed successfully, she became known as the Apex of the Barrage amongst the Kinkou. Sangria learned many important secrets, including the way that the order despised the city of Bilgewater for its chaotic imbalances. This, as far as the sturdy Yordle fisherwoman was concern meant only one thing: a war between pirates and ninjas would begin soon.

Her choice was clearly her pirate brothers. The ninjas were far too boring, besides one cute ninja whose energy seemed endless. Other than him, they were dull and too much about balance!

Returning to sea for a supposed solo mission, she was saved by Gangplank, where she has been trained to use a deadly mix of sea scourge and ninja styles in one deadly little package.

"The Apex of the Barrage has a charm that betrays her wily nature." -Kennen

Roles: Tank, Ranged, Fighter

TLDR
Passive: Spear Fishing: While in a body of liquid, Sangria catches fish and increases her life regen, armor and MR by 40% and 10% to nearby allies.

[Q] Dread Spear: Launches a spear at an enemy that deals physical damage. If they don't attack you soon after, they will take more damage.
[W] A Drink by Any Other Name: Gushes forth a lot of her namesake alcohol, dealing initial damage and damage over time and slowing/blinding enemies within. Sangria can utilize her passive while in the drink.
[E] To Share in Glory: Sangria places a shield on herself and a target ally that will absorb damage. However, when one shield breaks due to threshold, both will be gone.
[R] Yordle Cannonball: Using ancient ninja techniques mixed with her pirate skills, Sangria becomes a cannonball and lobs herself at a target location, dealing decent magic damage and scattering enemies around her throwing them away from the blast.

Numbers and longer version.

[Q] Deals 75/110/145/180/215 (.6 AP) physical damage to a single target and take tt again if they fail to hit you up to 3 seconds afterwards and are taunted onto her for 2 seconds.

Has a 12 second CD and costs 90/80/70/60/50 energy.

[W] In a cone you launch your namesake alcohol. Enemies that get hit initially take 70/85/100/115/130 (.7 AP) damage and take 20/26/32/38/44 (.2 AP) damage every second afterwards. In addition, enemies within afterwards have their movement speed, attack speed and hit chance reduced by 5/10/15/20/25% and their CDR is nullified.

The liquid remains for 4 seconds but simmers away and remains harmless for an additional 8. These eight seconds only benefit champions who have water passives such as Sangria's own Spearfishing. Costs 105/95/85/75/65 energy and has a 14/13/12/11/10 second CD.

[E] The target and Sangria take a mystical ninjaish shield that blocks 75/100/125/150/175 (.6 AP) damage on you and your target ally. If only self cast, it will provide 30% more defense. The shield lasts 4 seconds and has an 11 second CD. It costs 110/95/80/65/50 energy.

If a shield pops, the target of the other shield receives 60/80/100/120/140 (.6 AP) healing. If it's Sangria's, she will get 25 energy. Both targets are healed (and she gets 25 Energy) if neither shield breaks.

NOTE: You can target turrets much like Janna's Shield can! Good stuff in a pinch but turrets will only receive half the heal.

[R] Has 5500 range just like TF or Pantheon now do. The radius is a bit smaller than that of Exploding Cask but you're in the middle of it. Enemies take 150/225/300 (.9 AP) magic damage and are thrown 500 distance from the center point. Has a 110/95/80 second CD and costs 120/95/70 energy. It takes 2 seconds for her to arrive at her location.

Think of it as a slower yet teleportative version of Gragas' Exploding Cask that also deals less damage.

Tips:

Playing As:
- Dread Spear can draw enemy attention away from vulnerable targets to strike you.

- To Share In Glory can be a saving grace to your teammates if used well, but be careful not to sap away all your energy.


Playing Against:
-Gauge where Sangria turns into a cannonball. There'll be a loud indicator that she's coming so move away quickly to avoid damage if possible.

-Remember that if you crack one enemy shield, both will be removed. Try to focus on one of the shielded enemies first before the other one or ignore both of them if possible for 4 seconds

-Try not to cast long cooldown abilities within A Drink By Any Other Name as your cooldown reduction is disabled within it.


Functionally, you play as a tank/off-tank. You get the attention of your enemies and either you're built sturdy or built to kill. A good style of play might be to Cannonball to a big fight, set your drink on the enemy and give the carry or mage your Dread Spear.

Dread Spear is meant to be a 'taunt.' If they don't attack you, they get an extra skewer and the damage type has to be either the kind to break a Banshee Veil or a direct physical attack and it must do at least one damage. So Veigar's Dark Matter can hurt, but Cho'Gath with a Sunfire Cape striking with Vorpal Spikes (without the melee component) will not prevent the added bonus.


Comment below rating threshold, click here to show it.

Elroyd80

This user has referred a friend to League of Legends, click for more information

Junior Member

07-29-2011

Great idea

Hope it's picked


Comment below rating threshold, click here to show it.

Dessim8

Senior Member

09-27-2011

A bump with some updates, such as a 5500 range change for the global.


Comment below rating threshold, click here to show it.

Dessim8

Senior Member

10-05-2011

BUMP, make me known.


Comment below rating threshold, click here to show it.

Dessim8

Senior Member

11-25-2011

Ahaia!


Comment below rating threshold, click here to show it.

Dessim8

Senior Member

12-27-2011

Anyone wanna hunt feedback?


Comment below rating threshold, click here to show it.

Dessim8

Senior Member

12-27-2011

Thirsty, anyone?


Comment below rating threshold, click here to show it.

Dessim8

Senior Member

04-12-2013

Drink to your health!


Comment below rating threshold, click here to show it.

TheOneAndOnly187

Member

04-12-2013

First off, you should stop bumping yourself, people don't appreciate it generally and alot of times when people see that, they wont comment on that fact alone, secondly, The AP ratio on her Shield seems high for a sharable shield and a 40% increase on herself gives the shield a godly ratio (40% more of .8= 1.12 -that is the way % increases work on ratios) Which is strong for someone who is tagged as a tank. I like that she has a mix of AoE/Range and short range damage. and her utility (granting bonus stats to allies that is controlled by an area she can make herself is very interesting concept). I also think the shield idea is interesting, a shield that breaks when one does has interesting counterplay. (break the squishy's shield to get rid of the tank's). The only problem i see is how the abilities flow together. Having 4 good individual abilities doesnt help much when they dont really synergize. If she is a tank what incentive does she have to actually be tanky and be in the frontline? She doesnt have too much CC and with the way her shield works it almost encourages her to throw a shield on someone and NOT take damage cause you run the risk of putting the back into danger if yours breaks. I like the idea though and you should keep that shield breaking concept, but you should give her incentive to be in the frontline. How about this?

Q - Deals 75/120/165/210/255 (.6 AP) physical damage to a single target if they fail to hit you after 3 seconds they are rooted in place for 2 seconds.

Has a 12 second CD and costs 90/80/70/60/50 energy.


There, now shes got some CC and an initiation beyond her Ult, Tag a carry with this then wait for the root before jumping on them. You could bait a fight with this too because of fear of the root.