Tankish Caster Champ

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Midknight

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Senior Member

05-14-2011

Quote:
Sand Based Tank Champ with a Unique Ultimate Stance Mechanic

Passive: Weathering - Each spell cast increases ____'s Armor and Magic Resist by 10/17.5/25 for 1 sec. Stacks 3 times and levels up at 7/13.

Q: Sands of Time - Dust Stance: ____ casts a wind carrying sand towards his opponents, damaging the first enemy it comes in contact with dealing 30/50/70/90/110(+.2) magic damage to them.

Cooldown : 5/4.5/4/3.5/3 sec
Cost : 30/40/50/60/70 mana

Dune Stance: ____ wraps the sands of ages around his target, dealing 60/90/120/150/180(+.35) magic damage and slowing their attack speed by 20/25/30/35/40% for 3 sec.

Cooldown: 10 sec
Cost : 60/70/80/90/100 mana

W: Quick Sand - Dust Stance: ____ pulls the very earth from beneath a target location, dealing 70/110/160/200/240(+.65) magic damage after a 1 sec delay.

Cooldown: 12 sec
Cost: 80 mana

Dune Stance: ____ slides the ground out from underneath opponents, exposing the quicksand below. Champions caught in the path are slowed on contact by 15/22.5/30/37.5/45% and continue to be slowed for an additional half of that amount if they stand on the area of effect. Lasts 2.5 sec.

Cooldown: 11 sec
Cost: 60/70/80/90/100 mana

E: Ebb and Flow - Dust Stance: (Toggle) ____ deals 10/20/30/40/50(+.2) magic damage to nearby enemies each second, with the base damage value and mana cost increasing by 2.5/5/7.5/10/12.5(+.1) and 10/15/20/25/30 respectively each second.

Dune Stance: (Toggle) ____ heals allies for 10/20/30/40/50(+.2) health each second, with the base heal value and mana cost increasing by 2.5/5/7.5/10/12.5(+.1) and 10/15/20/25/30 respectively each second.

Cooldown: 4 sec global shared with each stance
Cost: 8 mana per sec

Ultimate: Dune/Dust Stance -
____ has the ability to change from his windy sand form to rock solid dune form, changing his ability set. This is unaffected by cooldown reduction, is available at level 1, and upgrades at level 6/11/16.


Dust Stance: ____ settles into his solid form, traveling to a target enemy underground, becoming untargetable for 1 sec, and stunning the target for 1 sec. Additionally, all enemies caught over the travel path are taunted for .5/.75/1/1.25 sec. All of ____'s abilities are switched to their respective Dune Stance effects.

Dune Stance: ____ flies into the air, becoming dust, gaining 20/30/40/50 movement speed and dealing 10/15/20/15% of nearby targets' current health in magic damage over 2 sec.

Cooldown: 4 sec global shared cooldown with each stance
Cost: 40/50/60/70 mana
Just a concept, not really true numbers. Also notice, bad scaling and only 5 total damaging spells (Amumu has 4 with decent scaling) make him bad at dealing lots of damage, but his utility (Sanguine Pool-like ability, taunt, AoE slow, attack speed debuff) make him a good tank. Since he is combo oriented the passive should be up most of the time unless he is stunned and focused, making him a great tank.


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Allager

Senior Member

05-14-2011

I'm sorry, but to make a Tank, the passive must be offensive, but good use of CC effects. There needs to be a DEFENSIVE ABILITY NOT A DEFENSIVE PASSIVE.