|THE DEEP BECKONS!||250||46.90%|
|Water support? My body is ready.||138||25.89%|
|Meh. : /||43||8.07%|
|Fizz is cuter. :V||62||11.63%|
|The mighty shark stalks his prey. >:3||40||7.50%|
|Voters: 533. You may not vote on this poll|
INCLUDES CHARACTER ART, SKINS, ICONS, AND RED POSTS (oh my :0).
Art property of http://gasparnolasco.deviantart.com/
Check him out; he's amazing. ;3
Twitter and stuff because all the cool kids are doing it:
Check out the General Discussion thread and bump it; who knows what will happen~!:
Also, check out the League Judgment here:
Aaaaaand my interpretation of how he would sound. :3
Goshg, The Deep Dweller
Health: 390 (+75)
Mana: 230 (+50)
Attack Damage: 50 (+3)
Attack Speed: 0.610 (+3.3%)
Armor: 8 (+3.5)
Magic Resistance: 30
Health Regeneration: 4.5 (+0.55)
Mana Regeneration: 5.8 (+0.4)
Movement Speed: 330
Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Goshg, however, grew enamored with what powers existed outside the walls of the city. He continually journeyed to the dark depths of the ocean, learning from the alien aquatic life through strange magic; his rituals warped his form and gifted him with command over the waters themselves. The city, fearful of his growing power, exiled him. Goshg swore revenge, promising that he wouldn’t rest until the city saw him and his findings for the gift that they were.
That was, until, the denizens vanished without a trace. Goshg, resentful of how fate cheated him of revenge, wandered the sea in search of his people. On his journey, he became aware of one nimble survivor: Fizz. He stalked the young warrior, hoping for an opportunity to take him as a prisoner. With Fizz on shore in Bilgewater, Goshg sent a creature of the deep, a massive dragon-shark, to capture him. Fizz promptly defeated the beast, sending Goshg into a rage, revenge eluding him yet again. Goshg was patient, but Fizz was ever reluctant to return to the deeper ocean. Tired of waiting, Goshg abandoned his aquatic hunting grounds for the surface, making beachhead on the polluted shores of Zaun. Approached by members of the Zaunite state, Goshg professed his yearning for revenge. Pledging himself to the powers that be, he was admitted into the League as part of his agreement with Zaun. Now, he stalks the Fields of Justice, showing all his dark gifts.
“A fine specimen; foreign, willing, and, most importantly, potent.”
– Singed, the Mad Chemist
Passive – Deep Sea Pact
Goshg’s offerings to the Deep improve his abilities. Goshg passively gains a Deep Charge every 24/20/16 seconds (max 3); this is affected by Goshg’s Cooldown Reduction. Each of Goshg’s moves can be supplemented with an additional effect by expending a Deep Charge. Goshg loses all Deep Charges upon death.
Animations: Goshg is surrounded by a few small, illuminated bubbles equal to the number of Deep Charges available to him. In addition, an icon is displayed above his move bar, showing the current number available and a reticulated timer over it to show when the next one is available.
*Note*: Having a Deep Charge allows for Goshg to activate an additional move after using one of his basic abilities. For the case of Air Bubble, he can activate whenever it is off cooldown. However, for Kraken's Hold and Eel's Lightning, Goshg must first use Deep Geyser and Jellyfish's Sting, respectively. The icon may possibly change when a Deep Charge is available, and will return to the normal ability after the 2 second grace time expires.
Q – (Passive) Dark Current
Goshg’s knowledge of the Deep creates a dark aura, granting nearby allies increased Mana Regeneration.
Mana Regeneration: (+0.2/+0.3/+0.4/+0.5/+0.6 per second [+1.0/+1.5/+2.0/+2.5/+3.0 per 5 seconds]) + (0.01 AP)
Aura Radius: 700
Animation: A faint deep blue glows from underneath Goshg, emanating out like a water ripple.
(Active – Deep Charge) Air Bubble
Goshg calls upon his Pact to grant reprise for himself or an ally, causing the target to gain increased Health Regeneration. If the target is below 40% health, then the duration is increased
Health Regeneration: (20/40/60/80/100) + (0.1 AP) per second.
Duration: (3 seconds - *5 seconds)
Cooldown: (24/22/20/18/16 seconds)
Mana Cost: (50/60/70/80/90 mana)
Animation: Goshg raises his staff up into the air, a magical blue light flashing. The target then gains a veil of transparent bubbles, glowing green. The particle speed is faster if the target was below 40% health.
*The 5 second marker is if the target is below 40% health.
W – Deep Geyser
After a short delay, Goshg summons a pillar of water under target area, briefly knocking up targets and dealing damage.
Damage: (70/100/130/160/190) + (0.6 AP)
Spell Delay: (1.5 seconds)
Knock-up Duration: (0.75 seconds)
*Cooldown: (12 seconds)
Mana Cost: (70/80/90/100/110 mana)
Animation: Goshg puts both hands on his staff and raises it above his head. A white foam forms over the targeted area, churning before erupting into a sea-foam pillar of water that immediately dissipates.
*The cooldown does not begin ticking until after the spell is finished casting. Therefore, a rank 1 Deep Geyser will start its cooldown at 12 seconds after the actual move hits.
(Deep Charge) Kraken’s Hold
Goshg calls upon his Pact, immobilizing enemies hit by Deep Geyser for a brief second and dealing additional damage. Goshg has 2 seconds after casting Deep Geyser to activate this ability.
Immobilize Duration: (1.5 seconds)
Damage: (50/80/110/140/170) + (0.4 AP)
Maximum Range: 1000*
Mana Cost: (40/50/60/70/80 mana)
Animation: Goshg clenches his open fist, causing targets affected by Deep Geyser to stop. A water tentacle appears out of the ground underneath the targets, violently grasping around it. It dissipates as soon as the duration ends.
*Assuming the target flashes, teleports, or simply runs out of the original Deep Geyser, Kraken’s Hold cannot trigger if the target is outside the range of the original spell.
E – Jellyfish’s Sting
Goshg flicks his staff, causing a tendril to zap his target from afar.
Damage: (50/80/110/140/170) + (0.7 AP)
Cooldown: (12/11/10/9/8 seconds)
Mana Cost: (50/60/70/80/90 mana)
Animation: Goshg flicks his staff, a watery whip-like appendage forming. The tip lashes out at the target. The target flickers for a moment, indicating that they have been struck.
(Deep Charge) Eel’s Lightning
The target emits an electrical pulse. The target is slowed and deals damage to itself and surrounding enemies. Goshg has 2 seconds after casting Jellyfish’s Sting to active this ability.
Movement Speed Reduction: (20%/25%/30%/35%/40% Movement Speed)
Movement Speed Reduction Duration: (2 seconds)
Damage: (50/70/90/110/130) + (0.4 AP)
Splash Damage: (60/80/100/120/140) + (0.6 AP)
Splash Damage Radius: 350
Maximum Range: 700*
Mana Cost: (50/60/70/80/90)
Animation: The target flashes, a series of sparks shooting out. Targets hit by the splash damage share the initial shocking particle, but on a smaller scale.
*Assuming the target flashes, teleports, or simply runs away from Goshg.
R – Contract of the Deep
Reduces the cooldown’s of Goshg’s moves by (4%/7%/10%).
Goshg, anticipating battle, channels a brief ceremony. Upon completion, a tidal wave emanates out, knocking back all enemies depending on their proximity to Goshg. In addition, his *cooldowns are reduced and he gains (1/2/3 Deep Charges).
Cooldown: (100/75/50 seconds)
Channel Time: (3/2/1 seconds)
Tidal Wave Range: 650
*Knockback Maximum: 700
**Knockback Minimum: 200
Mana Cost: (100/125/150 mana)
***Cooldown Reduction: (10 seconds) for all abilities
Animation: Goshg slams his staff into the ground, a small symbol appearing underneath him. Once he finishes, the symbol illuminates brightly, indicating that the move was successful. If interrupted, the symbol flickers, slowly fading away. A small wave foams around Goshg, shooting out upon completion. The wave diminishes the longer it travels, finally dissipating into foam at maximum range.
*The Knockback Maximum is for enemies within 125 units (melee distance).
**The Knockback Minimum is for people within roughly 400 units.
***This only means that if an ability is on cooldown, the timer is reduced by ten. So if you have 15 seconds left on Air Bubble, then, after casting Contract of the Deep, the cooldown goes down to 5 seconds.
Boots of Speed
Shard of True Ice
Rylai’s Crystal Scepter
Upon Selection: Do not take me for some cuttlefish.
Move 1: To the abyss.
Move 2: The maelstrom churns.
Move 3: From the shadowy depths.
Move 4: The ocean’s call…leads to a watery grave.
Move 5: Mighty waves begin in the depths.
Move 6: No hope exists beneath the surface.
Move 7: Can you swim, summoner?
Move 8: Brine and muck.
Attack 1: Pull them under.
Attack 2: They will make fine sacrifices.
Attack 3: The cunning sea serpent corners his victim.
Attack 4: Drag down!
Attack 5: They will find comfort in the seabed.
Ult Channel 1: My prayers will not go unheard!
Ult Channel 2: Heed my call!
Ult Channel 3: *Maniacal cackling*
Taunt 1: Swim lightly, or I may swallow you!
Taunt 2: I’ve seen bigger jaws on bait!
Joke 1: A game within a game? Hmm…we have to go deeper…
Joke 2: Don’t worry about the match; I’m used to heavy pressure.
Death 1: Graaah...aaah...
Death 2: Even through...all that?
Hidden Taunt (when Fizz is near): Back from the pond, slippery tadpole?
Hidden Joke (when near Baron): …Bertha? Sorry; thought you looked familiar...
Hidden Passive (when on River): Goshg’s scales glow a light, luminescent blue.
Dance: The Salmon Dance
Tips playing Goshg:
-Goshg can either take a solo lane or act as a support; consult with your teammates beforehand.
-Goshg is very squishy; be sure to keep space between you and your enemies.
-There are a few ways to play Goshg; choose to prioritize either harass or sustain depending on your lane.
-When assaulting a single target, be sure to lead with Jellyfish's Sting; the slow from Eel's Lightning allows you to follow up with an easy placed Deep Geyser.
-Your ultimate has a channel time that prevents it from being immediately usable. Be sure to take advantage of bushes and line-of-sight.
-Goshg's ultimate possess a knock-back upon completion; be sure to position yourself to repel unwanted attackers.
-Goshg has a number of crowd control effects available to him, but only if he has a Deep Charge; keep track of them to know when to strike.
-Goshg has no immediate escapes and is reliant on his harass; be sure to send in an assassin or utilize minor crowd control to take care of him before a teamfight begins.
-Goshg's greatest strength is in his team; he is a rather weak duelist. Use this to your advantage.
-Goshg's ultimate has a channel time; be sure to save a crowd control effect to interrupt him to drastically reduce his usefulness in a teamfight.
-Reuploaded the art and added a new skin for Goshg.December
-Altered Goshg's Movespeed to be in-tune with the new stat changes.
-Altered Goshg's recommended items since the item overhaul.May 28
-Removed the Grievous Wound effect from Jellyfish's Sting.
-Altered the lore just a tad.
-Adjusted the CDR from the ult to line-up more with other items and masteries.
-Altered Goshg's recommended items.May 9:
-Added my voice.April 10:
-Double checked structure and sentences; changed a few lines around.March 1:
-Nerfed Deep Pact, removing the extra charge per 4 spells clause.
-Reduced the mana regeneration on Dark Current because sustain is bad, m'kay?
-Removed the max distance a character could move from the initial cast area on Air Bubble.
-Switched the grievous wound and slow on Jellyfish's Sting and Eel's Lightning. In addition, I removed the silence on the move.
-In addition, I buffed the base numbers and ratios on Jellyfish's Sting.
-I've been thinking of changing the utl; not sure yet. :P
-Changed the Stun on Eel's Lightning to a Silence.
-To accommodate, I increased the Slow and Slow Duration on Jellyfish's Sting.February 4:
-Added a League Judgment; enjoy.February 2:
-Adding out more things you'd expect of a League champion, including tips. May make a Judgment.
-Added Skin art.
-Added a particle to Goshg's Innate Passive.January 30
-Stexe the Abjucator posted on page 3; life gets better and better. ;_;January 29
-Red Post horri shietto~
-Changed his ult to include a knock-back.
-Reduced his base Mana Regen since Dark Current made it a little over-the-top.January 27:
-Added art!January 9:
-Altered Jellyfish's Sting and Eel's Lightning to be more stable in terms of damage.
-Nerfed the instant cooldown on Contract of the Deep refresher to half.
-Buffed the channel time to compensate.
-Made the cooldowns for Deep Geyser and Kraken's Hold 12 at all ranks.January 6:
-Increased the base stats and ratio on Air Bubble.
-Elaborated on how Deep Charges worked.
-Included a stun duration on Eel's Lightning.
-Reduced the initial spell delay on Deep GeyserJanuary 5:
-Altered some of his lines.January 4:
-Expanded upon his concept and his passive a little bit. The initial response seemed a tad confused on what I had intended, so I'm trying to clear that up.
-Added mana costs.
-Curse you Olaf, claimer of move names! You have claimed Undertow for the last time!
Innate: Sounds fine. Perhaps too similar to Karma?
Q: A regen aura seems more suited to a support champ than a vengeful mage. I see you've listed Support as one of his roles, but that doesn't really fit Goshg's background. Then again, Morgana is kind of in a similar boat. Theme aside, the ability looks fine to me. Does it cost a Deep Charge to use the active?
W: I like the name. It could stand to do more damage, I think. The delay should be much shorter. 3 seconds should be ridiculously easy to juke, even with a radius of 350. Cho'gath's rupture only has a 0.75 second delay, though the radius is only 175. Maybe keep it at 1 second for all ranks, or at worst have it go 2/1.75/1.5/1.25/1 second delay.
Kraken's Hold is a snare effect, right? Does the snare occur immediately after the knock-up, or can it be activated after Undertow has already hit? The latter would be very interesting (and I would guess it is the latter since activating it 2 seconds after Undertow means after the knock-up at rank 5). If you were balancing the damage on Undertow with Kraken's Hold in mind, I'd suggesting increasing the damage on the former and lowering it on the latter.
E: Again, this could probably have increased damage, but the splash damage and high AP ratio on the Deep Charge part make it pretty appealing to save up a charge for the extra burst... hm. My main concern now is that this mage might have too much movement CC with the snare on W and the stun on E.
The first sentence for the Deep Charge active should probably be rewritten -- "The target emits an electrical impulse from the target." Eh? :P
R: At first, the passive CDR seems tacked on and superfluous to me, but it fits with the Active. However, it is extremely underwhelming for an ultimate, especially for something needing such a long channel (especially at early ranks). It just doesn't seem practical.
Overall -- I like it. I think I'd like it more if the healing support aspect was removed in favour of a full-fledged mage kit, and if the ult was more interesting.
To be fair, almost all of the concerns I've brought up below were addressed by you in your "Concept" section, and it seems everything was intentional. Not sure what else I can say about that. :P
The Lore is great. I actually have a Support champion concept that also relates to Fizz and his people:
I'd appreciate your thoughts on her, if you have the time. More regen effects! :P
Nice lore, and I love the quote from Singed - since I'm a Singed player myself
Passive: Interesting... So you can manually charge it quickly by casting spells, or you can wait patiently for it to come on its own... That in itself shows his character as seen from his lore.
Q: Nice, always love mana regen... Grab yourself a Mana Manipulator as your first item, head off to lane with a caster... That would prove deadly. Again, as I said, I'm a Singed player, so being the mana hungry chemist I am, this would be a really good lane partner.
The active is also really nice - however, I think this should be a more powerful heal over time at higher levels. Maybe increase it by 15 or so per level? Otherwise its very weak late game, where an AoE HoT would be really good.
W: I like this! This would be his nuke-hard CC that all supports have. Nice damage, nice scaling, nice cooldown, nice cost... However, maybe make it a 1 second delay across the levels - 3 second delay is very long, and you'd most like put one level in this and leave to fully upgrade at level 14.
The second part is even more nuke-y - and has an extra CC attached. Is the immobilise just a Snare, or is it stun?
E: Another CC with Grievous Wound on it... This would make him an efficient anti-support too, with 50% less healing... A bit expensive for not doing damage, and a bit of a low slow for only really slowing. Maybe up the slow a bit? That being said, I haven't looked at the Deep Charge part...
Ah, I see... It does have damage attached. And another hard CC! How long is the stun duration?
R: Nice passive, and interesting active... This doesn't really have a support feel to it, maybe have a radius in which cooldowns are halved for all nearby allies when activated?
All in all, a nice champion! I'm not sure about having the CD of the second abilities different to the first... Would be annoying if you wanted to use the second part but it was still on CD for a few more seconds... A lot can happen in a few seconds...
Now, I'm not used to building supports, but lets see how we go:
Ionian Boots of Lucidity
Morello's Evil Tome/Rabadon's Deathcap
I find it amusing that you didn't put a Doran's item in the Recommended Items list. Also, while Rylai's would be good, the stun and the knockup/snare would eat up most of the slow duration. Though, Recommended items never means they're good.
Also, the name makes me think "Goshdarn", which then made me think of another joke "Goshdarn? You must mean my brother."
Goshg, The Dark Dweller, Abridged Version
Also known as, Goshg, Owned By Fizz and Fate
Goshg was a cool guy who liked deep sea creatures, but soon came to suffer from deep-sea gigantism from spending too much time under water. The other people didn't like this and kicked him out.
He swore revenge, but fate beat him to it. This was known as 'The First Owning of Goshg'. Fate whiped out the entirety of the people just to spite Goshg. Then he found out Fizz had survived and sent a totally badass monster to kill him.
This was known as 'The Second Owning of Goshg'.
Y'know what? I like this backstory. I like it a lot. It wasn't Goshg was so powerful he got noticed. It wasn't a trivial act of revenge that brought him to the league. It was contrivance. I don't see enough original ideas like 'Life screwed me out of my home, my joy, my revenge, my revenge again, so I'm just sort of here now'. I'm tired of seeing 'I'm so powerful the league noticed me and recruited me.'
Thank you evawin. Thus far, one of the more enjoyable lores.
Passive: Alright. I want to see where you're going with this.
Q: Mana regen aura? Oh my god, I want this support. On my lane. Always. I am like, the worst AD carry when it comes to mana. Also? Too weak. 0.9 per second is just not enough. Maybe tweak it to 1.5 or 2 at max level. Early on it would just do so very little. I guess it could still start at 0.5. On the flip side, I'm a little tiny bit weary of a 300 heal that could be a 500 heal. Then I saw the cooldown and I thought it was okay.
W: I like it, and the extra effect. Seems pretty cool to me.
E: Interesting. I also like this.
Okay, one of the first things I thought when I saw this guy is 'Why not play him as a straight caster. You can stun someone easy with the jellyfish thing, then put a geyser underneth them and give them hell for a lengthy CC.'
And then I realised its because they have no real way to charge deep counters.
The ult helps with this problem, but with no way to easily charge them it is safe to slump Goshg into the support field, as you'll end up spending most of your time charging so you can heal your lane buddy.
Alright, I'm going to go with two builds.
Regrowth and gold mastery + 1 ward, philo stone, boots, heart of gold, kage's pick, Soul Shroud, Rylai's, Deathcap/Abyssal/Will (sell pick, last slot for wards)
Take W first for interrupt, then Q at level 2. Level up where necessary, but its hard to say what. Q needs to be levelled up to really mean much late game.
Caster Build\ (Mid lane)
Dorans, Boots, Dorans, Dorans, DEATHCAP, Will of Ancients, Abyssal Scepter, Hourglass, something with health in it :O
Start with W, use that to charge up. Take Q at second level if you need healing otherwise don't take it at all. Level up E to max first. Charge up two counters, use E, stun the target, place a geyser beneath them, stun them into place. Hard ganks.
Post level 6? Repeat above, but then pop your ult and do it again for a full CC duration of about 5 seconds.
evawin, I adore your suggestion, but they CC too hard when using their ult. Maybe just drop all CD's to 1 second instead? I know its less effective, but being able to chain that much CC is GG.
PS: Why 3.3% attack speed? Seems kinda high for a support. :P
Q: The ability is a good idea as whole but yes there are some problems with it.
Your ability heals alot but has no secondary effect so it's pretty balanced. But it's exactly what Riot destroyed a bumch of patches ago. Notice how they reduced Soraka's healing but buffed the Armor gain? Notice how they Nerfed Sona heal but increased the defensive stats it gives? Decrease Taric heal but cooldown is reduced by much more when he hits champions? etc.
Riot hates sustain and your champ is THE king of sustain. Healing is high and cooldown is low. GG.
I suggest: Lower healing. Like, halve it or something. Then add a cool secondary effect to it, I'm sure you can find something cool.
Also, why does the heal last longer when target is low on HP? When you are low on HP, what you want is MOAR heal per second, not a longer heal.
I suggest: It always lasts 3 seconds but heal/effect is increased when target is low on HP.
EDIT: Just noticed that you can only use the ability if you have a Passive Charge? That kinda sucks...
Your ability is simply a passive and if you get lucky you can actually do something with it?
I suggest you make the heal the normal active and with deep charge it adds a little bonus effect or more healing.
W: I assume you can use the second part of W before the first one knocked up? That way you can stun the enemy champs to make sure your Geyser will hit? If that's how it works, it's awesome.
Although I have to admit that it does make me think of Cho' Gath Rupture (Q) :/. It's okay, there are some other abilities that are similar in the game.
E: Simply put, the first E is too weak and the second one is too strong in comparison. I think the problem is that your E doesn't deal much damage and doesn't slow by that much neither. Buff one or both of these aspects.
First part: Base damage too weak (the AP ratio is alright). How long does the slow last? It's quite weak atm.
Second part: Does the main target get the damage from splash too? I hope not lol. The base damage is alright on this one but the AP ratios are weird. I notice the splash has higher base damage but lower AP ratio? 0.8 AP ratio is a little too high if you consider that the first part already had 0.5. That means 1.3 together...It's too high for such a low cooldown ability. 1.3 is Malza'har Ultimate AP ratio lol. Also, it think it kinda sucks that the second part stuns because it will make the slow from the first part useless : O.
I suggest: Increase first part base damage, decrease second part AP ratio. Make the second part slow even more instead of stunning.
R: Very well done. I like it alot. Not much against it. Except maybe the channel time being a little too high :/. By the time your channel will be done, your abilities will already be off cooldown. lol
Channel time should be almost unnoticeable. Like 1/0.75/0.5 second channel.
I really love your champ. I'm glad to review a champ that isn't broken like hell (lol). Your champ has a good role and he is quite unique. I can easily see him in game. Good job.
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