Champion Idea: Globes, The Typhoon's Will
Globes (G-l-ah-b-e-z)
Statistics: Health: 415 (+91) Health Regeneration: 5.15 (+0.9) per 5 seconds Wind: 200 Wind Regen: 50 per 5 seconds Range: 150 (Melee) Attack Damage: 54 (+3.25) Attack Speed: 0.669 (+3.1%) Armor: 16 (+3.2) Magic Resist: 30 (+1.25) Movement Speed: 340
Abilities: Globes doesn't use Mana as his secondary resource bar. Instead he uses wind. Wind is used just as mana but when ever an enemy is knocked up Globes gains 70 While Globes has a full bar of wind his attack damage is increased by 20%.
Passive-Typhoon's Winds: Every time Globes deals damage to an enemy they are slowed for 10% for 3 seconds and Globes is healed for 3% of his maximum health over 3 seconds.
Q-Chains Gusts: Wind: 10 Cool Down: 7/6/5/4/3 Range: 300 Globes lashes out his chains forward dealing 30/50/70/90/120 (+40% of AD) physical damage and knocking up all enemies. This ability cannot knock up enemies more than once every 7/7/6/5/4 seconds.
W-Unstable Winds: Wind: 60 Cool Down: 6 Seconds Range: 400 Passive: Globes reduces the duration of all beneficial effects to nearby enemies by 30% of the time. Active: Globes lashes out his chains in front of him pulling all enemies dealing 80/120/160/200/240 (+100% of AD) physical damage. This ability applies grievous wounds for 4 seconds.
E-Blowing Chain: Wind: 80 Cool Down: 11/10/9/8/7 Seconds Range: 800 Passive: Increases movement speed by 10% when moving towards an enemy. Active: Globes shoots out a chain after a 0.25 second delay latching on to the first enemy hit dealing 60/110/140/170/210 (+60% of AD) physical damage stunning them for 1/1/1.5/2/2 seconds and reducing there armor by 30/40/50/60/70% for 3 seconds.
R-Speeding Winds: No Cost Cool Down: 60 seconds Range: 400 Active: Globes gains 10/15/20% bonus attack damage and 5/15/25% armor penetration for 10 seconds. After 1 second this ability can be recast to deal 200/350/500 (+30% of AD) physical damage to all nearby enemies and knock them airborne.
Lore: Among the seas of Bligewater, every 10 years came an unwary wave that pushed back the harrowing mist ever so slightly. For the men of Bligewater greatly appreciated these great phenomena, they were unsure of what caused it. Yet, on the last occurrence, Captain Gangplank was scouting the waters for remains of The Flower of Ionia vessel, which was just lost when he caught sight of a blue creature creating a large typhoon at the edge of the dark mist. The creature raised the wind and water before him allowing himself a pathway through the mist pushing it back away from Bligewater. Globes, the typhoon’s will, was born within the mists of the Shadow Isles and Bligewater, absorbing the souls of the first massacre, feeding off of light wind and water, Globes is a natural enemy of the Shadow Isles. Globes is the last of the aquarine found by a bewitched spider on the shore of the Shadow Isle. The Spider left him there to die by the lost souls in battle. The souls were ready to feast on the living were soon consumed by Globes, allowing him the power to reach the water and survive the Shadow Isles. Globes watched from below the surface as ships were destroyed completely by the darkness of the Shadow Isles. One faithful battle, Globes watched a horse lay waste to a passing ship killing all onboard. Globes surfaced the seas as the mist slowly vanished around him the wind and water circling him. From the depths of the ocean a chain rose from the fleet of a ship where Globes grabbed the horse, chain around his neck, and told him to flee the oceans or he would feel Globes might. Though the verdict stood true, Globes found himself weary after fights with no energy to fight on. Globes could no longer fight so often and found himself in hibernation. Globes left to Ionia searching for anyone who could help him in the conquest for energy. Yet alone, they told him of a man of wind who had once killed their elder, who might have the energy to fuel, a typhoon. Ionia asked for a demonstration of Globes strength, but as the first gust blew the army turned on him. Globes vanished in the crowds of soldiers searching for this man who bestowed the wind. In the forests Globes met a man who controlled the wind with a blade, whom taught Globes how to draw power from the gusts around him. Though the two never met again, they had become true friends allowing Globes to once again return to Bligewater and fend off the Shadow Isles.
Gameplay:
I would start Globes in the jungle with
and
starting preferably the bot side buff. I would take Q/W/E/Q/Q/R/Q/E/Q/E/R/E/E/W/W/R/W/W as my ability order.
If on Blue Side:
I would take red with smite then head over wraiths I can easily q the smaller wraiths then w them to kill them. Then I would head over to my blue and take that then head over to either top or mid for a bank.
On Red Side: I would take blue quickly and grab wolves with the same combo used on wraiths. I would walk across the river to wait at their red saying that the jungler started blue. Due to the strong level 3 cc utility and damage you should be able to smite red, get level 3, and enter a skirmish with the other jungler possibly killing them. Then I would head either mid or bot followed with taking my red.
For Ganking: Walk up behind the enemy and engage just walking up to them auto-ing and using q. Once the enemy is running away use your w to pull them back in, chances are this will result in an easy kill for you and your lane or a flash. If the enemy flashes that is when you should e onto them stunning them and unless you are really weak or they are really tanky it should result in a kill.
Works Well With:
Yasuo: The extreme amount of knock ups given in this comp could allow for lots of cc time there fore giving an easy kill regardless of how much damage the enemy does.
Lee Sin: Lee Sin being able to move around and ult the target you can pull the target back in using w with proper timing easily allowing for a great 2v2 situation.
Janna: Going into a huge team fight can be risky especially if not tanky. Janna allows for huge increase in Wind making sure you never run out and has a good shield, heal, and disengage for when you get low.
Works Well Against:
Master Yi: Being able to disrupt his meditate and knocking him up Globes is able to dish out high amounts of damage before Yi can do much.
Katarina: Globes is a huge bully to katarina constantly interrupting her ult and stopping her from reaching her full potential in game and in team fights.
Stuggles Against:
Blitzcrank: Blitzcrank can easily displace and ruin Globes before he is able to do anything, and being easily destroyed by large amounts of damage.
Ahri: Ahri can easily bounce around dodging the majority of Globes damage and rending him of being able to do anything. He ult and her e will make it near impossible for Globes to 1v1 and good Ahri.
Jayce: Jayce can easily sit back poke and walk around, with his high amount of utility and movement speed Globes might not be able to land an e onto Jayce to get close enough to deal damage.