[CHAMPION CONCEPT] Saja, Poison of the Dunes
Saja, Venom of the Dunes
Who is Saja? A sentient predator of the dunes in Shurima, he is but a legend to many. However, those who have met him have much to tell, with many differing details. One would say he a fallen ascended, some would say he is the apex predator. However, one key detail they all made clear: There is nothing on runeterra more deadly than his venom.
Class: Specialist/Assassin
KIT:
Passive: Venomous Fangs
Fangs (Innate): Saja's basic attacks cannot crit and aren't affected by lethality. In addition, Saja's attack speed is fixed at 0.5. Instead, attack speed reduces the cooldown of this passive by 1% for each 1.5% attack speed, up to 75% cooldown reduction. (Normal cooldown reduction does not effect this passive.)
Venom: Saja's basic attacks Envenom the target, dealing 10/17.5/25 (+1 per 20 AD)% of their maximum health as magic damage over 5 seconds. This passive will always be triggered against non-champion units, regardless of cooldown. (capped at 400/800/1200 against monsters)
Cooldown (Venom): 35 Seconds
Q – Coiled Strike
Active: After a 0.5 second delay, Saja's next basic attack gains 200 bonus range. If Venomous Fangs is not on cooldown, the target is snared for 0.5/0.75/1/1.25/1.5 seconds.
(Can be used over walls, but will not bring him to the target's location.)
Spell Type: Self Buff Cost: 30 Mana Cooldown: 4 seconds
W – Heat Sight
Toggle On: Saja's sight radius is reduced to 150, but gains Heat Vision.
Heat Vision: Saja outlines all enemy champions (visible, invisible, or camouflaged) within 1300 units. The outline of this champion is a different color depending on their current health. Champions above 60% maximum health will be red, champions between 30-60% maximum health will be orange, and champions below 30% health will be yellow. Saja can target outlined units.
Spell Type: Toggle Cost: 10 Mana per second Cooldown: 2 seconds (Static)
E – Prey Pursuit
Active: Saja gains +20/25/30/35/40% Movement Speed towards enemy champions for 4 seconds, this bonus is doubled towards Envenomed units. Saja's next attack on an Envenomed units within 4 seconds also deals bonus damage based on missing health.
Spell Type: Self Buff Range: 900 Damage: 5/10/15/20/25 (+10% Targets Missing Health) Mana Cost: 70 Cooldown: 20 seconds
R – Threatening Rattle
Active: Saja charges for 3 seconds, unable to auto attack at this time. Upon completing the charge, Saja's passive's cooldown is reset and his next auto attack within the next 5 seconds deals bonus physical damage. (All enemy champions within 600 units can hear the charge)
Spell Type: Self Buff Damage: 60/90/120 (+300% AD) Cost: 100 Mana Cooldown: 140/130/120 seconds
WHAT DOES SAJA DO? Saja is a mixture between an assassin and a specialist. His playstyle revolves around his potent but few auto attacks. An excellent ambush champion, he few but potent windows of opportunity.
- Passive: This passive is the center of his kit, and modifies his entire playstyle. His auto attack speed is the lowest in the game, and he cannot gain critical strike chance or lethality. This may make him seem weak, but this is just compensation for his Venom. Saja's venom is incredibly potent, dealing max health damage early on. This can only be used against champions infrequently, however it will always work on non champion units, making him excellent at taking objectives. His passive cooldown is static, but it can be lowered by building attack speed.
- Q: This is a temporary auto attack range increase (Saja would be melee) that snares the target when his passive is not on cooldown. It allows for safer farming and engage lockdown. It's relatively spammable.
- W: Saja's hunting ability. This gives him vision of his target and an idea of how low he is, tying together the “reptilian hunter” thematic. “He can see you, no matter what, and he's coming to get you.”
- E: This ability is his chasing potential. This is best used on targets he has already engaged upon, due to the doubled movement speed and execute damage on his next attack on Envenomed targets.
- R: The ability that really finishes the “snake” thematic. Trading consistent damage for burst, this gives him the burst he needs to finish targets quickly, even with lack of attack speed.
WHAT TO BUILD?
Runes: AD is the best stat he scales with, so full AD with some defensive options would be the most effective.
Masteries: Deathfire touch is clearly the best mastery for Saja, synergizing so well with his passive. The minor tree is subject to interpretation.
Items: AD is his best scaling stat, so anything with incredibly high AD is ideal. (
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This is an attempt at a new playstyle, so any thoughts/critiques comments would be very appreciated! :)