[Champion Concept] Zhaba, the Shadow Man
Place of Origins: Voodoo Lands. Primary: Support. Secondary: Mage. Additional Roles: Player Choice. Upon Selection: . Arriving on the Rift: .
Statistics: Attack Power: 2. Defense Power: 5. Ability Power: 8. Difficulty: 8.
Health: 422(+30) Health Regen.: 2.0(+0.38) Manna: 368(+29) Mana Regen.: 1.9(+0.37) Attack Range: 530(Range) Attack Damage: 29(+2.5) Armor: 14(+2.1) Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%) Move. Speed: 342
Friends: . Enemies: .
Appearance: (Bodily design) . (Clothing & Special features) . (Equipment) .
Summoner Spells:
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Item Builds:
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Innate Passive: Living Shadow. When Zhaba dies his shadow comes to Life for 10 seconds. While the Shadow is alive it can Move around & is capable of blocking any incoming Abilities & can cast 1 of his Abilities. At Lv.10 Zhaba’s Shadow can cast 2 Abilities instead of 1.
Q-Ability: Night Purge. Range: 450. Cool Down: 17/16/15/14/13. Cost: 50/60/70/80/90. Magic Damage: 25/45/65/85/105(+60% bonus AP). **Activation: ** After Zhaba has chosen an 85-radius location within this Abilities Casting Range then upon its activation Zhaba will pull down darkness from the sky, after the initial activation all enemies inside the radius of Zhaba’s radius they will be dealt Magic Damage & will be Slow their Movement Speed by 20% for 1.5 seconds. If an enemy has recently been damaged by one of Zhaba’s others Abilities within 3 seconds then is hit by this Ability the Slow is increased to 40% & will have all Positive Buffs Removed.
W-Ability: Hex Mask. Range: 450. Cool Down: 20/19/18/17/16. Cost: 60/70/80/90/100. Magic Damage: 35/55/75/95/115(+40% bonus AP). **Activation: ** After Zhaba has chosen an enemy Champion within this Abilities Casting Range then upon its activation Zhaba will cast a hex on the target, after the initial activation this Ability will deal Magic Damage then will Slow the targets Attack Speed by 15% & every 3rd Basic Attack that the target makes will actually reflect back onto the Champion but only taking 5% of the total damage the Champion would have made as Magic Damage for 1.5 secods.
E-Ability: Dark Medicine. Range: 450. Cool Down: 22/21/20/19/18. Cost: 100. **Activation: ** After Zhaba has chosen either himself, an allied or his Shadow Ward with this Ability then upon its activation Zhaba will cast a spell on the target, once the spell has been casted on a target for the next 1.5 seconds all damage that the target takes will instead Heal the target by the amount of damage dealt.
R-Ability: Shadow Ward. Range: 350. Cool Down: 140/130/120. Cost: 150. Health: 350/450/550(+40% bonus AP). Magic Damage: 45/65/85(+60% bonus AP). **Passive: ** Whenever Zhaba places down any kind of Ward it will be charged with dark magic & when an enemy Champion comes within 180-radius of a charged Ward it will fire a bolt of energy at the Champion dealing 1.5% of their remaining Maximum HP as Magic Damage. If multiple enemy Champions come within the charged Wards radius the Ward will target the closest enemy Champion. **Activation: ** After Zhaba has chosen a 50-radius location within this Abilities Casting Range then upon its activation Zhaba will create a large Ward made of branches, skulls & a torn up banner, once the Ward has been created after a 0.5 second delay this Ward will remain on the Map until its own Health has been depleted. While this Ward is active it will provide True Sight in a 200-radius around itself & if any enemy Champions come within its Sight Range will be dealt Magic Damage every 1 second, every 4th Shot that the Ward makes will fire 2 shots at once. If multiple enemy Champions come within the Wards Sight Range the Ward will target the closest enemy Champion, now Zhaba can only have 1 of these Wards active at once so upon creating a new one the previously made Ward will be destroyed.