Champion kit #32, Catcher to the death
Lately, the mood here on the boards feels kinda grim as League really seems to be falling apart as a game. So much that my posts feel out of place, just wanted to acknowledge that. Anyway...
Hello you people, I'm FúrinKazan and, although a level 10 account, I'm actually close to 400 in the BR server. I recently tried to reach out to Riot about my projects for League of Legends, but unfortunately they only deal with graduated people.
Anyway, the projects I made for the game have no use anymore so I decided to publish them all. They are champion kits, counting up to 120 with unique abilities, defined classes, gameplay and numbers for those who like. The idea is to publish one champion per day until April. I also have some champion updades and they might show up sometimes.
I see a lot of good and creative kit concepts and reworks everywhere on the internet. However, if its gameplay is not coherent, it's not a champion. If numbers are not right, it won't work. Riot abandons a lot of cool fantasies because they end up failing at executon, so I bring you the abilities instead, for people to imagine a theme as they want. Here we go (leave a comment and take a look at my older posts!):
- Muneharu Shimizu (names are merely for inspiration and representation)
- Catcher core traits: effective crowd control, high pickoff potential, moderate ally-dependency, kit variety
Passive: Muneharu carries with himself, besides the shield, an iron whip with a spiked end. After using an ability, his basic attacks within 3 seconds receive additional range (325 total) and deal additional damage over 2 seconds.
Hero to the end: Upon being killed, Muneharu grants 5% of his Maximum Health as healing to all nearby enemy champions, increasing by 15% for every second in combat before falling. up to a maximum of 10% Maximum Health. Additionally, they take 20% reduced damage for 3 seconds.
-Additional damage: 40 (+ 5 x level)(+ 40% AP) as Magic Damage
1st Skill: Muneharu's shield projects an explosion of fire in front of himself, hitting enemies within a median-ranged conical area, dealing damage and slowing them. Within the next 1.2 seconds, Muneharu repeats the effect two more times. The slow stacks additively and its duration is extended. The closer an enemy hit is to Muneharu, the more damage he takes.
While firing, Muneharu cannot basic attack. Upon moving, the direction of the explosions doesn't change.
-Damage per explosion: 6/6.5/7/7.5/8 (+ 1% AP)% of enemies' current Health, minimum of 20/35/50/65/80 (+ 25% AP) as Magic Damage -Maximum damage per explosion: 8/9/10/11/12 (+ 1,5% AP)% of enemies' current Health, minimum of 40/60/80/100/120 (+ 40% AP) as Magic Damage -Slow: 11/12/13/14/15% for 1.5 seconds -CD: 14/13/12/11/10 seconds
2nd Skill: Muneharu briefly runs forward, shield ahead, receiving a shield that lasts for up to 4.5 seconds.
If the shield is broken, nearby enemies take damage and grevious wounds for 3 seconds
-Shield value: 60/75/90/105/120 (+ 6/7.5/9/10.5/12% of Muneharu's Maximum Health) -Damage: 60/90/120/150/180 (+ 50% AP) as Magic Damage -CD: 18/17/16/15/14 seconds (begins after 4.5 seconds or when the shield ends)
3rd Skill: Muneharu extends his whip towards the targeted direction. It stops at the first enemy champion or large monster hit, piercing through and dealing damage, besides rooting for 1 second. While rooted, the enemy is dragged towards Muneharu's position.
Within 3 seconds, the ability may be cast one more time and, if it hits the same enemy, deals 45% damage and doesn't root again.
-Damage: 80/125/170/215/260 (+ 60% AP) as Magic Damage -CD: 12/11/10/9/8 seconds (begins after the second cast or 3 seconds)
Ultimate: Muneharu extends his whip and swings it within a large conical area towards the targeted direction, dealing damage and rooting enemies hit. Within the next 6 seconds, the ability may be cast up to two additional times (minimum interval of 2 seconds between casts). Enemies hit by the first time take more damage and are rooted for longer.
Hits of the whip leave profound wounds on enemy champions for 1.5 seconds. The first ability from allied champions to hit them consumes the wounds, dealing 6% of their current Health as additional damage over 1.5 seconds.
-Damage (first hit): 120/160/200 (+ 60% AP) as Magic Damage -Damage (secondary): 80/115/150 (+ 35% AP) as Magic Damage -Root duration (first hit): 1.1/1.3/1.5 seconds -Root duration (secondary): 0.3/0.4/0.5 second -CD: 140/115/90 seconds
Melee, uses Mana