Argo, Hermit of the Swamp
Primary: Support. Secondary: Mage. Additional Roles: Player Choice. Statistics: Attack Power: 4. Defense Power: 7. Ability Power: 7. Difficulty: 6.
Health: 406(+37). Health Regen.: 2.3(+0.40) Mana: 372(+30). Mana Regen.: 2.0(+0.39) Range: 520(Range). Attack Damage: 40(+2.2) Armor: 18(+2.1). Magic Res.: 30(+0) Attack Speed: 0.632(+2.3%). Move. Speed: 345.
Appearance: Argo is a 5’ft tall 50yr old man with dark muddy skin with glowing green eyes & vibrant green tattoos all over his body. He wears a shabby old torn up cloak that covers his torso & head, he wears a crocodile skull to hide his face & he wears a baggy pants with various rips. He carries around a satchel that holds various items & objects he always has on his person as for weapons he carries a large thick staff that has a pronged branch head with little gourds & small skulls tied to each branch.
Passive: Isolation. While Argo has no allied Champions within 400-radius of himself his current Ability Power will be increased by 10%, but when an allied Champion is within 400-radius of Argo his current Armor & Magic Resist will be increased by 10% while also increasing his allies Armor & Magic Resist by the same amount. PS: I was drawing a blank on a good Passive…I might change it if I think of a better one.
Q-Ability: Dark Swamp. Range: Self-Cast. Cool Down: 20/19/18/17/16. Cost: 100. Increased Damage: 10%/13%/19%/22%/25%. Reduced Damage: 17%/19%/21%/23%/25%. Activate: after Argo has activated this Ability he will create a 350-radius swamp around him that will last for 5 seconds, for the duration of this Ability all of Argo’s Basic Attack & Abilities will deal a percentage of increased Damage while also taking a percent of reduced damage from all non-Tower sources.
W-Ability: Straw-Sewn Doll. Range: 450. Cool Down: 9. Cost: 50/60/70/80/90. Magic Damage: 75/95/115/135/155(+40% bonus AP). Physical Damage: 25/35/45/55/65(+30% bonus AD). Passive: every 3rd Basic Attack will have Argo summon his straw-sewn doll to appear next to the target then swipes one of its claws at the target dealing 10% of Argo’s current Attack Damage as Magic Damage. Activate: after Argo has chosen a 150-radius location then upon this Abilities activation Argo will create a portal to summon his human-sized straw-sewn doll bodyguard, when the doll is summoned it will deal Magic Damage to all enemies within the radius & when it is summoned it will remain active for 12 seconds. For its duration the doll will start to auto-attack a single enemy target within its 250-Melee Range, it will focus on an enemy Champion that has attacked either Argo or an allied Champion. Until the dolls duration has ended will its Cool Down.
E-Ability: Sentry Owl. Range: 450. Cool Down: 18/17/16/15/14. Cost: 90. Magic Damage: 85/95/105/115/125(+50% bonus AP). Activate: after Argo has chosen a single point within this Abilities Casting Range then upon its activation Argo will create a spiritual owl sitting on a large branch at the targeted point, this owl will act as a Ward with a 350-Sight Radius & will last for 12 seconds. For its duration any enemy Champions within its sight radius & uses an Ability the owl will fire a bolt of energy at the Champion dealing Magic Damage.
R-Ability: Twisted Waters. Range: 600. Cool Down: 164/148/129. Cost: 110. Magic Damage: 105/135/165(+50% bonus AP). Activate: after Argo has chosen a 250-radius location within this Abilities Casting Range then upon its activation Argo will conjure up a rampaging crocodile in a pool of murky water, when the crocodile is summoned it will knock up all enemy Champions into the air while dealing Magic Damage to all enemies within the area every 0.5 seconds for 1 second. If this Ability results in any Champion kills then Argo will be healed by 8% of the total damage this Ability has dealt.
Item Concept: the Shrunken Head. Cost: 2000 Gold. Recipe: Sapphire Crystal + Haunting Guise. +300 Mana. +100 Ability Power. +3% Mana Regeneration. Activate: chose a single enemy Champion within 400-radius of the Item Holder then upon activation the chosen target will be Shrunk having 15% reduced Movement Speed & having 15% of the targets current Ability Power reduced for 1.75 seconds. Cool Down: 40 seconds.
Argo is a powerful DPS Mid Lane Mage or a harassing Bot Lane Support that has great zoning with use of his Abilities as well as great team fight potintial. his Passive is his driving force depending on what his role in the team is, for example:
if he's playing as a mid lane mage his passive will grant him bonus damage on all his Abilities & Basic Attacks, Argo should use his Abilities to zone out his enemies forcing them to play passive while he can go all out aggressive. Argo's main zoning abilities is his W which will put a decent D.O.T on an enemy Champion if they over extend or commit to much to a fight, his E is great fro scouting out the map making sure no one is coming in to gank him but its ability to deal damage when an enemy Champion uses an Ability will force them to think before they try to burst him down or try to trade with him.
if he's playing as a bot lane support his Passive will not only give him a little increase to his Armor & Magic Resist but it will also increases allied Champions Armor & Magic Resist making them capable of tanking even more damage even if its just a little bit, as a support Argo should play a little more Passively while provinding great harassment & lane control to provide covering fire for his lane partner. instead of relying on his W Argo should focus on using his Q for the increased Damage output & damage reduction for both him & his ally giving them an edge when it comes to trades or fights, as for E its pretty much self-explanitory. when it comes to utimate in either role its a great damage nuke with a little bit of CC thrown into it.