Champion Idea, Water Nymph
Saw a thread the other day about water Champions and it got me thinking about a hard to catch mobile champion. Damage wouldn't be amazing but to actually catch her would be difficult.
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Passive: Flow, ignores collision and gains bonus move speed when traveling on water. Spells/River
Very short range spell. but is great for wave clear
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Q. Geyser, Water erupts from the ground dealing small AoE Damage with center receiving more.
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W. Rain any of her abilities cast within are empowered increases move speed of her allies, move speed bonus only affects her if cast within quagmire. If Cast at half health Rain becomes Storm and deals damage as well as speed bonus. Passive. ???
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E.Quagmire, Mixing water into the ground creating a Marsh that slows enemies in the AoE
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R. Quick Steam, Active changes the state of one of her current spells.
When Used on Geyser she moves to that location, and causes large knock back. When used with Quagmire it'll evaporate all the water in the Marsh dealing AoE Damage and ending the slow. When used with Rain it'll create a fog, sort of like Graves but much larger. When used with Both Quagmire and Rain Active. After channeling for 1 second she creates a Death Swamp. causing slows and loss of vision.
The one above seems more like a support kit but for a more damaging mage type.
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Passive. Erode enemies damaged by her spells receive Damage over time equal to a 1/5th of her AP. Can stack 3 times
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Q. Geyser, Water erupts from the ground dealing small AoE Damage with center receiving more.
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W. Water Whip. Skill shot sort of like Diana's.
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E. Quagmire, Mixing water into the ground creating a Marsh that slows enemies in the AoE. Snares them if quagmire ends and they are still in it. To help her Land her Q/W
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R. Stream, 3 Skill shots. Jets of water that pierce through multiple enemies
This combined with her passive would be very strong for team fights. Throw on torment and it'll be really strong