Yabora, Guardian of Shurima

EliJenkin·12/26/2017, 6:34:32 PM·1 votes·671 views

So recently I had been thinking of how some of my more favored champs are from Shurima, such as Azir, Xerath, and Amumu. And I thought, "You know... there's not designated 'Support' from Shurima.'" And yes, I'm well aware Xerath is a decent enough support, but he's designated as a mid laner rather than a support. And Amumu/Rammus CAN be played support (but let's be real, why would you when there's MUCH better options). So I got to thinking of a new support character based on the Ascended.

#Lore (WIP)

WIP

Appearance

Yabora is a large, Ascended being whose skin is made of whirling sands and wears armor made of stone. He wears a chestplate with a red stone in the center of the chest. From the bottom of the chestplate hangs a fauld that is engraved with runes. He also ordains layered pauldrons on either shoulder. He bears the head of a Curly-Horned Ram adorned in armor.

#Statistics

#Base Stats

  • Health: 575 (+96)
  • HP5: 8.455 (+0.75)
  • Mana: 286 (+35)
  • MP5: 8.65 (+0.7)
  • Attack Damage: 58 (+3.45)
  • Attack Speed: 0.634 (+2.11%)
  • Armor: 36 (+4)
  • Magic Resistance: 32.1 (+1.25)
  • Attack Range: 150
  • Movement Speed: 335

#Abilities

Passive: Sand and Stone

  • For every 200 Bonus Health, Yabora gains 5 Armor and Magic Resistance. This effect has a cap of +40 Armor and Magic Resistance.
  • At 2,300 Bonus Health, Yabora gains an additional +20 Armor and Magic Resistance.

Q: Sand Slide

  • Yabora dashes to a nearby target (330 Units). If the target is an enemy, he deals magic damage equal to 60/80/100/115/130 (+20% AP) and knocks the target into the air. If the target is an ally, they are shielded for 2.5% (+30% AP) of Yabora's Maximum Health.
  • Cost: 70/75/80/85/90 Mana
  • Cool-Down: 8 Seconds

W: Shifting Dunes

  • Yabora creates a 300 Unit area of shifting sands around himself. Enemy units within the range of Shifting Dunes are slowed by 30/35/40/45/50%. After 2 seconds, the area collapses, rooting all enemies caught within its range.
  • Cost: 55/65/75/85/95 Mana
  • Cool-Down: 14 Seconds

E: Monolith

  • Yabora creates a monolith at target location, knocking up enemy units underneath it and dealing 40/50/60/70/80 (+25% AP) Magic Damage. Enemy units within 300 units of the Monlith are grounded and take 10/12/14/16/18 (+15% AP) points of Magic Damage every second.
  • The monolith counts as terrain and lasts for 2/2/3/3/5 seconds.
  • Cost: 80/85/90/95/100 Mana
  • Cool-Down: 16/15/14/13/12 Seconds

R: Wrath of Shuriman Sands

  • Yabora charges up a ball of magically infused sand that he can launch at a target location. Upon landing, depending on distance thrown, Yabora creates a 300-850 Unit sandstorm. Enemies within its range are slowed by 70% and can only see 450 units around them. After 3 seconds, the sandstorm drops onto all enemies within its range, dealing 100/150/200/250/300 (+40% AP) points of Magic Damage.
  • Cost: 100/120/140 Mana
  • Cool-Down: 200/160/140 Seconds

Build Path

As a tank who's primary focus is building high Maximum Health values, all, if not most, items Yabora builds should have a health bonus. I see Yabora being played mainly Support with secondary potential in the Jungle. Thus, I will supply a support build and a jungle build.

Support Build

Starting Items

item 3302 item 2003 item 2003 item 2003

First Back

item 2049 item 3097 item 1001

Essential Items

item 2303 item 3158 item 3068

Aggressive

item 3742 item 3022 item 3152

Defensive

item 3143 item 3065 item 3083

Jungle Build

Starting Items

item 1039 item 2031

First Back

item 3706 item 3751 item 1001

Essential Items

item 1401 item 3158 item 3800

Offensive

item 3742 item 3152 item 3116

Defensive

item 3001 item 3065 item 3083

Voice Lines

WIP

Update Log

12/26/2017

  • Passive Bonus Health threshold reduced from 2,500 to 2,300

  • Q mana cost increased from 60/65/70/75/80 to 70/75/80/85/90

  • Q damage scaling reduced from 50% to 20% AP

  • Q shield scaling reduced from 60% to 30% AP

  • W mana cost increased from 35/50/65/80/95 to 55/65/75/85/95

  • E initial damage scaling reduced from 75% to 25% AP

  • E AoE damage scaling reduced from 45% to 15% AP

  • R damage scaling reduced from 70% to 40% AP

4 Comments

ThePurplePill912/26/2017, 7:57:11 PM2 votes

Awesome idea, beat concept idea I’ve heard in a long time. Is he supposed to look like Xerath in a way? Without the blue energy but with sand and armor instead of rocks?

Hextech OwI12/26/2017, 8:41:09 PM2 votes

This is a pretty solid concept, however I think you may too generous on mana costs, especially on the w. Still, good work!