[Champion Concept] Fuze' Saram 'The Goliath'

KingMogar··2 votes·394 views

Fuze' Saram 'The Goliath'

Corrupted, semi-humanoid, Uses mana, Low mobility, High CC. Very Tanky support. Very low base damage.

Passive: Resolve -- When ever Fuze'Saram gets a kill he permanently gains 10 Armor and Magic Resist. He gets 2 Armor and Magic Resist for every assist.

Q: Break The Ground -- After channeling for 1 second, stop the ground with huge force, dealing 30/40/50/60/70 (+3%AD) and knocking up all enemy units within a radius for 1/1.5/2/2.5/3 seconds.

W: Corruption Barrier -- Surrounds Fuze'Saram in a cloud of corruption gas giving him bonus armor and magic resist (Equal to 30% of his current armor/MR) for 5 seconds

E: Whip-Fist -- Throws a grappling hook in a strait line and latches onto the first enemy hit, dealing 20/25/30/40/50 (+5% AD) Physical damage. Fuze' Saram can than pull the target to any place within a cone infront of him dealing 5/15/25/35/50 magic damage.

R: Moving Mountain -- Fuze'Saram morphs his arms into a barrier and becomes a massive charging wall and pushes any units caught in his path until the end, he cannot be jumped or flashed over during this time.

Possible Skins:

Eternum Mecha

8 Comments

ME UNGA ME SMASH1 votes

With the recent nerfs to percent penetration, I think an indefinite scaling armor and mr champion would be very overtuned. you'd build nothing but health tank and still have decent resistances, and be a god tier midgamer.

KingMogar1 votes

[{quoted}](name=A Man Named Mike,realm=NA,application-id=A8FQeEA8,discussion-id=VeOEKXQE,comment-id=0000,timestamp=2017-05-25T14:23:11.983+0000)

With the recent nerfs to percent penetration, I think an indefinite scaling armor and mr champion would be very overtuned. you'd build nothing but health tank and still have decent resistances, and be a god tier midgamer.

Can be changed

Mecha MaIphite1 votes

Very Tanky support.

Isn't it somewhat contradictory for him to have a passive that rewards him more for kills than assists?

Hyperiön1 votes

It makes perfect sense. If it is intended to be a support role, assists are far more common than kills. Could you imagine getting 10 armor/mr per assist? thats over 200 free of both by the end of the game.

Mecha MaIphite1 votes

But you're incentivizing the player to take kills as a support; not kill secure, but to actively take kills. Wouldn't it make more sense for them to be equal, say at X amount of resists per kill or assist?

Hyperiön1 votes

Not in my mind no, Because say, you made it the same for each, 5 for example. Support goes 3-5-21

Totals : 120

With how it currently is, only totals: 72.

So its still really good, without being broken.

Mecha MaIphite1 votes

The point is not the numbers; those can easily be tweaked.

The point is that if I, playing this champion, realize I get more resists from kills than assists, I will actively go for every kill instead of trying to give them to my ADC, and kill securing when that isn't possible. It's not a matter of comparing a score of 3/5/21 with two sets of numbers; it's about the score being closer to 9/5/15 because the support wants to take kills. While this makes more sense for a mage support who wants to build some damage after sightstone, the champion suggested was a tank support.

KingMogar1 votes

[{quoted}](name=FF Hyperion,realm=NA,application-id=A8FQeEA8,discussion-id=VeOEKXQE,comment-id=00010000,timestamp=2017-05-25T15:24:47.825+0000)

It makes perfect sense. If it is intended to be a support role, assists are far more common than kills. Could you imagine getting 10 armor/mr per assist? thats over 200 free of both by the end of the game.

This is exactly what i was thinking

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