So there's this giant enemy crab. (Crawth, the Reaver from the Depths)

ModEchoing·10/12/2015, 4:23:17 AM·3 votes·1,244 views
http://notebook.okfn.org/files/2011/08/Incredible_Giant_Crab_Redux_by_VegasMike.jpg

The amount of aquatic champions is depressingly low. Yes, there's Fizz, Nami, and Tahm Kench, but the amount of water in nearly any given world easily outweighs the amount of land. How can there be so many terrestrial champions while the seas go underrepresented?

Behold, Crawth!

**Appearance: ** It's a giant enemy crab. Specifically, he's at least the size of two-stack Cho'Gath. The shell is dark purple on the top, with a black underbelly. Spikes menace from his back. Of his two massive claws, his right claw is about 20% larger; the left claw is covered in scars that glow a faint blue.

Lore: Once, Crawth was a terrifying menace to Bilgewater. Rising from the depths, Crawth's hobby was to reach out and crush merchant ships, military ships, fishing ships, and any kind of ship that came by. With no way to hunt Crawth down reliably given his pitch-black residence, his swift attacks, and his penchant for leaving almost no survivors, Crawth was feared throughout Bilgewater. Rumors abounded - was Crawth the result of a mad experiment? A creature from the Void? Does he collect the loot from ships, or does he hunt them for sport?

Unfortunately, Bilgewater isn't above paying off multiple mages to get their work done for them. Falling for the trap, Crawth was painfully sealed away underwater after trying to attack their ship just like the many others before it. Wreathed in blue chains that burned with magical fire, Crawth sank deep below the depths, never to menace Bilgewater again...

...until a very large cannon was jettisoned from a certain pirate's ship while he was trying to kill a certain pair of partners in crime in a certain terribly overdramatic way. The cannon landed on Crawth and shattered the chains - the mages never thought anything would get close enough to Crawth to break the spell. Now freed and enraged, Crawth has set forth to exact revenge on Bilgewater for imprisoning him.

Alas, Crawth's sense of direction is horrible. Watch out, Ionia.

Summary: Crawth is a tanky mage that wishes to get up close and personal with his enemy and give them a fair shake at dying horribly. Crawth has impressive CC, but his range is about as abysmal as his personal residence, and he needs to rely on his innate toughness and limited ranged options to get close enough to punish his enemies. Once he's there, though, he's very unlikely to let his enemy escape, with his suite of skills specialized at ripping up one target.

Crawth can go wherever he pleases, using his wide range of damage and CC to make a mess of whatever lane or jungle he's in. Crawth's main weaknesses include anything mobile that can dodge his few ranged attacks, such as Fizz or Zed, and anyone that can easily outrange him and keep him from ever daring to get into range, like Caitlyn or Xerath. Crawth also has no AP scaling on his basic attack, and will inevitably lose a prolonged battle against bruisers that can charge through or avoid his initial barrage.

Abilities:

Passive: Vigor of the Deep - Upon spellcast, Crawth heals (10 + 3 / level) (+1% max health) health over two seconds. Stacks with itself.

Q: Crushing Grip - Grabs an enemy juuuust out of melee range. Enemy Champion/Large Monster: Suppresses for 1 second, before squeezing for magic damage. Enemy Minion/Little Monster: Grabs the minion and carries it around. On second cast, throws the minion forward, dealing magic damage to both the minion and the first target hit and briefly slowing them. Hitting a champion reduces the cooldown by 2 seconds.

Champion damage: 70/115/160/205/250 (+0.6 AP) Minion damage: 50/90/130/170/210 (+0.3 AP) Slow: 50% for 1 second Mana Cost: 60/65/70/75/80 Cooldown: 9/8.5/8/7.5/7 after releasing the target.

W: Geyser Blast - Crawth generates charges of Geyser Blast, up to a maximum of 3. Casting Geyser Blast spends a charge to hit an area with a geyser after a delay, damaging all enemies, knocking up enemies in the center, and knocking all other enemies away from the center.

Damage: 50/80/110/140/170 (+0.3 AP) Knockup Duration: 1 second Range: 500 Radius: 225 Center Radius: 75 Delay: 0.75 seconds Mana Cost: 40/45/50/55/60 Charge Cooldown: 14/13/12/11/10 Cooldown: 1.5

E: Wavebreaker - Crawth takes up a defensive stance for 1.5 seconds. If a spell hits him, Crawth blocks the spell's effects and retaliates by swinging both claws forward, shooting a piercing wave forward that deals magic damage. Knocks back enemies in melee range.

Damage: 70/110/150/190/230 (+0.6 AP) Knockback: 150 Range: 600 Projectile Speed: 900 Mana Cost: 50/55/60/65/70 Cooldown: 18/16/14/12/10

R: Bane of the Sea - Crawth flings himself forward through everything, stopping only at a champion or at the end of the path. If Crawth hits a champion, he becomes untargetable for 2 seconds as he claws the ever-loving crap out of that poor bastard, slowing them for the duration. Crawth hops off behind the target afterwards.

Total Damage: 250/375/500 (+0.7 AP) Slow: 50%/60%/70% Range: 600 Projectile Speed: 900 Mana Cost: 100/120/140 Cooldown: 90/80/70

Questions, comments, criticism, praise, and more aquatic champions are all welcome.

1 Comments

Doctor Fail10/12/2015, 2:34:26 PM1 votes

Not sure how I feel about untargetable states, but overall it is an interesting concept. The bowling mechanic of Crushing Grip is particularly cool.