Champion Concept -- "Sumpmire" The Riverdweller
Sumpmire The Riverdweller
Melee Diver / Disruptor
A male amphibious Vestayah with both bipedal legs and a fan-like tail. Designed to be a top laner, jungler, or support focused on extended fights and controlling dash-reliant opponents through his large aoe grounding effect.
Base Speed: 320 Other stats comparable to Xin Zhao
Passive: Slippery - Sumpmire has increased movement speed in water and in mud created by Swampland (W) and Mudslide (R) Increase: +5 Per level (+90 at level 18)
Q: Muckball- Throws a ball of mud in target direction, applying nearsight to enemies and passing through units. Units hit after the first receive reduced damage and nearsight duration Cost: 60/65/70/75/80 Mana Cooldown: 8 Seconds Range: 1100 Damage: 50/100/125/150/200 (+60% Bonus AD, +30% AP) Physical Nearsight Duration: .75/1/1.25/1.5/1.75 Seconds Reduced damage: 10/25/35/50/100 (+20% Bonus AD, +10% AP) Physical Reduced Nearsight Duration: .33/.5/.66/.75/.875 Seconds
W: Swampland- creates a muddy swamp underfoot for 6 seconds that grounds and slows enemies within Cost: 75 Mana Cooldown: 20 / 18.7 / 17.5 / 16.3 / 15 Seconds Radius: 1000 Slow: 20/25/30/35/40%
E: Sucker Punch- Strikes at the target unit, applying on-hit effects and dealing bonus magic damage against the target if it is effected by crowd control Cost: 50/55/60/65/70 Mana Cooldown: 9/8.5/8/7.5/7 Seconds Range: 125 (Edge-to-edge) Damage: 20/40/60/80/100 (+100% AD) Physical Bonus Damage: 20/40/60/80/100 (+75% Bonus AD, +55% AP) Magic
R: Mudslide- After a brief delay, Sumpmire travels quickly to target location, leaving behind a trail of mud, dealing damage and knocking enemies along his path behind him, rooting them as they land on the mud Cost: 100 Mana Cooldown: 130/115/100 Seconds Range: 3000 Damage: 100/150/200 (+100% Bonus AD) Physical Knock Behind: 0.75 Seconds Root Duration: 0.5/1/1.5 Seconds Mud Trail Duration: 6 Seconds
The inspiration for this character came from the desire to introduce a new champion with a grounding effect besides
. The rest of the design evolved from that point: As long as he creates an AoE ground, why not give him a boost while in that area. Hey, sticky mud makes sense for being grounded, maybe he could literally sling mud and fight dirty.