[Champion Concept] Sherman, the Farmer of the Isles

IlluminatiJoe·6/12/2017, 4:57:04 PM·2 votes·330 views

Changelog: -Passive: For every nearby enemy champion Sherman gains 3% damage reduction, up to 15% New: Seeds that are in brush turn into Seedlings in 3 seconds. When no Seedlings are nearby Sherman gains 20% attack speed and +200% health regeneration. -W: Cooldown reduced to 12 seconds at all ranks from 20/17.5/15/12.5/10. Cost increased to 60 at all ranks from 50. Attached Seedlings now deal 6/7/8/9/10% of target's max health (+100% AP) as magic damage. Each subsequent seedling deals 3/4/5/6/7% of target's max health (+75% AP). Health ratio decreased from 1.6% to 0.9% maximum health. Seedling last 40/50/60/70/80 seconds instead of 35/40/45/50/55 seconds. -R: Doesn't attract all seedlings to the target enemy, only nearby seedlings. Cooldown increased to 100/90/80 seconds from 95/80/65.

Role: Fighter / Tank Lane: Top


Abilities

Passive [Resistance]: Seeds that are in brush turn into Seedlings in 4 seconds. When no Seedlings are nearby Sherman gains 20% attack speed and +200% health regeneration.

Q [Corrupted Soil]: Throws a handful of soil dealing 10/30/50/70/90 (+100% AD) physical damage. If it hits a Seedling it pulls them along and attaches them to the enemy hit. Cooldown: 10/9.5/9/8.5/8 seconds Cost: 40/45/50/55/60 mana Range: 1050

W [Seedling]: Throws a seed at the target locations that turns into a Seedling after 18/16/14/12/10 seconds. The Seedling deals 10/20/30/40/50 (+33% AD) physical damage on hit and has 50/85/120/155/190 (+0.9% maximum health) health. They last 40/50/60/70/80 seconds. Attached Seedlings blow up dealing 6/7/8/9/10% of target's max health (+100% AP) as magic damage to nearby enemies and slowing them by 33% for 2 seconds. Each subsequent seedling deals 3/4/5/6/7% of target's max health (+75% AP). Cooldown: 12 seconds Cost: 60 mana Range: 1200

E [Fertilizer]: Empowers all nearby Seedlings gaining 70/85/100/115/130% attack speed for 3 basic attacks and making seedlings untargetable for 4 seconds while making them deal 20/25/30/35/40% additional damage to enemy champions. Nearby Seeds are immediately turned into Seedlings. Cooldown: 18/17/16/15/14 seconds Cost: 100/120/120/130/140 mana Radius: 650

R [The Moon Flower]: Sherman throws a special seed that deals 50/150/250 (+100% AD) physical damage to the enemy champion hit. If it hits an enemy it attracts all nearby Seedlings to attach to the enemy. Cooldown: 100/90/80 seconds Cost: no cost Range: 950 Attract Radius: 1000

Recommended Items

Starting: item 1054 item 2003 item 2003

Early: item 3057 item 1001 item 3077

Essential: item 3078 item 3748 |item 3047 or item 3111|

Defensive: item 3742 item 3083 item 3001

Offensive: item 3153 item 3022 item 3072

Situational: item 3194 item 3102 item 3124

3 Comments

ModEchoing6/12/2017, 5:30:32 PM1 votes

Interesting...

Pros: -Farmer champion? That's new. -Pretty clear playstyle, very cohesive -Differentiates from the other pet-minded champions by having far more saplings than anyone else

Cons: -W cooldown is terribly long -Seriously, that cooldown, it leaves you open to everyone while you're planting -E has no effect on anything not a sapling, so for most of the game you're short 1 ability -Ult is overkill in terms of sapling manipulation -Passive is relatively boring and generally doesn't help for most of the game

Suggestions: The Q and W are pretty good for what they do, but you should lower the W cooldown and make the sapling duration static. Your primary moment of power is when you get 4+ saplings all smacking someone in a frenzy. Until you get to that point, you're basically Yorick without a wall or any dueling capabilities. Which is bad - that gets you all-in'd by people who don't need 45 seconds to set up for a fair and honorable duel.

Your general lack of dueling or teamfight utility is apparent in the passive, E, and R. You're betting way too much on the saplings (and incidentally coming really close to the unholy love child of Maokai, Zyra, and Yorick), which means that if you have no saplings, you are not a viable champion.

There's a lot of directions you can take these, though, which makes it hard to give a concrete suggestion. A wall that shoots back could be a fun idea though. If you want more team utility, you could make a tree that lets allies dash to it every so often by extending spirits out to grab them and pull them in. Inflicting enemies with plants that, after a delay, root them could also work. You've got a nice deal of options here for actives.

Don't waste an effect on redirecting your saplings, though. It's a general pattern for pet champions to autoattack whoever they want their pets to gank.

The passive is something tricky. Maybe something with bush? Heal faster in it? Cool down abilities faster in it? Anything would probably be better than getting damage reduction based on surrounding champions though - that tends to be invisible, rapidly-varying power that neither side can properly appreciate.

I'll keep an eye on this. Hope to see more from you!

Arakadia6/12/2017, 5:34:30 PM1 votes

Just a suggestion, his passive is pretty boring and functions exactly the same as Wukong's passive. Wukong gets resistances for each champion that is nearby, thus reducing his damage for each champion just like Sherman.