[Champion Kit Concept] Salaf, The Ancestral Shaman

The entire team·3/18/2018, 4:50:06 AM·1 votes·323 views

Name (in progress): Salaf (Ancestor in Arabic) Birth Region: Freljord Playstyle: Versatile Ranged Support Mage

Salaf starts with four basic abilities to obtain and level, like Udyr. However, in time, he would be able to transform one of his abilities into his ultimate. Depending on what ability he transforms will transform his playstyle to deal damage and support his allies.

Passive: Celestriad

This is a two-part passive:

Path of the Ancestors: Salaf is granted with supernatural powers from the four ancestors' blessings of nature within his soul, giving him power over the elements.

Salaf's skill path in the early game is semi-fixed, where his skills can only be chosen once to level up. You are able to choose which ability to level up first. Once he reaches level 5, he will be able to choose one of the four spirits within to use to their fullest extent, essentially making him an avatar of that element, and that elemental ability will transform into his ultimate.

Choices: Fire, Water, Wind, Earth

However, Salaf won't be able to access that ultimate until level 6, but you will be refunded a skill point after transforming.

Forces of Nature: Salaf's shaman rod is how he channels his power of the elements towards his foes.

Depending on what blessing Salaf has achieved, his basic attacks will have additional effects after casting any ability other than Summoner Spells and Active Items. The power of these passive depend on the level of Salaf's ultimate, starting at level 5. This has a cooldown of 6/5/4/3 seconds (timers are aligned to levels 5/9/13/17 respectively).

Fire: Salaf fires his basic attack, covered in magma, towards his target, dealing additional magic damage based on the target's missing % health (+15% AP), and burns the target for mild magic damage for 3 seconds (+15% AP). Water: Salaf fires his basic attack, covered in dense water, slightly slows the target by 10/15/20/25%. If they get hit with another of Salaf's abilities, then the target is rooted for 0.75/1/1.25/1.5 seconds and interrupts any form of channeling. This ability has double the cooldown timer compared to the rest of the other elemental passives. Wind: Salaf commands the wind to slash his target, dealing damage based off 0.75/1/1.25/1.5% of the unit's total HP as bonus magic damage to all units in a line in front of him. Earth: Salaf commands the ground to leech from his opponent. It restores a portion of missing % health to Salaf's max HP, plus healing the closest ally champion nearby with the same percentage.

Q: Kindled Conflagration

Salaf summons a totem ward within a distance away from him, then immediately commands it to fire a blast of magma, which explodes on an enemy, and the enemies behind in a cone.

Cost: 50/55/60/65/70 mana Cooldown: 14/12.5/11/9.5/8 seconds Totem summoning range: 700 Fire range: 400 Cast type: Line (like Rumble's R or Viktor's E) Damage on direct hit: 80/130/180/230/280 (+60% AP) Damage on cone: 45/65/85/105/125 (+40% AP)

W: Unwinding Whirlpool

Salaf conjures a whirlpool to form underneath the floor that slightly damages enemies that stacks four times, plus slowing them. At the end of the whirlpool's duration (same time when enemies would obtain their fifth stack), the whirlpool bursts, damaging enemies based off of number of stacks and giving a delaying slow to them, and heals ally champions within the area.

Cost: 65/70/75/80/85 mana Cooldown: 12 seconds Whirlpool duration: 1.5 seconds Whirlpool range: 550 Whirlpool size: 300 Cast type: Circle Damage on initial cast: 6/9/12/15/18 (+10% AP) per stack (stacks to four) Slow on initial cast: 45/50/55/60/65% Damage on burst: 50/100/150/200/250 (+50%) plus an additional 6/9/12/15/18 (+10% AP) per stack Slow on burst: 80%, decays after 2 seconds. Heal: 60/110/160/210/260 HP

E: Teasing Tempest

Salaf guides the gust of wind in a straight line, damaging the enemies and knocking them up , and pushing them back slightly. The tempest stops at the second champion struck.

Cost: 45 mana Cooldown: 15/14/13/12/11 seconds Cast type: Line Damage: 75/115/155/195/235 (+60% AP) Knock up duration: 1 second

R: Nature's Vigilance

Salaf creates a shield of green energy around either himself or a targeted ally champion. After a few seconds, the shield dissipates in either a burst around the target, dealing magic damage, or it can dissipate early and fire towards a target direction and explode, dealing magic damage damage.

Cost: 40/50/60/70/80 mana Cooldown: 16/14/12/10/8 seconds Cast type: Targetted/Line Shield: 40/60/80/100/120 (+30% AP) (5% Max HP) Damage: 40/60/80/100/120 (+30% AP) (5% Max HP)

Ultimates:

These ultimate abilities are acquired once Salaf reaches level 5 and achieves "Path of the Ancestors". As soon as that happens, that ability transforms and becomes their new R. The rest of the abilities will shuffle around to the player's liking, and they will be refunded a skill point, and that ability-transformed-ultimate will reach level 0 until Salaf reaches level 6.

Ultimate Q: Ancestral Firestorm

Salaf's ancestor of fire appears in a form of a burning wooden salamander statue.

Salaf summons the salamander at a target spot and, after a brief delay, fires a giant blast of fire, exploding from the first enemy hit or at the end of the cast range. The blast damages all enemies in the vicinity, plus bonus magic damage based on missing health.

Cost: 100 mana Cooldown: 120/95/70 seconds Totem summoning range: 1000 Fire range: 1000 Cast type: Line (like Rumble's R or Viktor's E) Damage on direct hit: 60/120/180 (+80% AP) + (20/30/40% of missing health)

W: Ancestral Maelstrom

Salaf's ancestor of water appears in the form of a giant crying dolphin spirit.

Salaf summons the dolphin at a target location. The zone erupts, knocking around enemies. Her tears immediately form a swirling maelstrom, damaging all enemies around her based off of the enemies' current health, and slowing them down tremendously.

Cost: 100 mana Cooldown: 120/90/60 seconds Maelstrom duration: 5 seconds Maelstrom range: 800 Maelstrom size: 400 Cast type: Circle Damage on 1.5 second knock up: 125/200/275 (+50% AP) Damage over time: 60/120/180 (+30% AP) (+3/5/7% current health) per 0.5 seconds Slow: 60%

E: Ancestral Galeforce

Salaf's ancestor of wind appears in the form of a green proud hawk spectre.

Salaf summons the hawk spectre around a target location far away. Once there, it dives through in a line, creating two harsh winds blowing into where the hawk has dove into, like a suction. Allies walking with the wind will gradually gain movement speed towards that direction and a damage boost, while enemies walking against the wind will be grounded, gradually get slower towards walking that direction and, with enough time, will be stunned and dragged with the wind.

Cost: 100 mana Cooldown: 120 seconds Range: 3000 Cast type: A combination of Ornn's ultimate with Ashe's E. You can cast this anywhere with limited range, but the AoE is line-shaped. Where your reticle is aiming at will be where the hawk will dive, creating those two opposing winds between Salaf and the end of the range. The winds' convergence does nothing. Duration: 3 seconds Speed boost: 75/95/115% Damage boost: 20/25/30% Slow: 70/80/90% Stun: 0.5 seconds

R: Ancestral Pressure

Salaf's ancestor of earth appears in a form of a powerful, yet calm elephant ghost.

Salaf summons the elephant ghost behind him. With a powerful cry, the elephant grants everybody a shield. Secondly, the tremors of the earth respond, creating a wall-like gate. Enemies will trip and be stunned if they cross the gate. Dashes, leaps and blinks cannot cross the barrier, no matter what. The closer the gate, the smaller it will be, and vice versa. However, it takes longer to form if at max range (1.5 second)

Cost: 100 mana Cooldown: 120/100/80 seconds Range: 1000 Wall Range: 300-1200, depending on distance Duration: 4 seconds Shield: 150/250/350 (+40% AP) (+15% max health) Trip Damage: 80/160/240 (+60% AP) Stun: 2 seconds

This is the first concept I have made after a long time. Now, many have been hoping for a shaman type of champion, mainly filling the role for supporting or mage. I, for one, like to expand on that and play around with the idea. Currently, I can think of four types of playstyles with the versatile ultimate. Salaf can either be an AP mage, an AP disruptor, a mage support or a tanky disruptor support. Let me know what you think down at the comments below!

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