Sheranka - The Ocean's Floor

Zaphrose··1 votes·1,664 views

Sheranka - The Oceans Floor A Tanky-Support that utilizes the Fury Mechanic. Sheranka is a Humanoid-Hydra and unleashes her True Form - with her ultimate.

Lore: She is similar to the mettle between Leona and Diana except for Shyvana . She is the Noxian Dragonlike warrior.

Passive: Tempered Waters [Rework I] Sheranka utilizes a Fury mechanic that’s similar to Maokai’s Passive except results with fury and is more persistent. She gains fury for being in the midst of combat and larger amounts of fury when skills are used around her. For every # of fury she gains bonus armor and magic resist up

Q - Leech / Ripper 5% Max Hp [Rework] : Similar to Kalista

Sheranka targets an enemy that makes them take physical damage over time and marks the enemy for 5 seconds.

Sheranka gains a shield for every attack that against this enemy, that stacks up to a maximum of 10% of her bonus defense (10% of Physical Defense and 10% of Magic Defense) While Leech is on cooldown she can activate Ripper.

Ripper: She can activate this ability to gain Fury and Heal a % of nearby allies HP = number of to stacks x 3/6/8/10/12 while dealing a flat amount of magic damage equal to fury gained.

W – Geyser Spring [Rework V] Cost 25 Fury + +1 Fury/s until second activation This skill acts like Thresh 's Q except the Enemy pulls the object. On activation, Sheranka unearths a Healing Geyser and a watery-chain from it. While active, she moves with the chain thats linked to the Healing Geyser for 3 seconds. Sheranka can recast this ability to target an enemy and smash the ground unearthing another geyser dealing magic damage and anchoring the enemy to a Healing Geyser.

Inside the Healing Geyser is an anchor-object. They are summoned with 3 hit- points, and decrease hit points after each second until 1 hp is left and can be attacked by enemies basic attacks to destroy it.

Enemies that are anchored take % of max health as magic damage, while the area around in the Healing Geyser provides healing for allies in the radius for a % of max health as hp. If enemies move further than the distance of the Healing Spring the anchor moves accordingly cracking the ground and sprouting a geyser as it travels. The anchor can only travel 20 units until it primes to breaks uprooting a geyser. If the distance travelled while primed to detonate is = 20-39 units enemies are slowed for 1.5s when the anchor breaks. If this distance is greater than 40 units then the enemy is stunned for 1s.

If Sheranka doesn’t Anchor an enemy while this skill is active, she is pulled back to the Healing Spring regaining half the fury used to activate this ability.

E – Liquid Terrors – 30 Fury [**Rework **III]

Sheranka lays a trap. When enemies step over them they pop up and fire a beam in the direction they are moving after 1 second automatically that pushes all enemies blasted. These last 30 seconds. After 1 seconds the Hydra vanishes as bubbles.

R - Hydractic Storm [Rework I] Cost 100 Fury Sheranka reveals her true form amounting to a large Hydra with 3 Heads unbounding her Fury. Her max fury becomes 300 (while gaining 300 Fury) While in this form her auto attacks fire from each of her heads to targets at their current location. Any Fury gained after her maximum of 300 becomes a shield that maxes at 200. [Her Defense gain is tripped and with shield is maximized to 500%]

Hydra Q - Leech / Ripper - All damage, healing, and Fury Gained and Fury Damage is Trippled.

Hydra W - In her Hydra Form, Sheranka can activate this skill 3 times. She unearths a geyser in a nearby target radius that slows enemies inside and heals allies inside. Enemies that leave the Geyser are anchored for 2 seconds at a maximum of 20 units distance. After 20 units they are stunned for 1s.

Hydra E - Sheranka Fires 3 consecutive beams from her Heads in an array dealing magic damage for each beam and pushing back enemies caught in each beam. Enjoy!

Secret Passive: Whenever Baron is killed she gains Forgotten Memory which doubles her passive effect while a Baron Buff is active.

7 Comments

Daedeye1 votes

A question: If a unit is hit with geyser rope and moves around, does this mean, that tethered units are pulled along, if they are on the outer edge of the location? Will they be able to attack and cast spells? Won't this look strange? Maybe change the ability, so tethered units are slowed, but can leave the location and free themselves.

Zaphrose1 votes

{quoted}

A question: If a unit is hit with geyser rope and moves around, does this mean, that tethered units are pulled along, if they are on the outer edge of the location? Will they be able to attack and cast spells? Won't this look strange? Maybe change the ability, so tethered units are slowed, but can leave the location and free themselves.

I think I may have described the skill a little to vague. The skill is meant to Anchor* an enemy to a location, but they are free to move, just not past that range for a couple seconds.

The Reworked Ability is as follows. E - Rock Bottom [Rework][Tooltip]

Sheranka drops a anchor at a location and spawns a chain and tosses it in a direction. If this skill hits an enemy it Anchors enemies to target the location. The enemy that is anchored cannot move more than 150 units away from anchor for 2 seconds but is free to move anywhere within the range (150) around the anchor. If an enemy walks in the anchor it dismantles the anchor and frees the Anchored enemy.

If Sheranka attacks the enemy that is anchored, the distance of anchor increases by 30 increasing the range the enemy can move away from the anchor. The duration of this effect also prolonges for 1.5 seconds. If Sheranka hits 3 attacks on this enemy they are rooted for 1 second and the enemy looses the effect of Anchored.

Thoughts?

Daedeye1 votes

I think it feels a bit strange, when the range of the anchor increases with an auto attack from Sheranka. And maybe enemies should be freed, when they take a % amount of their maximum health as damage during the duration, because holding a champion in place for about 4 seconds is really long.

Another question. When using W, won't the enemies know who's the real sheranka anyway, since she doesn't change her position?

Zaphrose1 votes

That's the thing I am trying to explain. Anchored, which would be a new effect, would act like a Tether except it prevents distance from an object. Maybe the duration of cc effects are too long, but the point of the skill is to cc enemies in an interesting way, yet enemies are still able to move during the duration just not further away from the Anchor which she sets on activation. For example with Karma's tether, enemies can move and if they create a great enough distance from karma, they can break free from the tether, but this skill is to be a little more punishing as well as a great cc tool.

The difference between it (Anchored) and a hook, like thresh's, is that all these skills require the champion to be part of the tether or cc, where something like this creates a object like Gangplanks Barrel or Zyras Plant, that can be destroyed.

The W on the other hand needs to be reworked as well. Her going theme at the moment is a Hydra, and because she is a support, what I should maybe do is add a less combat skill and something more supportive and tanky, because it is a little out of place.

I will address both W and E in the next rework.

Daedeye1 votes

Yes, I understand. The anchor has a similar effects to Yorick's wall. I just thought, it would look and feel strange, when the range increaes, when Sheranka auto-attacks. Increasing the duration with auto-attacks is interesting maybe, but you shouldn't be able to lock down the enemy for several seconds in a teamfight. But I see, you have changed the ability. What I don't understand is, why you have to first activate the ability and then cast it, instead of just casting. Also, having multiple targets chained to an anchor could look confusing.

Also, I just read the passive, I somehow missed it before. Some champions use a lot of abilities and some champions are focusing more on basic attacks. When Maokai doesn't get stacks, he has less health in some situations. When Sheranka doesn't get fury, she will be overall weaker in every situation. That's how I see it at least.

Liquid Terrors I don't really understand. How exactly is the projection scanning for enemies and in which direction is it shooting light?

Zaphrose1 votes

You have a point. Some of the skills were still muddled. And I think I've addressed the skills in way that pronounces their uses as well allows Her kit to maintain Fury as a active resource and better yet, explain her playstyle.

First Her Passive now works while in combat, but with more fury gain from abilities. She yields fury slowly from just being in around combat or minions. So it can be a constant resource, allowing her to actually use her skills and utilize her Defensive Gains.

Second, Her W is now single target. Instead of Anchor*, I'm tinkering the ability to rather pull an anchored object. The object is a moving healing aoe that moves simultaneously to the target enemies movements. The Anchor is simply an object that enables an effect at a certain distance. In this case, once the anchor is broken, by the Target Enemy traveling 20 units, it snaps, slowing the enemy.

This brought me to a realization of a mechanic that I may be able to work here where, the effect of the crowd control on the Anchor, depends on the distance that is created when it breaks. So 20 units is a slow, but 50 could be a stun. That would only be able to happen if I gave her a skill thats enables pushing.

Thirdly for Her E, I've taken out that Refracting light mechanic and rather simplified it to cause Obstructive push. This push may be used on an anchored enemy to create effects from the length of the chain/distance from anchor.

For example, Sheranka uses W and begins the skill. after 2 seconds she hits the enemy with a starting distance of 60 units. The Target moves for 10 units, when Sheranka uses her E, and hits a push that makes the total distance travelled while anchored 40 units.

To make this work I think an ability like Caitlyn passive can be used here. The distance of 20 units can be illuminated on the anchor/chain using degrees of colours from blue to red, and on the actual map you can see a starting radius, middle radius and an larger radius. The anchor will automatically be destroyed once the enemy reaches the middle radius. But if the enemy is pushed from prior to the middle to the outer limit, its stunned. Kinda like how AurelionSol W modifies the distance of the star I'm using distance to modify the effect of the cc based on the difference of distance of enemies travel while anchored.

It's kind of hard to explain But hopefully this makes her better. More fluent a champion.

Lastly I've Reworked her ultimate.

Zaphrose1 votes

Reworked* How is she now?

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