[Champion Concept] Dirge, Shaman of the Highlands
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Primary: Support. Secondary: . Additional Roles: Player Choice. Statistics: Attack Power: 3. Defense Power: 6. Ability Power: 3. Difficulty: 9. Place of Origins: Ironspike Mountains. Upon Selection: I sense that you are in pain.
Health: 420(+29). Health Regen.: 2.0(+0.38) Mana: 330(+28). Mana Regen.: 1.9(+0.37) Range: 430(Range). Attack Damage: 32(+2.2) Armor: 15(+2.1). Magic Res.: 30(+0) Attack Speed: 0.630(+2.2%). Move. Speed: 342.
Friends:
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Enemies: None.
Appearance: Dirge is a stocky Caucasian elderly man with dark brown hair & beard, light brown colored eyes. Dirge wears a hefty mountain outfit made from animal skins, he has an elk head on the back of coat collar, wears a pair of large boots. On his back is a backpack & has two 3ft long totems that are strapped to the backpack.
Summoner Spells:
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Item Builds:
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Essential Items:
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Offensive Items:
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Defensive Items:
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Passive: Spiritual Balance. For every 4% of bonus Ability Power that Dirge gets his Magic Resist will increase by the same amount & for every 4% of bonus Attack Damage Dirge’s Armor will increase by the same amount.
Q-Ability: Soul Bridging. Range: 350. Cool Down: 27/25/23/21/19. Cost: 115. Magic Damage: 20/40/60/80/100(+40% bonus AP). Activate: after Dirge has chosen a single allied Champion within this Abilities Casting Range then upon its activation Dirge will connect his soul to his allies, after the activation a tether is created between the 2 Champions. While the tether is intact Dirge will share 10% of his current Armor & Attack Damage to his tethered ally while he gains 5% of the allied Champions current Magic Resist & Ability Power, if both Champions move more that 400-Range from each other the tether will break or if an enemy Champion walks into the tether it will break but the enemy Champion will be dealt Magic Damage & will be Stunned for 1.5 seconds. Until the tether is broken this Ability will not go on its Cool Down.
W-Ability: Spiritual Burden. Range: Self-Cast. Cool Down: 6. Cost: 35 per 0.5 seconds. Passive: every 3rd Basic Attack that Dirge makes will have him create 3 small blue fireballs that will deal 5% of his current Attack Damage as Magic Damage. Activate: when Dirge activates this Ability he will start to create a 350-radius aura that emanates from his own soul, while this Ability is Toggled on the aura will drain Mana to Slow all enemies Attack & Movement Speed by 35% as well as have them deal 10% less damage from both Auto-Attacks & Abilities. When Dirge either runs out of Mana or the Ability is reactivated to cancel the Ability it will then go on its Cool Down.
E-Ability: Fervor. Range: 550. Cool Down: 18.5/18/17.5/17/16.5. Cost: 65/75/85/95/105. Magic Damage: 45/85/125/165/205(+40% bonus AP). Passive: every 12.5 seconds Dirge will release a surge of energy that will Heal the closest & lowest Health Allied Champion within 300-radius of Dirge by this Abilities current damage output. Activate: after Dirge has chosen a single enemy Champion within this Abilities Casting Range then upon its Dirge will create a large blue fireball in his right hand, after the initial cast Dirge will throw the fireball at the chosen Champion dealing Magic Damage & reduces the targets HP Regeneration by 4% & all Healing effects towards this affected Champion by 10% for 2 seconds.
R-Ability: Guardian Totems. Range: Self-Cast. Cool Down: 100/90/80. Cost: 120. Magic Damage: 40/60/80(+40% bonus AP). Activate: when Dirge has activated this Ability the two 3’ft tall totems strapped to his back will that to glow green with energy & each 1 will float on both sides of him for 13 seconds, for the duration of this Ability each totem will lock-on to a single enemy Champion within 400-radius of Dirge & every 0.75 seconds the totems will fire a green projectile at its locked-on Champion dealing Magic Damage & Shredding the enemies Armor by 10% as well as Reveal the Champion for 1 second, each continued blast against its target will Refresh the Armor Shred. At the end of this Abilities duration it will go on its Cool Down.