Umbrar, the Primordial Shaman
Umbrar, the Primordial Shaman
Umbrar is a link to the word 'Umbra' which is 'Shadow' in latin, which emphasises the appearance of the champion as he is very mysterious and my idea for his splash art would express him to be almost like a shadow on a lit wall - shrouded in mystery and question.
Overall Design
Umbrar is both a control mage and battlemage with his main form of damage coming from a series of totem poles that have AoE effects and provide Umbrar with an advantage if used correctly. Umbrar is designed to be a complex and thinking-based champion that relies on the positioning of his totem poles and himself to overcome any situation. He is considerably an Anti-tank champion that sets the stage for team brawls, changing the movement of any fight based on the use of his totem poles and abilties which come along with it. If used correctly, Umbrar can carry a team to victory, not being a 1 on 1 assassin able of dragging the enemies health to the floor in a few seconds but tactically taking them down and scoring territory over his opponents. Umbrar is built Hybrid due to his mixture of physical damage and magic damage among his abilities. Umbrar's appearance is a muscular humanoid similar to that of Udyr, with ripped shaman-like clothing exposing grey & purple skin and a stance/movement comparable to that of Pyke. Half of his face holds a helmet which is half-destroyed exposing the left side of his face which has burnt, ashy skin and which he has no eyelid and a purple hue to his iris resembling bloodshot but in a deep purple. His voice is similar to that of Darius but having reverb and a scratchiness to it behind his dialogue. Umbrar is best played as a mid lane battlemage, but can also be played in both bot lane as Support, Jungle or top lane. Umbrar's basic attacks (without abilities) are ranged and relatively weak, similar to Karthus but with a faster fire speed. Umbrar plays best against assassins and burst-melee champions whos aim is to take down champions in a matter of seconds, as his abilities are mainly crowd control and his lane control is very strong due to his ability to clear waves with ease at early levels similar to how Heimerdinger would be able to. The aim of Umbrar is to hold his lane to his liking and avoid losing to early-lane dominance, as he is not capable of early-game dives to secure a kill but is capable of holding ground in lane to drain an enemies health and resources to secure more minion farm and objectives.
Information
Name: Umbrar Sacerdos Gender: Male Race: Human (Altered by the Void) Occuptation: Void Bringer Faction: Void Weapon: Void Magic, Elemental Totems Related Champions: Malzahar, Kassadin, Kai'sa, Kogmaw Statistics Health - 560 (+50) Health Regen - 6 (+0.6) Mana - 400 (+35) Mana Regen - 5 (+1) Attack Range - 525 Attack Damage - 52 (+3.5) Attack Speed - 0.7 (+2.5%) Armor - 30 (+1.75) Magic Resistance - 35 (+3) Movement Speed - 325
Abilities
1st Passive - Power in Numbers: For every Totem that Umbrar has placed down, Umbrar will gain a permenant bonus +1.5 AP and temporary bonus +5% movement speed when in range of any of the Totems (this doesn't stack when near multiple totems).
2nd Passive - It's in My Bones: Umbrar converts the damage he receives from enemy champions into mana, at a ratio of 1% of maximum health being equal to 10 mana points. If his mana bar is full, Umbrar will be given a magic damage shield that lasts for 5 seconds after going below 100% mana.
Q - Summoning of Arms: Umbrar summons a weapon from 3 of choice that will last 30 seconds, which all have different effects, provide a new Q ability and allow for a different attacking style. If Umbrar gets a kill with any weapon, the timer will be reset and he will be given a 100% mana refund for the ability.
Cooldown - 8 / 7 / 6 / 5 / 4 Mana - 25 / 30 / 35 / 40 / 45
Razor Axe: Melee weapon that deals bleed damage on the 3rd consectutive hit in the interval of 4 seconds. Q - Umbrar swings his axe down in front of him, leaving a crack that moves forward parallel from the strike zone. Enemy units in the strike zone are damaged and knocked up for 0.75 seconds and if hit by the crack, are slowed for 1.5 seconds.
Void Axe Q cooldown - 10 / 9 / 8 / 7 / 6 Damage - 60 / 100 / 140 / 180 / 220 Bleed Damage - 30 / 60 / 90 / 120 / 180 Mana - 40 / 50 / 60 / 70 / 80 Strike Zone Range - 400 Crack Range - 300 Attack Range - 175
Meat Hook: Longer-ranged melee weapon that slows enemy targets on hit for 0.5 seconds (cooldown of 5 seconds on slow) Q - Umbrar launches his meat hook forward and if an enemy target is hit, they will be damaged and pulled a short distance towards Umbrar but if structure is hit, Umbrar will pull himself towards the structure in a grappling hook fashion.
Meat Hook Q Cooldown - 12 / 11 / 10 / 9 / 8 Damage - 25 / 50 / 70 / 90 / 110 Enemy pull distance - 450 / 475 / 500 / 525 / 550 Range - 650 / 675 / 700 / 725 / 750 Mana - 45 / 55 / 65 / 75 / 85 Slow - 0.5 / 0.75 / 1 / 1.25 / 1.5 Attack Range - 425
Tomahawk: Ranged weapon with a limit of 3 tomahawks, which bounce off of enemies after striking and are able to be picked up for 15 seconds. If a tomahawk is picked up, the next thrown tomahawk will deal crit damage. Q - Umbrar flips forward and throws a tomahawk parallel to the direction of the flip, which travels and can strike up to 2 consecutive enemies, causing the enemies to be binded for 2 seconds. (First enemy hit will control the movement of the 2nd enemy as they are connected for 2 seconds)
Tomahawk Q Cooldown - 12 / 11 / 10 / 9 / 8 Damage - 55 / 90 / 130 / 170 / 200 Flip range - 350 Tomahawk range - 600 Mana - 50 / 55 / 60 / 65 / 70 Attack Range - 550
W - Elemental Totems: Umbrar summons a Totem of choice which is immobile, lasts for 30 seconds, is worth 5 hitpoints and has specific AoE effects to the totem chosen: (Umbrar will glow the colour of the totem as it slides through them in the order showed below similar to Twisted Fate's W.) Umbrar can summon up to 3 totems at once of any type, but cannot be placed inside each other and do not stack any buffs or debuffs.
Totem time lasted - 30 / 40 / 50 / 60 / 70
Shadow Totem (Red) - Umbrar and allies inside of the totem's radius will be invisible to all enemies outside of the totem's radius, being given +5% movement speed whilst in the totem's radius which lasts for 3 seconds upon exiting.
Electric Totem (Yellow) - Applies electric damage to all enemies in the radius of the totem and gives ally units +4.5% attack speed whilst inside the totem's radius, lasting for 3 seconds upon exiting.
Earth Totem (Green) - Slows all enemy units for 20% whilst inside the totem's radius and gives ally units a temporary shield which counts for 10% of current health, lasting for 3 seconds upon exiting.
Void Totem (Purple) - Every 20 seconds, summons 3 void ghouls that move towards the nearest enemy within range of the totem or will follow Umbrar until an enemy champion or unit comes into range (doesn't auto aggro on jungle mobs). These void ghouls are worth 10% of Umbrar's current health and deal 15% of Umbrar's current attack damage each.
Place Range - 550 Cooldown - 10 / 9 / 8 / 7 / 6 Mana - 30 / 35 / 40 / 50 / 60 Totem Radius - 350 / 365 / 385 / 405 / 420 Shadow Totem Movement speed buff - +5% / +6% / +8% / +9% / +10% Electric Totem Damage - 30 / 60 / 90 / 120 / 160 Electric Totem Attack speed buff - +4.5% / +6% / +9% / +12% / +15% Earth Totem Slow - 20% / 25% / 30% / 35% / 40% Earth Totem Shield - 10% / 15% / 20% / 25% / 30% Void Totem Ghoul respawn - 20 / 18 / 16 / 14 / 12 Void Ghoul health - 10% / 12% / 16% / 20% / 25% Void Ghoul Damage - 15% / 25% / 35% / 45% / 55%
E - External Calling: A nearby totem is tampered to have a multiplied effect on enemies in their radius, as they increase in radius for 3 seconds. If an enemy champion is effected, 50% of the mana will be refunded and the ability cooldown will reset (max of one reset). Radius increase - 4% / 8% / 12% / 16% / 20% Buff time - 3 / 4 / 5 / 6 / 8 Buff multiplier - x1.25 / x1.45 / x1.65 / x1.85 / x2 Range - 850 Cooldown - 22 / 20 / 18 / 14 / 12 Mana - 50 / 60 / 70 / 80 / 90
R - Souls will Rise: Umbrar selects a current totem which will be transformed into a giant golem that will have an AoE effect of its totem at a multiplied rate. The golem lasts up to 60 seconds if not killed and if not killed will explode stunning nearby enemies and provide the multiplied effect of the totem. (this golem works like tibbers, as it will attack nearby enemy units and can be controlled to attack or move with R)
Multiplied AoE effect rate (alive) - x1.5 / x 2 / x2.5 Golem time - 60/80/100 Golem speed - 330 / 350 / 375 Multiplied AoE effect rate (explosion) - x2 / x2.5 / x3 Explosion effect time - 2 / 3 / 4 Effect radius - 400 / 420 / 450 Range - 560 Cooldown - 160 / 130 / 110 Mana - 120 / 140 / 180
Personally if this was a champion I'd be first to main him because of the flexible kit he has and how fun it sounds to be able to play in such a mixture of different positions and ways to build into the champion. Feel free to leave your feedback below, tell me what you like and tell me what to improve to make it a more fair and 'friendly for everyone' kind of champion :)