Champion Concept: Fluvis - Guru of Geysers
Nasu...I gave up on trying to get a working code/example of this, so I have a different treat. Idk lore yet, or how to make it connect, but I dedicate this champion to Ozhirim. Have a blast. :P
#TLDR Fluvis is a strange brew of an AP based tank / Juggernaut with a ton of cc and lane manipulation. His damage is also quite volatile, as he stores damage taken to furiously explode at a later time. The biggest drawback is that Fluvis's kit is actually quite fluid - it's very difficult to chain his cc correctly as the pressure he stores also changes the strength of his cc. That being said...crunching the numbers for damage output will come a bit later, as I'm accounting for a couple of strange mechanics unique to Fluvis.
#Stats
HP: 530-1880 (+75/lv) HP5: 7.8-20.2 MP: 320-950 MP5: 6.5-18.3 AD: 68-147 AS: 5.11 (+.033/lv) AR: 37-97 MR: 39-56 MS: 340 RN: 150 (attacks with a reckless unarmed style)
Kit
**P: Pressure Power **- Taking damage generates Pressure. Fluvis converts 50% of all damage taken into pressure. Pressure is used on Fluvis's next spell cast to deal additional magic damage equal to the amount of pressure stored. ALL pressure is used when this next spell is cast. Maximum pressure is equal to 20% of Fluvis's base HP and starts to release slowly (5% of the pressure bar/s) after 10 seconds out of combat. (essentially, to fully charge the pressure meter, Fluvis has to have lost about 40% of his base hp to hit that mark. Early game, that's pretty rough, but by mid to late game when he has some items, it should be more manageable.) Soothing Steam: As pressure starts to decay, Fluvis gains 50% bonus regeneration as long as it's decaying. (not a strong heal source...but just a little something extra)
Q: Fountain Blast - Fluvis creates a geyser within 150 units of him. After a .75s delay, the geyser erupts, dealing damage the first time enemies contact the jet stream, and pushing ALL units in the direction of the jet stream. The jet stream lingers for a moment before dissipating. Pressure also increases the length and duration of the jet stream. Base jet stream is 200 units, up to 600 units at maximum pressure. Base duration is 0.5s, up to 2.5s at maximum pressure.
W: Unstable Spring - Fluvis generates a 500 unit diameter pool in an area within 500 units of him that bubbles and deals damage over 3s. At the end of the duration, the pool erupts, dealing additional damage and knocking enemies away from its center. Pressure affects the damage over time, not the explosion after.
E: Fluid Surge - Fluvis rushes forward on a geyser stream, dealing damage to the first enemy hit and pushing them back slightly. On activation, Fluvis converts all pressure into a shield that lasts for 3s.
R: Forced Eruption - Fluvis generates 25% of his Pressure bar each second for 4 seconds. After 4 seconds, or if the pressure bar reaches its cap during the charging process, Fluvis then causes a large eruption in a radius from him, dealing damage and knocking up enemies near him. This eruption resets his Pressure bar, but this ability benefits 2x from its bonus damage. Fluvis can still move and cast other spells during this spell - it's not considered a channel effect - and the spells cast will still affect his pressure bar. (This means you can use it like Rengar used to use his ult before the changes - you can charge it to max by soaking damage, then pop this instantly and keep charging additional pressure over 4s, or you can use it with low pressure for several rapid-fire spells that all use about 25% pressure, and throw down the last 25% with your ult for 50% pressure's worth of value.)
The radius is also affected by pressure, with a base of 200 units to a max of 600 units at maximum pressure.