Champion concept: Glub, Coalescence of the Dark Mists
Glub, Coalescence of the Dark Mists
Passive: Ectoplasmic
Glub ignores all unit collisions, including with champions. Enemies occupying the same space as Glub take 15 + (1.5% Glub’s Max HP) physical dmg per second.
Q: Shadow’s Essence
Glub leaves a trail of corrupted slime behind him for 4 seconds. The trail remains for 3 min. Enemies inside the trail are slowed by 10/15/20/25/30% and have their energy and mana drained by 10% per second and their Mana and Energy Regen is reduced to 0 for 3 seconds. Activating E will cancel Shadow Essence.
Cooldown: 16
W: Solidify
Glub turns solid, becoming stunned for 3 seconds and taking 80% reduced dmg for the duration. Enemies caught inside Glub take 100/110/120/130/140 + (1.0 AP) physical dmg and are stunned for 3 seconds.
Cooldown: 32/28/24/20/16
E: Aerosolize
Glub expands into a large cloud of dark mist, increasing his size by 200/250/300/350/400 units, and increasing his movement speed by 45% for 2/2.5/3/3.5/4 seconds. Enemies inside take an additional (1.5% Glub's Max HP) + (0.2 AP) physical dmg per second. Activating Q will cancel Aerosolize.
Cooldown: 20/19/18/17/16
R: Body Snatcher
Glub attaches himself to an enemy champion for 2/3/4 seconds, taking control of that champion. During that time Glub can make them move at 40% reduced speed, use their basic attacks, basic abilities, and items. He may not use their ults or summoner spells. Cannot be interrupted once casting animation has started.
Cooldown: 140/120/100
Range: 150
Glub is a creature formed of necromantic magic and of the dark mists of the Shadow Isles. Abandoned after the retreat of the harrowing, Glub seeks to find purpose in his new home, and awaits the return of the harrowing to take him back to the Shadow Isles.
Glub is the physical manifestation of the mists themselves, composed of dark magic and the souls of those taken by the mists. His form resembles that of a Ghoul of the Isles, composed entirely of black, smoking tar. He moves as if he was trying to escape his own gelatinous body, clawing and stretching out of his massive, blubbery form. He can change states at will, going from his liquidy form to a solid blob, or to a gaseous form, much like the mists of the Shadow Isles.
Glub is a tanky jungler, with rewarding cc options and unique utility. His Ectoplasmic trail must be well planned, with its fairly long cooldown, but is extremely helpful vs energy using champions with its energy drain and Regen stopping debuff.
His only gap closer is his E, which has a short duration and long cooldown. When used in teamfights, it is the longest aoe stun in the game, with up to 3 seconds if used properly with his W.
Jungling would be slow at first, until he can pick up either enough health for his passive to melt camps or enough AD to just claw them to death with his jelly fingers.
He can build in two distinct ways. HP and AP, focusing on Rylai’s to keep enemies in his goo to steadily burn their HP down while he follows them around, or build HP and AD like a normal jungler, making use of auto attacks and relying on his team to help him catch the enemy.
Once Glub has caught an enemy, there is little they can do short of flashing away. His three second stun and constant damage on his passive and E are enough to deal with most squishy targets, as long as he can get to them in time.
His ultimate will be of most use in teamfights, where he will try to get to the back line, or just grab their cc heavy champ and use them to get their squishies. The short duration “mind control” like ability can turn the tables extremely quickly in a close battle, turning a 5v5 into a 5v4 for a few seconds, and hopefully weakening the other side enough before the enemy breaks free of his ult to finish them off.
Core items might include boots of swiftness, frozen mallet or Rylai's, and a Sunfire cloak (or jungle item if going AP).
Let me know what you think of Glub! Feel free to comment and if you like Glub check out some of my other champion concepts!