[Champion Concept] Sampson, Prisoner of War

SulkingKING·5/25/2015, 9:10:48 AM·2 votes·432 views

Name: Sampson. (No last name provided) Age: 24 Years Old. Affiliation: Damacia and it's prisoners. Role: Melee Fighter, Jungler.

(PS, this is going to be a bit vague as it was 4:05 AM and I wasn't not really in the "Write a whole story" mood.)

LORE: Sampson was once a proud soldier in the Damacian royal army. Once. He is now a fugitive on the run, wanted for the murder of dozens of Damacian soldiers, two officers in the Damacian chain of command, and the attempted assassination of the crown prince of Damacia. With him, was an accomplice: Katarina, the Sinister Blade of Noxus. Their plan was to get captured all along after causing as much commotion as possible within a set time. After being captured, they were to assassinate the crown prince himself, Jarvan Lightshield the Fourth. This of course was a failed attempt, as Jarvan IV is still alive and able. During the encounter, Katarina fled, leaving Sampson to rot. After years of plotting his escape, he finally went through with it and succeeded. Though he may be a free man, he makes quite the entrance with what burden he carries with him -- Two gigantic iron chain and balls attached to his wrists. These of course, were his method of escape. Now he seeks revenge on both Noxus for betraying him, and Damacia for imprisoning him. Knowing that both his accomplice and target reside in the League of Legends, he applied to join stating that he would be a champion of freedom and nothing more.

ABILITIES:

Resource: Like Garen, Sampson does not use a resource and relies on cooldowns to use his abilities.

Passive - Emprisoned: Sampson is a prisoner of war and carries two chain and balls by his wrists, slowing his movespeed when they are on the ground, but increasing his Tenacity (Stacking with item effects). If one ball is on the ground, he will be slowed by 5% of his movespeed and gain a 7.5% Tenacity bonus. If both are on the ground, he will be slowed by 10% and receive a 15% tenacity bonus. If both chainballs are in the air, he will lose the Tenacity bonus but gain a 5% movespeed increase.

Q - Single/Double Fisted Swing: On first cast, Sampson lifts one of his chainballs off the ground and swings it around his body once. If an enemy champion, large monster, or four minions are hit by this, he will spin a second time; this effect continues infinitely so long as Sampson continues to hit enemies every swing. If Sampson hits consecutively for three spins, he may activate the ability a second time and use both chain balls which hit from both directions around Sampson simultaneously. The ability goes on cooldown as soon as Sampson stops hitting targets on each swing. If Sampson is using both chainballs, he cannot basic attack. (Sidenote: Sampson does NOT get the ability to move through units from this ability)

W - Stronger Than Iron: When activated, Sampson swings both of his chainballs into eachother in the direction of the cursor. Enemies on the sides of Sampson parallel to the direction he swung will be pulled forwards (similar to mega-gnar ultimate). Enemies in front of Sampson will be stunned. If Sampson is using another ability (Such as Single Fisted Swing), he will interrupt that ability to do this one.

E - Overhead Swing: Sampson swings one of his chainballs in the direction of the cursor, moving Sampson in that direction slightly, and dealing area damage based on how close the enemy was to the chainball. This ability will have up to three charges which can be used consecutively. If Sampson has both of his chainballs in the air due to Double Fisted Swing, he will stop spinning one to do Overhead Swing; if he activates it twice, the second ball will stop spinning. After using Stronger Than Iron, there will be a short delay before Sampson may use Overhead Swing, however this is not the case if done in reverse.

R - Cry of War: Sampson bellows out enemies around him, taunting them. This ability may be used during any other ability Sampson has. Additionally, Sampson gains stacking armor penetration on targets who were recently affected by Cry of War, stacking up to 5 times for a total of 25% reduced armor.

One combo that could be done with this set of abilities is: First, start to swing one chainball with Sampson's Q, then activate his R to force the enemy close to you, then activating E to do some damage to the target before the second level of Q becomes available. After the taunt effect ends, stun the enemy with W and finish them up with both remaining charges of E. This should hit at least 8 times, 11 if you time it correctly. Each hit after the ultimate dealing more damage up to a cap of 25% armor penetration.

Another combo: E, E, Q, E, R, 2nd Q, 2-3 hits, W, Basic attack.

-Tips Since Sampsons abilities are instant cast towards the cursor, it is possible to swing wildly in multiple directions to hit multiple surrounding enemies. Sampson's E can also be a method of escape as with each swing he will move 5% faster from his 10% debuff, and be pulled slightly toward the direction he swings. In teamfights against enemies with high CC, it would usually be better not to have Sampson's Q up at all times, as you will gain a greater benefit against CC by having his chainballs on the ground despite moving slower. Moving slow > Not being able to move. Sampson does not use a resource, so his sustain could be potentially high with the right set of items. Since all of Sampson's damaging abilities affect enemies in an area, he makes an excellent jungler, being able to hit all of the camp at once; additionally Q will continue to work against Large Jungle monsters as if they were champions allowing him to clear a camp evenly. With an easy stun, taunt, and attacks that combo into eachother Sampson does well when ganking from brush. Even when caught out in the open, Sampson can turn the tide of the battle with a mixture of knowing when to swing and when not to swing (allowing his passive to protect him from debilitating effects, or allowing himself to move faster for kiting or chasing).

-Weaknesses When Sampson has both of his chainballs in the air, he is susceptible to CC effects, and when he has at least one on the ground, he is slowed; This could be taken advantage of by good coordination between teammates when ganking or teamfighting Sampson. Sampson lacks any real sort of range attack and relies on being able to get close and personal with his enemies to be able to bully them, because of this he is easy to poke out of lane when he is alone.

_ Tell me what you think about Sampson, Prisoner of War! I'm always open to suggestions and constructive criticisms.

0 Comments