Kumungu Jungle champion concept

DemonBoneJangles··1 votes·762 views

This is a champion originating from the kumungu jungle no details besides its abilities and type are available Type (Symbiotic/parasitic champion)

Passive (Fungal/Parasitic cloud): Upon taking damage or casting an ability champion releases a cloud around itself (some abilities modify this effect) in a radius persisting for 3 seconds, enemy units (mostly champions but not epic creatures) gain 1 stack upon touching the cloud these stacks persists for 5 to 10 seconds depending on level and fall off at a rate of one per 3 seconds after that. Each stack inflicts the infection debuff as follows

Stack 1: Armor reduced by 10% Stack 2: Magic resist reduced by 15% +additional 5% armor reduction (total 15% reduction) stack 3: Attack damage and ability power reduced by 10% each + additional 5% armor and magic resist reduction (total 20% reduction) Stack 4: Movement speed reduced by 25% +an additional 5% AD/AP/Armor/Magic resist reduction (25% total reduction) Stack 5 Deadly infection: Attack speed/ Armor/Magic resist/Ability power/Attack damage/ and Movement speed each reduced to 50% of their current totals

Q (Confounding Grasp): Extends (roots or tendrils) into the ground rooting both itself and the target champion for 1/1.25/1.5/1.75/2 seconds and inflicting the confusion Debuff on the target setting one random ability on cooldown (ability is chosen randomly from abilities NOT on cooldown already)

W Infestation: Places a pod on the map for 60 seconds that matures over the duration while releasing a cloud that grows in size and adds stacks of the infection passive to nearby targets, the pod is Camouflaged during the first 30 seconds of its life if left undisturbed, at 30 seconds it becomes visible and adds 2 stacks of infection to nearby enemies, at 45 seconds it adds 3 stacks to nearby enemies, at 60 seconds it erupts igniting the cloud and nearby clouds for 70-410 damage based on the number of stacks the target has +5% of the targets current health. Destroying the pod before it fully matures ignites the current clouds radius and deals less damage based on the time it has matured (min damage 25% per stack)

E Fever/Infect : Target champion takes damage equal to two times the damage per stack from a pod eruption (ex 1 stack deals 140 damage plus 2.5% current health), if the target champion has no stacks of infection they instead take no damage but immediately gain 1 to 4 stacks based on ranks in this ability. (can be cast while dead on targets with stacks that are nearby and visible)

R Pestilence: Removes infection stacks from nearby enemy champions dealing 5% per stack current health damage (Max 25% current health damage), and heals this champion for half of the damage dealt over 10 seconds. if cast within 5 seconds of death this ability instead heals for 5% max health +5% per champion affected and revives this champion before going on CD (up to 30% maximum health with 5 affected champions)

Edit R: pestilence no longer removes the stacks of the infection debuff unless used to revive this champion

Creators thoughts: this champion was brought about by a need to get more players engaged in map awareness the pods are only camouflaged not fully invisible, this allows counterplay but also if ignore they can become a real threat, We were unsure of mana costs because some of the abilities didn't have clear threat levels because its abilities are based on situational events and map awareness. We also didn't let any one ability become too damaging because of the major debuffs from the passive.

Thoughts and comments below, Please be constructive and understand this champion is to promote more map awareness based on and around its kit.

Bones And Celestial [slayer-jinx-catface]

6 Comments

CrazyBear19872 votes

Nice passive, overloaded effects for a passive still. pick one and increase THAT effect per stack,

Q - nice root ability, the random ability disable is concerning, if they are already on cooldowns it does nothing. needed? W - Pretty strong, has to have charges or limit per map/ Cap, it already produces a smoke, revealing it;s location anyway, giving it free camouflaged against minions is broken. E - okay R - interesting

strong idea, his kit and passive could use some work for synergy or interactions. Kindly feel like it's a mix of twitch's posion and Zyra's plant/pods gameplay.

DemonBoneJangles1 votes

thanks, the passive IS overloaded but its because hard to land outside of its w AoE cloud you would have to be really not paying attention to it to get to 5 stacks. and if you only have one or two stacks its actually weaker than champions who debuff only one thing. but if you could pick one to debuff what would it be?

Q: you are correct but so long as one ability is not on cooldown the confusion effect works (Ex. q, w, and r are on CD then e would go on Cd from the effect

W: we thought about that and decided on maybe two or three charges. the camo effect wouldn't hide it from anything really since the new stealth mechanics mean if you are seen by anything you are revealed. but with a slightly shorter time than a ward I don't think there would be a problem its basically a long delay blast charge with a moderate blast radius. also wanted to avoid the % max health damage that's common right now

E: we tied this to the passive and tossed in a post death cast with the condition that an enemy with stacks needed to be nearby, we also toyed with the ability to detonate the W pods early but found it would be too strong if both effects dealt damage to a champion. again avoiding the % max health damage that's all too common

R: originally I thought of it as a reproduction ability where you use a skillshot to hit an enemy champion hitting tthem tethers you to them and drains a large portion of their health helaing you, and a passive effect was to use the same skillshot when dead if it killed the target champion then you fully healed and respawned at their location of death. that was my idea but we thought it was too strong as well

Terakali1 votes

I don't think this champ would be a fitting jungler. The zone control contained in the passive is so fabulous and the debuffs make her far more suited to helping other champions in combat. This is a fantastic and unique kit- a bit overloaded in the passive- but there is one problem I noted while reading. Her ultimate seems really useless, especially when compared to the stacks her passive grants normally. It would be more valuable to die than remove five stacks off of anyone in the game.

DemonBoneJangles1 votes

thanks for the comment first id like to mention this champion wasn't intended to be a jungler, it is merely from the region known as kumungu jungle lol sorry for the mix up there.

As far as the ult is concerned there are two things to note. One: normal ultimate activation deals damage based on the targets current number of stacks and deals 5% of their current health per stack (Ex. a champion with say 4000 health would take 1000 damage and heal this champion for 500 of that over 10 seconds)

Two: the death active uses the champions max health, and a flat 5% extra per champion hit by the ult. again saying this champ had say 4000 hp it would heal for 30% of that and revive instantly however the revive effect wouldn't damage the enemy champions affected by it

thanks for the comment and be sure to get others to look at this, so far it seem to be getting fairly positive reviews

Bones

Terakali1 votes

I get that it could be lots of damage and healing, but the debuff from the passive is just so much more powerful. Dying to let your team take advantage of your passive is FAR more valuable than the pitiful damage it could do.

DemonBoneJangles1 votes

very true, ill edit that into the actual description thanks ^_^

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