New champion idea

Skimpychaff·8/21/2016, 6:25:46 PM·2 votes·640 views

After feed back imma give this some rework

Orignal-----------------------------

Name: Mumba (female)

Visuals: Hunchback, witch look alike, walking with a staff, white eyes (blind).

Gamestyle: Support, low mobility champion, high CC

Passive: Deaths embrace. Allied champion killed near Mumba has reduced death timers.

Q: Deaths grip. Similar to Leblanc's E. Shoots out a whitebeam. First target it encounters is rooted for <1 sec (minions/champions) If champion moves during root, that champion is slowed for a longer time than the root. Mumba is unable to move during the root (visuals: whitebeam. skeleton hand grabbing the champion/minions)

W: Agape: Passive- Mumba creates a green potion she can drink every X seconds. When the 3 potion is created she gains a red potion Active: Mumba consumes her potion. Green potion grants X amount % movement speed and X amount healthregeneration for X seconds. (green potion does not stack when consuming)

Consuming red potion gives full 3 stack of green potion and bonus MR, Armour.

Mumbas abilites is also improved. Q is a root only and for an increased time ( mumba is also able to move during the root) E Not only healing herself. Allies within passive range is also healed. ( might even applie a slow

E:Harbringer. (no skillshot) Sends out a magic ball towards target champion, stealing a chunk of their health,

R: Pain inverter: Target enemy champion is channeled for X seconds, all damage done by the champion is reflected onto itself. Similar to tarics ult this takes a time to take affect. IE. Not very good for oneshotters like lb, kata etc unless u can anticipate the engage. but very good for teamfights. Ex of time. R level 1. 50% of dmg returned for 2s, lvl 2, 60% returned for 2.5, lvl 3 70% for 3 s. High cooldown. >120s

Reworked--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Name: Mumba (female)

Visuals: Hunchback, witch look alike, walking with a staff, white eyes (blind).

Gamestyle: Support, low mobility champion, high CC

Passive: Deaths embrace. Allied champion killed near Mumba has reduced death timers.

Q: Deaths grip. Similar to Leblanc's E. Shoots out a whitebeam. First target it encounters is rooted for X sec (minions/champions) (visuals: whitebeam. skeleton hand grabbing the champion/minions)

W: Agape: Passive- Mumba creates potions she can throw onto an allied champion( 1 green, red, yellow). She recharge her potion stack after X seconds, she cant carry more then 1 of each.

Active: Mumba throws her potion at a target allie (after throwing a potion there's a small CD before next potion can be thrown). (usage is like TF's W)

Green potion- Heals target allie for X amount

Red potion increase of AD/AP depending on what that allied has most of. (or just ad and ap but a smaller amount of increase)

Yellow potion- Movementspeed or MR/Armor?

E: Dark Aura. Shielding nearby allie for X amount,

R: Enchantress. Mumba breaks through her seal and transforms into a beautiful mage for X seconds, increasing her abilites.

Q: Heavenly grip- If this skillshot lands onto and enemy champion, this is instantly recharged. W: Salvation- Can carry 2 of each potion, gains 1 full stack when transforming, potions throwing are now AOE (similar to twitch W) E Light aura- Shields NEARBY allies for X seconds

Visuals: Teal(ish) skin. With glowing markins, blue glowing eyes, monk cloth.

2 Comments

Lord Acacius8/21/2016, 7:17:20 PM2 votes

Hi there! Just leaving some feedback.

I'm sort of not understanding the support aspect of your champion other than the ultimate maybe. She seems much more selfish than selfless, which doesn't embody a support. I also, don't see where the "High CC" comes from.

I like the passive, although it sort of gives the "OK" for your allies to die lol. You may want to tweak it.

Your Q has a few problems... You can't move during a root. You should probably change this ability description, maybe she marks an enemy champion and every unit they travel increases the slow. HOWEVER, this is extremely overpowered. It's like an indirect root, you either move and suffer the consequences, or you don't move and suffer standing still for the duration. Have you ever played Dota2 and gone against the "Bloodseeker"? His ultimate does damage for every unit you move. It's extremely overpowered because it will either force you to stand still and get rekt by him, or try to run and get rekt by the extreme amount of damage it deals. Your Q has the exact same effect, it's very hard to counterplay if you don't have a qss.

Your W seems interesting, but it's so non-support like. It really only benefits you. I would like to see this turned into a potion that you can give to allies and the lesser potion heals, but the greater one will also increase their damage output or something.

Same thing with your E, it has no support value. You can maybe change it to where it will give the stolen health to a nearby allied champion or something.

Your ultimate has the same exact problem as your Q, it has no counterplay. You either deal damage and face the consequences, or do nothing and face the consequences of not dealing any damage. Although, the delay adds a little bit of counterplay, you can just dish out all your damage then take the ult and wait for 3 secs to deal more damage... but by then you'll already have lost the team fight.

So, all in all... this champion needs more support aspects as well as greater counterplay.

I know I pointed out all of the negatives, but there are many great things to this concept. I love the overall theme of your character being a dark support, which isn't explored very often. Most supports are extremely bubbly and good. Another route I would go to explore this idea is to make your champion be able to give many buffs, but also have many side effects for giving those buffs. Sort of like the necromancer from hearthstone or warcraft.