Champion Concept - Verdal, Shaman of the Bog

Doccaholic·6/22/2016, 6:03:21 PM·1 votes·694 views

Hey guys. Recently I keep having ideas for champs and whatnot so I've been writing them down in order to clear my head. Thought I may as well post some of them here and hear what others have to say. So heres my first champion, Verdal.

Champion Details: Verdal, The Bog Shaman Role: Assassin

Stats: Health: 600 (+75) Health Regen: 8 (+1) Mana: 300 (+45) Mana Regen: AD: 58 (+3) AS: .625 (+2.5%) Armor: 27 (+3.5) Magic Resist: 32 (+1.25) MS: 340 Attack Range: 150 (melee)

Champion Description: Verdal is a versatile assassin specializing in Damage-Over-Time and rewarding payout to successful assassinations. Verdal can single out a target and lock them down, or dish out quick damage and then escape. During the laning phase, Verdal benefits from an oppressive push style, using totems to zone enemies away from CS

Champion Kit: Passive: Totem Forger >Verdal marks enemies with his auto attacks. When a marked enemy dies, he converts their corpse into a totem. (9/7/5/3) sec cooldown at levels 1,6,11,16). Minions and small monsters become Fog totems. Large and Epic monsters become Salvage Totems. Champions become Cryptic Totems.

  • Fog Totem: Creates a poisonous cloud of fog, which slows enemies in the area by 15% and deals 10 (+20% Bonus AD) true damage per second. (200 radius)
  • Salvage Totem: Heals all allies in its radius by 30 (+200% Bonus AD) over 3 seconds. (650 radius)
  • Cryptic Totems: Creates a field that will snare all enemies after 2 seconds. (400 radius) All totems last for 10 seconds and then expire.

Q: Totem of Vampyrism >Places a totem that sucks the life out of nearby enemies and heals Verdal. Cooldown: 7 seconds Damage: 3 / 3.5 / 4 / 4.5 / 5 % Target's current health per second Heal: 30/40/50/60/70% Damage dealt. Duration: 3/4/5/6/7 Radius: 200

W: Woundsplitter Totem >Cooldown: 15/13/11/9/7 Seconds Damage to units in this totems range also deal additional physical damage. Damage: 1/1.25/1.5/1.75/2% enemy's max health (+1 per 75 bonus AD) Radius: (100/120/150/190/240) Duration: (2 / 2.5 / 3 / 3.5 / 4)

E: Ether Tether >Cooldown: 16/15/14/13/12 Enemy Cast: Tethers an enemy to the nearest totem for 1.5 / 2 / 2.5 / 3 / 3.5 seconds (Totems must be within 300 units). Tethered enemies can move and use non-movement spells, but cannot leave the tethered range and are dealt 30/60/90/120/150 (+40% AP) magic damage over the duration.. (175 units from the totem).

>Self Cast: Verdal tethers himself to the most recent totem placed. He can recast this ability to be brought back to that totem (untargetable during transit). Tether Range: 1000

>If a totem expires, then this ability is immediately cancelled.

R: Possession >Cooldown: 130/110/90 Verdal Possesses an enemy champion for 3 seconds, dealing 200/250/300 physical damage over the duration. He then expels himself from that champion, dealing 100/150/200 damage and appearing behind them. While Possessing he may cast non-movement spells, but cannot attack. He may recast to expel himself earlier, dealing only half the expulsion damage. Range: 400

Design Notes: I came up with Verdal when thinking of how an assassin-type character would deal with damage over time. It is also a physical assassin because the two most prevalent physical damage assassin are Talon and Zed, both of which I suck at.

Verdal is meant to push either mid/top lane using his passive and his Q while pressuring the enemy laner off of their CS. He could also use Salvage totems to stay healthy in the jungle, and have some solid clear with his %health damage over time. In teamfights, Verdal looks to assassinate the enemy squishies and establish zone control if successful.

Verdal has many options available to him, making decision making key when playing him. For example, if you know the enemy has no QSS or means of breaking his tether, then you could go in and tie them down. However, this now makes you extremely vulnerable and you will probably die, hopefully securing a 1 for 1 trade. In a skirmish, this strategy would be more effective. Also, you could tether yourself to a totem, deal as much damage as possible to an enemy, and then retreat back to safety, but that enemy would be able to flash/dash away from you and your team

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