[CHAMPION CONCEPT] Tremus - The undead shaman

TheGoomyGamer·2/10/2017, 7:49:04 PM·2 votes·455 views

Appearance - face would be hidden by long cloak, cloak is adorned with bones, necklace with icons in that glows. (I'm not the best at appearances) lore - I dunno

I wont be including any precise stats as I'm not good at that, ill just give some rough estimations.

HP - High/Average AD - Average Ms - High Armor and MR - High/average

MONSETR INFO Blue buff - Scales off AP and Mana, Magic damage Red buff - Scales off AD and HP, Physical damage Krugs - Scales off AP and AD, Mixed damage Raptors - Scale off Attack Speed and AD, physical damage Wolves - Scale off Movespeed and Attack Speed, Physical damage Gromp - Scales off Armor and MR, Magic Damage

PASSIVE - SHAMAN'S WILL Tremus has a bar above his items akin to kindred's. This contains icons for: red buff, blue buff, wolves, raptors and gromp. These icons are by default greyed out and unclickable. By killing jungle camps, you 'collect' their souls and add them to you necklace. You can have 1 soul per camp. Clicking on one icon summons that monster until they die. They have reduced hp but all of their stats scale with tremus' stats and slightly the stats they scale off. Each monster uses it's own stats for its abilities. Sending out monsters has a static cooldown of 6 seconds, costs HP and Mana, and they slowly regenerate HP while not active. Once they die their soul disappears. Monsters each have different abilities and a passive

MONSTER PASSIVES Blue Buff - AAs steal a % of the target's current mana. Red buff - AAs deal DoT and slow slightly Wolves - Spells apply grievous wounds Gromp - Damages attackers Krugs - Split into smaller krugs upon death Raptors - Attacks on subsequent targets gain minor damage boosts

Q - LEAP Monster - Dashes over terrain to target location. You then leap back slightly (Cannot go over terrain) and your current active monster lands in front of you dealing damage scaling with that monsters 'scaling stat' and dealing that monster's respective damage. No Monster - Dash range is extended, damage slightly increased scaling off AP.

W - Swarm/Nature's Power Monster - Summons two little versions of respective monster (Sentinels, Cinderlings, Mini Wolves, etc.) No Monster - Increases health& Mana regen for you and monsters (ie. Monsters not active) for 5 seconds, resets AA timer

E - Blue Buff - Slam

  • Next AA deals bonus damage + slows, resets monster AA timer* E - Red Buff - Curse of Cinders Apply mark on nearby enemy unit. Mark reveals enemies, deals damage over time, slows and is activated by a monster AA. Activating the mark instantly deals all of the DoT. Mark wears off after 5 seconds E - Wolves - Onslaught All active wolves leap to the target enemy, becoming untargetable and dealing 5 AAs worth of damage over 2 seconds per wolf. After 2 seconds is over, wolves reappear behind enemy and continue attacking. E - Raptors - Crimson Rush Resets monster AA, Monster gains attack speed for 5 seconds. E - Krugs - Concussion Resets monster AA, next monster AA stuns target E - Gromp - Corrosive shot Fires out resistance-shredding skillshot

E - Cloak Slash No monster - Tremus slashes around him with his cloak, dealing damage based on AD. Next AA heals Tremus for a % of his missing HP. Resets tremus' AA but Does not interrupt it

R - Rift Herald Rank 1 & 2 Your current active monster retreats to your necklace as you call down the might of a rift herald. The rift herald has unique abilities but only lasts for 10/15 seconds Rift Herald - Scales off 2 highest stats (like ezreal's ultimate) Deals mixed damage

RQ1 - LEAP OF DESTRUCTION You leap forward. In front of you, the rift herald slams down, dealing heavy damage

RW1 - RIFT AID The rift herald summons 2 rift scuttlers. These are summoned at either side of the rift herald, and dash, taunting enemies along the way. Is aimed similarly to Heimerdinger's W.

RE1 - RIFT VOID A rift opens up in the irection of your choosing. The rift herald launches a powerful punch, augmented by the void. The punch deals damage based on your highest stat, and slows all enemies hit.

R - Baron Nashor Rank 3 Tremus has obtained the ultimate power. He summons a rift herald that evolves into the mighty baron nashor! Baron nashor empowers nearby minions, has ranged resistance-shredding attacks and has unique abilities. However, it only lasts for 20 seconds.

RQ2 - LEAP OF ANNHIALATION You leap forward, flinging the essence of the baron over your head. As the baron lands, it deals massive damage and slows enemies hit, decaying over 2 seconds.

RW2 - RIFT ONSLAUGHT Two rift scuttlers empowered by the void dash, taunting enemies in their path. Same casting method as RW1. However, void-empowered scuttlers are invincible.

RE2 - TENTACLE VOID The baron opens up a large void in the target direction. After a brief delay, a tentacle launches out of the void, dealing huge damage and slowing enemies.


MONSTER INTERACTIONS Monsters appear identical to the target monster but grey and translucent. The each have features that glow various colors, but always red if the monsters are on the enemy team. Baron nashor is much smaller, and the lower half of his body is replaced with snaking tentacles. Split Krugs can re-form once within the pendant


The basis around this champ was that he was the most hybrid champ in the game - building anything would work, making different parts of his kit stronger. However, he would be EXTREMELY vulnerable to counterjungling.

What do you think? Upvote and leave a comment if you thought it was good!

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