The Worm champion concept
https://upload.wikimedia.org/wikipedia/commons/thumb/b/b6/Allghoikhorkhoi.jpg/350px-Allghoikhorkhoi.jpg The Worm is a Giant Slow Moving Auto attacking Worm that deals AP damage through auto attacks and its abilities via Acid. It is meant to assist the team By either Decreasing enemy defensive stats, providing Slows and if engaged on it can knock enemies back or retreat under ground to restore some health and/or provide defensive options for potential oncoming enemy engages. knock ups will also Knock Worm above Ground.
Health 515 – 1800 Attack damage 51 – 105 Health regen. 5.0 – 15.0 Attack speed [*] 0.630 (+0% – 54.0%) Mana 354 – 1383 Armor 18.0 – 87.0 Mana regen. 9.0 – 15.0 Magic res. 30.0 Ranged 550 Mov. speed 300 While above Ground - 315 below ground - 150 while completely under ground.
Passive - Auto attacks deal Magic damage instead of Attack Damage. 25% of bonus attack speed is not gained but is converted into move speed. Health regeneration is increased by 50% each second stacking up to 250% when around its Acid on the ground. Each second Around acid refreshes the duration and applies a stack.
Q - Acid Splash - R/Q (Final "Acid Blob") Yellow Acid that splashes and creates an additional pools for each R upgrade if R is casted beforehand and empowering them. 1 Upgrade will create the 2nd pool in front of the current pool the third pool will increase it in front of the 2nd pool. The final pool will create a pool that will splash in a
- formation and will become a giant pool. The pool will do poison damage as it erodes the champion(s) under it for 5 (+ 50% AP) for every 1 second they are above it. The Landing of the pools on enemy champions will deal 75 (+ 75% AP) and decrease MR+AR by 5 for 1 second but champions hit by the splash will not take damage from the pool for being above on it. The pool will last for 5 seconds. The pool deals less damage than getting hit by the bubble
AOE Splash Magic damage by Level 75 / 130 / 185 / 240 / 295 (+ 75% AP) AR/MR decreased by 1 second while under pool if splashed on. Every second above pool will refresh the AR/MR decrease until the pool is gone. 5 / 10 / 15 / 20 / 25 (If champion(s) gets hit by splash, leaves area and re-enters the AR/MR will reapply instantly if duration ended and refresh every 1 second but will only continue until the pool is gone. The same will occur for AOE Poison damage)
AOE/DOT Poison Magic Damage by level 10 / 20 / 30 / 40 / 50 each second in pool (+ 50% AP)
Mana Cost 50 / 75 / 100 / 125 Cool down 15 / 14 / 13 / 12 / 11
While borrowed - Quickly Raises head above ground and shoots a blob of Blue acid Directly on top of itself increasing its bonus AR/MR and near by allies hit by the splash by 3% while applying a Slow on enemies. If the acid Splash does not hit Worm or allies it will only provide half of its bonus AR/MR and will slow enemies by half. The amount of acid if R is activated before hand will Create a larger Pool that is 50% larger each Rank in R.
Bonus AR/MR and Slow by level Level 1 - 3% AR/MR ------ 10% Level 2 - 6% AR/MR ------ 20% Level 3 - 9% AR/MR ------ 30% Level 4 - 12% AR/MR ------ 40% Level 5 - 15% AR/MR ------ 50% Bonus AR/MR and Slow by level when halved Level 1 - 1.5% AR/MR ------ 5% Level 2 - 3% AR/MR ------ 10% Level 3 - 4.5% AR/MR ------ 15% Level 4 - 6% AR/MR ------ 20% Level 5 - 7.5% AR/MR ------ 25%
W - Burrow - (0.5 second cast time) Quickly Borrow to avoid any abilities except tether/etc similar to Vlad pool or Elise Rappels for a maxium of 5 seconds. Will place his W Passive on cd for 10 secs after re emerging. While borrowed base Move speed is reduced to 150 but Health is recovered with continus movement every 100 units. Leaving a small Poison Trail when health is gained through eating dirt that slows everyone (even allies) by 25% for 1 seconds and refreshes every second above it. Passive - Auto attacks also apply Grevious wounds that reduces Health regeneration for 2.0 sec by 1% stacking up to a maximum of 50%
Level 1 - 1% each auto to a maxium of 5% Level 2 - 3% each auto to a maxium of 15% Level 3 - 5% each auto to a maxium of 25% Level 4 - 9% each auto to a maxium of 45% Level 5 - 12% each auto to a maxium of 60%
(Eating Dirt) Health recovery - while moving for every 1.5 Teemos(150 units) gain 5 / 10 / 15 / 20 / 25 health (+ 50% ap). (Hard dirt) Cannot move through walls/etc.
Mana cost 0 to burrow mana cost to go burrow under ground 25 / 35 / 50 / 65 / 75 Cool down 0 to burrow unless used Spin which places it on a 15 second cooldown.
E - Head sling - Knocks Enemies in front of The Worm backwards to exactly 500 units away from The Worm. Units farther then 500 units away from The Worm is not knocked backed. Deals 25 / 50 / 75 / 100 / 125 physical damage. While enhanced by R - 30 / 60 / 90 / 120 / 150. E - Spin (while borrowed) Knocks back all enemies from the center of The Worm to 500 Units away preventing enemies to move passed The Worm as he spins for 1 / 1.25 / 1.5 / 1.75 / 2.0 seconds At the end of the Duration The Worm will be placed above ground. Allies can Pass through this cycle. Enemies jump over or pass The Worm will be knocked back. Works similar to Azir Ultimate. Deals 25 / 50 / 75 / 100 / 125 physical damage (+ 25% AP). While enhanced by R - 30 / 60 / 90 / 120 / 150 (+ 25% AP).
Mana cost head Sling - 10 / 15 / 20 / 25 /30 Cool down - 18 / 17.5 / 17 / 16.5 / 16 Mana cost Spin - 20 / 30 / 40 / 50 / 60
R- Upgrades kit for 15 / 20 / 25. 0.75 second cast time. Cool down 120 / 90 / 60 Mana cost 100 at all ranks
Recall animation - Acid geyser - Jumps above ground and tunnels under ground to poke out its head while spitting Acid in the air.
Q - Is an ability that generally would be a slow moving skill shot that can eventually cover a wide Area dealing poison damage over time. If the Skill lands on a target(s) on impact the target(s) will lose resistances.
W - Allows The Toxic Worm to escape abilities temporarily and/or set up defensive possibilities for its team in case there is a oncoming fight to either provide Resistances to its allies or CC or to retreat for a bit to heal some.
E - Provides some immediate cc in case of being engaged on itself Generally with its W. It could be used in an offensive manner as well instead of a defensive option so the Worm can continue its Auto attacking.
Can almost be built in a adc fashion allowing a lot of flexibility. While providing great AP damage over time through its Auto attacks but having a huge weakness being able to be built against with pure MR.