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    You Come Get Da Voodoo: Zungchu, the Elemental Spiriter


    Posts : 4
    Join date : 2013-02-16

    You Come Get Da Voodoo: Zungchu, the Elemental Spiriter

    Post by Dessim8 on Mon Feb 18, 2013 9:34 pm

    Lore: Not all trolls live in suffering. South of the Great Barrier, trolls thrive in the jungles and deserts where yordel and human confrontation is practically unheard of. Here, trolls have mastered tribal and even complex arcane and divine magic that the peoples to the north could possibly envy. To top it off, these trolls are not plagued with waning regenerative powers. The envy of those who know them.

    Summoners came seeking the best of the best of the Southern Troll species, knowing great warriors and spellcasters likely await their use. One such troll was Zungchu, a tribal shamanistic sorcerer who grins willingly at the thought of showing the world that trolls can be feared.

    Zungchu, in fact, sought them out first. He did so to protect others and fulfill a vision from his spirit guardians. What that vision is, he will not say, but he will always don his mask and jump forth into the arena.

    “New Troll here! Here to stay!” -Zungchu

    Roles: Support, Ranged, Pusher

    HP: 351 +78/lvl (1755 @ 18)
    Atk: 47 + 2.8/lvl (97.4 @ 18)
    Range: 530
    MS: 305
    MR: 30
    AR: 9.2 + 4.1/lvl (83 @ 18)

    Appearance: Zungchu looks no biologically different than any other troll. It’d be easier to notice however if he weren’t covering his face in a TIKI MASK made of pure badass! He wears shamanistic animal hides on his shoulders and a cloth hood surrounded by beast fangs and the mask. He wields no weapon other than his energy bolts which he can throw willy-nilly.

    [Passive] Lively Splendor – 20% of Zungchu’s HP/5 is added to his MP/5 and 20% of his MP/5 is added to his HP/5

    [Q] Elemental Burst – Zungchu launches forward an elemental blast to a target location. This is a skill shot for better or worse. Its range is decent, its powers are nice and furthermore, it has a variety of possible disables. In order, starting with Earth, it cycles through the elemental shocks going next to flame, then ice then storm, then back to earth. Captain Planet order in other words.

    •Earth Burst reduces an enemy’s damage output for a brief moment.
    •Flame Burst has a mini ignite effect with non-true damage.
    •Ice Burst has a chill effect that really slows movement and attack speed.
    •Storm Burst knocks the enemy into the air and silences them upon landing.

    The attack deals 80/135/190/245/300 (.6 AP) damage at any element to the single champion it hits.

    The earth effect reduces damage output by 10/15/20/25/30% for 3 seconds.

    Flame effect is a mini ignite doing 18 (.07 AP) extra magic damage every 1/2/3/4/5 seconds with grievous wounds.

    The Icy slow is 30/40/50/60/70% movespeed for 2 seconds.

    After the Storm’s half second knockup, the target is silenced for 1/1.3/1.6/1.9/2.2 seconds.

    Good thing you can only activate one effect at a time.

    If a shock misses the champion, it will refund its time and mana, BUT it will costs 10% more mana next time. This effect will stack up to 6 times. Each wiff continues to stack this until 12/11/10/9/8 (reduced with CD) seconds of disuse pass or a successful hit. If it does strike, it will costs 90/100/110/120/130 mana (Plus the increased cost and have a 9/8/7/6/5 second CD.

    You will have a buff icon indicating which element is on deck and a colored swirl around Zungchu's wrists. Enemies can see it too, so be careful. Note that elemental Burst will travel for a total of 1.4 seconds. This means it is technically on a locked 1.4 second CD for wiffing.

    [W] Living Wave – Like your typical bouncing skill, the effect wanes per bounce. This skill does 18% less healing per bounce and a target cannot be rebounced to until 2 other targets have been bounced to. Luckily, its reach IS nice, but it could potentially give away the position of a stealth or brushed champion waiting in ambush. It also is expensive!

    Living wave heals for 100/130/160/190/220 (.3 AP) Health and bounces 3/4/5/6/7 times. It costs 120/140/160/180/200 mana and has an 18 second CD.

    [E] Sacrificial Altar – The buff provided can be used to empower an Elemental Burst or a Living Wave. The effects are simple:

    Elemental Burst will be a delta–attack, having the benefits of all 4 elements but at half their usual duration. It can also be target cast directly rather than a skillshot.

    Living Wave’s Heal suffers only 8/7/6/5/4% healing reduction and can bounce back to a previously healed target after 1 bounces instead of 2.

    14/13/12/11/10 second CD. It costs 130/120/110/100/90 mana.

    Zungchu can instead throw a huge altar at an enemy champ for 70/120/170/220/270 (.7 AP) physical damage instead of any bonuses if you click the skill again.

    [R] Purgatory Dome – Zungchu passively adds 20/40/60% of his bonus HP/5 and MP/5 provided by his passive to the other stat.

    Actively, he creates a dome around him that traps allies an enemies alike within and prevents interaction with the world around it. It lasts for 2/2.25/2.5 seconds, BUT it can be cancelled sooner if Zungchu clicks it again. Blink and skills that work like it will FAIL on this dome.
    It costs 180/250/320 mana and has a 120 second Cooldown.

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