Wednesday, January 2, 2013

Champion Kit:Waitomo


                      Champion Concept: Waitomo


Resource System: Mana
Role: Jungler, Top
Waitomo has AD ratios

Passive-Reptilian Rejuvenation: Whenever Waitomo receives damage greater than 10% of his health he regens a portion of the damage taken back over time. This passive has a short internal CD which is equal to the HoT duration. In addition when Waitomo reaches 30% hp or lower and is CCed Waitomo detaches his tail as a decoy removing CC and becoming resistant to additional CC for 2 seconds. 2 minute CD.

Q-  Camoflauge Bite: Waitomo stealths for .5 seconds gains a small movement speed boost and his next autoattack deals bonus damage. Can be used as an autoattack reset. Lowish CD maybe 5-8 seconds. Subsequent levels of this spell increase the movement speed boost and bonus damage dealt.

W-Poison Glands: Passive-When Waitomo damages enemies with an ability or autoattack  he applies a stacking poison. When the poison reaches 6 stacks on a target the poison seeps deep into the enemy, damaging the target for a percentage of their max health and healing Waitomo for the damage dealt. Passively gains attack speed and movement speed. Can activate to double the passive gains. Subsequent levels of this spell increase the poison damage and the attack and movement speed granted.

E- Lizard Rush: Waitomo rushes forward (can go over walls) leaving a trail of slime behind him which damages and slows enemies. Subsequent levels of this spell increase the damage dealt and the slow percentage of the slime.

R- Tail Wrap: Every 20 seconds (Reduced with CD Reduction)Waitomo gains a charge of tail wrap up to 3. Waitomo gains an extra tail for each charge. On use Waitomo reaches out with one of his tails and damages and snares a target for 1.5 seconds. The tail detaches itself from Waitomo when using this ability. If used multiple times on one target the duration and damage of each subsequent snare is reduced. Subsequent levels of this spell increase the damage dealt significantly.

When making Waitomo I followed the concept laid out by Izzabelle of making him a high regen, high damage champion. When I first wrote out his abilities, his passive caused him to regen a percentage of his max health when he took a large hit. I realized this would be not only very hard to balance but would encourage him to stack health as his primary stat besides AD. Waitomo was not meant to be built as a high hp tank so I made his passive more akin to Poppy’s. I wanted Waitomo to be susceptible to burst so as to require him to build resists and AD items instead of health. Thus to use his passive effectively it would be better to have more resist and some hp rather than just hp. The idea of his CC clear came to me when watching animal planet and I saw a lizard detach its tail when escaping from a predator. I wanted to somehow incorporate that. Thus his passive and his ultimate were made. His mobility with Q and E lets him get around the battlefield and position himself to take out key targets on the enemy team, while his poison and CC let him stay and do heavy damage to single targets. 

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