Setrahk - The Shuriman Slayer
Dragon
Information
Background
During the height of the Shuriman empire a thousand years ago a war raged between the mighty Shuriman army and the sand dragon Setrahk. With his control over sand, Setrahk ravaged the land and buried his foes alive in great sand dunes. At the conclusion of the war, Shurima’s Ascended stood against the dragon, sacrificing their lives to subdue him and banish him from a physical form. Over the centuries Shurima fell, magic became limited in the desert and Setrahk’s sand blew in the wind.
With the revival of Shurima, great power has been restored to the region. Magic seeps into the sand once more, rejuvenating those believed lost. Setrahk has returned.
Quote ”Shurima will be buried once more.”
Summary
Setrahk is an AP tank who is best suited for jungle but also has the potential to be played in the top lane. His role in the team is to provide crowd control, initiation and a secondary source of magic damage. Due to his damage over time and stack reliant spells, Setrahk thrives is longer team fights.
Connection to Theme
Setrahk is part of the Dragon race who used his power to lay siege Ancient Shurima. The revival of Shurima has rejuvenated Setrahk, granting him the power to once again threaten the land and the rest of Runeterra with his brethren.
Appearance
Setrahk is a quadruped who uses his grand wings to fly across the land. His body in light brown scales and his wings emit a trail of sand as he travels.
Champion Statistics: | Base | Per Level | |||
---|---|---|---|---|---|
Health: | 620 | +90 | |||
Health Regen: | 8.0 | +0.75 | |||
Mana: | 350 | +40 | |||
Mana Regen: | 7.2 | +0.5 | |||
Attack Damage: | 58 | +3.4 | |||
Attack Speed: | 0.67 | +2.0% | |||
Armour: | 28 | +3.5 | |||
Magic Resist: | 32 | +1.25 | |||
Attack Range (Melee): | 125 | ||||
Movement Speed: | 340 |
Abilities
Passive - Resting Sands
Upon taking fatal damage Setrahk loses control of his physical form, exploding into a cloud of sand with 400 range. Enemies caught in the cloud have their vision reduced to 600 range and are slowed by 40% / 50% / 60% / 70% for 2 seconds.
Q - Sandblast
ACTIVE: Setrahk fires a blast of sand forward in a straight line. When the blast collides with an enemy they take magic damage and are blinded
Magic Damage: 40 / 80 / 120 / 160 / 200 (+ 60% AP) Blind Duration: 0.5 / 0.75 / 1 / 1.25 / 1.5 seconds Range: 1000 Cooldown: 10 / 9 / 8 / 7 / 6 seconds Cost: 40 / 50 / 60 / 70 / 80 mana
W - Sandstorm
ACTIVE: Setrahk’s whips up the sand in a 200 radius around him, gaining a stack of Sandstorm that lasts 2 seconds and deals magic damage to nearby enemies each second. His basic attacks grant him additional stacks of Sandstorm up to a cap of 4 for a maximum of 8 seconds.
Upon reaching 4 stacks, Setrahk gains increased health regeneration until the sandstorm subsides.
Stack Magic Damage per second: 5 / 10 / 15 / 20 / 25 (+2% AP) Minimum Magic Damage: 10 / 20 / 30 / 40 / 50 (+4% AP) Maximum Magic Damage (with 1.0AS): 145 / 290 / 435 / 580 / 725 (+54% AP) Health Regeneration per second: 20 / 27 / 34 / 41 / 48 (+current level) Cooldown: 18 / 16 / 14 / 12 / 10 seconds Cost: 60 / 70 / 80 / 90 / 100 mana
E - Sandstream
ACTIVE: Setrahk dissipates into sand, becoming untargetable before dashing to a target location to reform. All enemy units he travels through take magic damage and enemies within a 175 range of the target location are additionally knocked up for 0.5 seconds.
Magic Damage: 50 / 80 / 110 / 140 / 170 (+50% AP) Range: 800 Cooldown: 16 / 14 / 12 / 10 / 8 seconds Cost: 40 / 30 / 20 / 10 / 0 mana
R - Sand Dragon’s Roar
ACTIVE: Setrahk lands and begins channeling for 4 seconds, unleashing a blast of sand that deals magic damage every 0.5 seconds in a cone in the direction of the cursor. Enemies damaged by the spell receive a stack of Sand Dragon’s Roar for 1 second, which slows them by 25% and can stack up to a maximum of 4 times. Upon reaching 4 stacks enemies become encased in sand, stunning them for 1 second.
The cone direction will update towards the cursor over the duration with a reduced turn rate.
Magic Damage per second: 100 / 200 / 300 (+30% AP) Maximum Magic Damage: 400 / 800 / 1200 (+120% AP) Range: 750 Cooldown: 100 / 90 / 80 seconds Cost: 100 mana
Design Discussion
Skills
Passive - The death reliant mechanic gives the player more incentive to stick around longer in the fight rather than trying to escape at the last moment. The vision reduction can limit the power of the opponent’s backline, letting your team deal with the front line or reposition accordingly.
Q - Sandblast is a straight line skillshot designed to focus down a single target. In team fights the player would want to hit this on the opponent AD carry to get the blind effect. As it is a skillshot, opponents can avoid the skill or have it blocked by a team mate who doesn’t rely on basic attacks.
W - Sandstorm is Setrahk’s main jungle clear and his source of sustain. The area of effect damage allows him to clear camps while focusing on the biggest monster. Gaining 4 stacks of Sandstorm for the health regen is an easy process in the jungle, but can be more difficult in hectic team fights. Players would have to choose wisely when to start the sandstorm if they want to reach the full duration.
E - Setrahk’s form of gap closing, with invulnerability to avoid damage and key skills (Karthus ult, Tibbers). The additional crowd control on arrival gives him time to set up his ultimate, or get a couple of stacks of Sandstorm before the opponent can get away.
R - A channeling ability that can last up to 4 seconds, but can be cancelled by stuns, silences and displacements. To get the most from this skill players would have to use bushes and fog of war to their advantage, similarly to when Nunu uses Absolute Zero. The mouse movement mechanic will feel the same to control as Sion’s ultimate. This will allow the players to tweak their initial cast so that they can try to match the opponent’s movement.
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