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User blog:Krufix/Champion Idea - Watery Support/Mage


Champion Idea - Watery Support/Mage

Krufix November 27, 2011 User blog:Krufix

This is something I was suspecting Fizz would be when he was released, it turned out he was very good anyway but it does leave a place open for someone who does indeed hurl tidal waves at people.

Please let me know what you think of the idea, this is my first attempt at a champion design so the stats may be a bit off. Thank you.

1 Growth 18 1 Growth 18
Health 420 (+74) Attack damage 54 (+2.6)
Health regen. 0.9 (+0.1) Attack speed 0.657 (+2.11%)
Mana 190 (+61) Armor 12 (+3.3)
Mana regen. 1.2 (+0.13) Magic resist. 30 (+1.25)
Attack range 150 Mov. speed N/A

Patch V1.0.0.108
Invigorating H2O
(Innate): While standing in fresh water, Lake gains +0.2 attack speed and 10 armor and magic resist.

Ability Description Leveling up
Water shot.
(Active): Lake shoots a skillshot ball of water which causes magic damage to the first enemy it hits.

While Lake is standing in fresh water its cooldown is reduced by 2 seconds.

If an enemy is standing in fresh water when it hits them, they are silenced for 1.5 seconds and the water shot passes through them.

  • Cooldown: 8 seconds.
  • Range: 700

Cost: 50 / 70 / 90 / 120 / 150 mana.

Damage: 60 / 80 / 105 / 150 / 190 (+0.5 per ability power)

Raise the table
(Active): Lake lobs a water ball at target location, creating fresh water there, the water will spread out to its full radius over the course of 3 seconds and give bonuses to Lake's abilities.

The water will dry up after 25 seconds however if newly formed water touches old then the duration is refreshed.

If 2 Lakes cast Raise the Table in similar areas then the one which was cast 2nd cancels out the portion of the water it crosses.

  • Cooldown: 10 seconds.
  • Cost: 80 mana.
  • Range to center of AoE: 400

Radius of AoE: 400 / 600 / 700 / 800 / 1000

(Active): Lake channels for 1 second, restoring health upon finishing the channel to a target allied champion.

If Lake is standing in fresh water then there is no channel time and health is restored instantly. Additionally the range is increased by 150 units.

If the target ally is standing in fresh water they are also given a shield.

  • Cooldown: 20 seconds.
  • Range: 600

Cost: 60 / 70 / 80 / 90 / 100 mana.

Heal: 60 / 120 / 200 / 260 / 360 (+0.7 per ability power)

Shield strength: 50 / 80 / 120 / 185 / 250 (+0.35 per ability power)

Tidal wave
(Active): Lake channels for 2 seconds, unleashing a tidal wave towards the cursor. This may be re-aimed by moving the cursor during channeling. The wave will deal magic damage and knock back enemies to the max range of the wave. Allies moving in the direction of the wave are sped up while enemies moving against the wave are slowed.

If Lake is standing in fresh water he will dash to target location before starting his channel.

If this target is also in water he will be untargetable for the duration of the dash.

  • Cooldown: 140 seconds.
  • Range of dash: 700
  • Range of wave: 700
  • Width of wave: 400

Damage: 100 / 180 / 250 (+0.9 per ability power)

Duration of wave: 3 / 4 / 5 seconds.

Speed modifier: 20 / 35 / 50 percent.

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