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(Blog post created or updated.)
(Remove double double-dots "::" in Rage Install data.)
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{{champion info
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remove do{{champion info
 
|disp_name = Poisonshark
 
|disp_name = Poisonshark
 
|image =
 
|image =
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|description = {{sbc|Active:}} If this skill is Charged, Poisonshark emits a raging shockwave, dealing magic damage in a radius of 350 around him on activation and knocking back all enemies hit a very short distance over 0.5 second.
 
|description = {{sbc|Active:}} If this skill is Charged, Poisonshark emits a raging shockwave, dealing magic damage in a radius of 350 around him on activation and knocking back all enemies hit a very short distance over 0.5 second.
 
|description2 = If this skill is triple-Charged, he empowers himself with Rage, otherwise he empowers himself with Mere Hate.
 
|description2 = If this skill is triple-Charged, he empowers himself with Rage, otherwise he empowers himself with Mere Hate.
|description3= Mere Hate gives him slow resist and tenacity, and his basic attacks consume one Charge stack to deal bonus true damage on hit.
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|description3= Mere Hate gives him slow resist and tenacity, and his basic attacks consume one Charge stack to deal bonus physical damage on hit.
 
Rage gives him movement speed, attack speed, slow resist and tenacity, generates Charge once per second and his basic attacks consume one Charge stack to gain bonus true damage on hit.
 
Rage gives him movement speed, attack speed, slow resist and tenacity, generates Charge once per second and his basic attacks consume one Charge stack to gain bonus true damage on hit.
|leveling1= {{lc|Magic damage:}} {{ap|100|200|300}} {{as|(+ 100% AP)}} {{as|(+ 50% AD)}}
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|leveling1= {{lc|Magic damage}} {{ap|100|200|300}} {{as|(+ 100% AP)}} {{as|(+ 50% AD)}}
 
|leveling2 = {{lc|Rage Duration}} {{ap|6|9|12}}
 
|leveling2 = {{lc|Rage Duration}} {{ap|6|9|12}}
 
{{lc|Mere Hate Duration}} {{ap|2|4|6}}
 
{{lc|Mere Hate Duration}} {{ap|2|4|6}}
|leveling3= {{lc|Mere Hate Slow resist:}} {{ap|15%|20%|25%}}
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|leveling3= {{lc|Mere Hate Slow resist}} {{ap|15%|20%|25%}}
{{lc|Mere Hate Tenacity:}} {{ap|15%|25%|35%}}
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{{lc|Mere Hate Tenacity}} {{ap|15%|25%|35%}}
 
{{lc|Mere Hate Basic attack bonus damage}} {{ap|5|10|15}} {{as|(+ 10% bonus AD)}}
 
{{lc|Mere Hate Basic attack bonus damage}} {{ap|5|10|15}} {{as|(+ 10% bonus AD)}}
{{lc|Rage Movement speed:}} {{ap|50%|65%|80%}}
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{{lc|Rage Movement speed}} {{ap|50%|65%|80%}}
{{lc|Rage Attack speed:}} {{ap|40%|70%|100%}}
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{{lc|Rage Attack speed}} {{ap|40%|70%|100%}}
{{lc|Rage Slow resist:}} {{ap|15%|20%|25%}}
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{{lc|Rage Slow resist}} {{ap|15%|20%|25%}}
{{lc|Rage Tenacity:}} {{ap|15%|25%|35%}}
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{{lc|Rage Tenacity}} {{ap|15%|25%|35%}}
 
{{lc|Rage Basic attack bonus damage}} {{ap|10|40|70}} {{as|(+ 10% AD)}}
 
{{lc|Rage Basic attack bonus damage}} {{ap|10|40|70}} {{as|(+ 10% AD)}}
 
|cooldown = {{ap|100|80|60}}
 
|cooldown = {{ap|100|80|60}}

Revision as of 20:14, 28 July 2014

remove doTemplate:Champion infoPoisonshark, the Lone Loonie is a custom champion.

Abilities

Passive-Aggressive

Poisonshark takes decreased damage from ranged sources and pays back the enemies that deal him damage with increased damage on basic attacks against those who recently attacked him.

Passive: For each instance of ranged damage (from ranged basic attacks or spells) he receives, Poisonshark takes 2% decreased damage from ranged sources for the next 5 seconds. This bonus stacks with itself up to 5 times and any activation resets its duration.

Aggressive: Poisonshark's autoattacks against a target that dealt him damage in the last 3 seconds deal Error: Parameter '3' is not accepted.% increased damage for each 1% of the opponent's missing health.

Template:Ability2


Charge

ChampionSquare

Passive: If Poisonshark should gain a Charge stack while he already has three, his other abilities' cooldowns are refreshed by one second instead, increased to 3 during Rage Install.

Passive: His other skills automatically consume one or three charges to get upgraded.

Active: Poisonshark channels power for 0.5 second to store a Charge. He can have up to three charges. Charge can be cast during the recovery of another skill.

Template:Ability2


Channel / Fireball

ChampionSquare

Passive - Channel: For each 5% of his maximum health he takes as magic damage, he gains stacks of Channel, culminating at 100.

  • Channel Charge Gain: 1 / 2 / 3 / 4 / 5

Active - Fireball: Uses all Channel stacks and shoots a fireball in a straight line that deals magic damage increased by 1% for each Channel stack consumed.

Fireball's damage is reduced by 10% for each enemy champion it has hit, unless it consumed three Charge stacks.

If it is triple-Charged, Fireball stuns all enemies it hits.

  • Uncharged Fireball Damage: 50 / 70 / 90 / 110 / 130 (+ 40% AP)
  • Uncharged Full-Channel Fireball Damage: 100 / 140 / 180 / 220 / 260 (+ 80% AP)
  • Charged Fireball Damage: 70 / 100 / 130 / 160 / 190 (+ 50% AP)
  • Charged Full-Channel Fireball Damage: 140 / 200 / 260 / 320 / 380 (+ 100% AP)
  • Stun on Triple-charged Fireball: 0.6 / 0.8 / 1 / 1.2 / 1.4

Template:Ability2


Hulk Jump

ChampionSquare

Active: Channels for 1 second, and then leaps to target area, becoming untargetable for 0.5 second and dealing physical damage in his landing area (radius: 300). If a triple-charged Hulk Jump connects with at least one enemy, they are slowed for 3 seconds and he can use Rebound in the next 3 seconds.

  • Uncharged Damage: 80 / 120 / 160 / 200 / 240 (+50% bonus AD)
  • Charged Damage: 100 / 150 / 200 / 250 / 300 (+50% AD)

Rebound

ChampionSquare

Active: Leaps to target enemy champion and pounces on them, suppressing them for 0.5 second while he strikes them twice for physical damage. Rebound can only be used on a target that was hit by Hulk Jump.

  • Strike Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
  • Total Damage: 40 / 80 / 120 / 160 / 200 (+ 200% AD)

Template:Ability2


Rage Install

ChampionSquare

Active: If this skill is Charged, Poisonshark emits a raging shockwave, dealing magic damage in a radius of 350 around him on activation and knocking back all enemies hit a very short distance over 0.5 second.

If this skill is triple-Charged, he empowers himself with Rage, otherwise he empowers himself with Mere Hate.

  • Rage Duration: 6 / 9 / 12
  • Mere Hate Duration: 2 / 4 / 6

Mere Hate gives him slow resist and tenacity, and his basic attacks consume one Charge stack to deal bonus physical damage on hit. Rage gives him movement speed, attack speed, slow resist and tenacity, generates Charge once per second and his basic attacks consume one Charge stack to gain bonus true damage on hit.

  • Mere Hate Slow resist: 15% / 20% / 25%
  • Mere Hate Tenacity: 15% / 25% / 35%
  • Mere Hate Basic attack bonus damage: 5 / 10 / 15 (+ 10% bonus AD)
  • Rage Movement speed: 50% / 65% / 80%
  • Rage Attack speed: 40% / 70% / 100%
  • Rage Slow resist: 15% / 20% / 25%
  • Rage Tenacity: 15% / 25% / 35%
  • Rage Basic attack bonus damage: 10 / 40 / 70 (+ 10% AD)

Template:Ability2


Other

A fighter-assassin with the ability to enhance his own skills, his basic unleveled skills are very inefficient, which is why he has to invest one level in Charge immediately when he hits level 2 (it's useless if it doesn't have any other skill to interact with). He is intended to be almost unzoneable and take down ADCs through a hard initiate (level 3 Hulk Jump) or superior range (Fireball). He is also very potent in sieges late-game with his ability to accumulate charges, and the nigh-uninterruptable triple-Charged Rage Install.

He can be used with two builds: an AD-based build to make use of his auto-attacking capabilities and either burst from Hulk Jump or just plain DPS the enemy; and an AP-based build with attack speed and maximize the use of Fireball and use Hulk Jump only to position yourself for Rage Install.

Since he has heavily AD and auto-attack-based damage, he is classed as a fighter. But since some of his skills give him mobility and burst damage while remaining DPS heavy, he can also count as an assassin.

He is a melee champion able to push, especially late-game, with either Fireball or Hulk Jump providing the most of his ability in this domain.

  • Cooldown champion: His skills are only limited by cooldowns, despite Charge being required to make the best of them.
  • Dash champion: Hulk Jump is a huge dash with a huge cooldown.
  • Execute champion: Aggressive increases the damage of his basic attacks depending on the opponent's missing health. Rebound also triggers Aggressive twice, one for each strike.
  • Haste champion: Only on himself, but Rage Install with full charge gives him a big movement speed bonus.
  • Nuke champion: Play an AP build (preferably ASAP given his tendency towards basic attacking) and use Fireball.
  • Shield champion: His Passive reduces ranged damage dealt to him by 20%.
  • Interrupt champion: Either the stun from full-Charge Fireball or the suppression from Rebound count, or even a charged Rage Install's knockback count.
  • Knockback champion: Charged Rage Install knocks opponents back a very short dstance.
  • Suppress champion: Rebound is a one-second suppression while he hits the opponent twice.