Lore:
Shezmu was once a demonic guardian of a hellish underworld. However, one day a prophet of light died, and his soul found its way to the gates that Shezmu guarded. Shezmu saw that this prophet did not belong in his underworld, but he tried to force the prophet in anyways. He reached out his hand, and as soon as he laid it on the prophet, a blinding light issued forth and engulfed Shezmu, and the prophet disappeared. Unsure of what had happened, Shezmu tried to continue to guard the gates of his underworld, but found that if he tried to let a soul in then he would lose control and let the soul continue on to a better underworld. He soon found out that the prophet had merged his soul with Shezmu, two souls living inside of one body. When Shezmu found this out, he left his underworld, and journeyed to the surface, and found the Institute of War, where his new dual nature gave him a strong advantage over many combatants.
“Shezmu’s may have a dual nature, but his light side is just as dangerous as his dark.”- Ryze
Passive: Soul Gourging
Shezmu gains strength by destroying his enemies. Upon casting a spell, he gains 5 armor in dark form, and 5 magic resist in light form for 5 seconds, stacking with itself to a maximum of 25 armor or magic resist. Upon killing an enemy champion, Shezmu permanently gains 2 armor or magic resist depending on his form at the time of the kill, and half that for an assist.
Q: Soul Leech
Shezmu feeds on the soul of an enemy target, dealing 80/110/140/170/200 (+.7 AP) damage
Dark Form: Shezmu snares target champion for .25/.5/.75/1/1.25 seconds
Cost: 30/45/60/75/90 HP
Cooldown: 9/8/7/6/5 Seconds
W: Blood Infusion
Shezmu infuses his own blood into target champion. If the target is an ally, that ally is healed for 80/95/110/125/140 (+.5 AP) over 4 seconds. If the target is an enemy, the enemy is dealt 40/85/130/175/220 (+.6 AP) damage over 4 seconds, and receives 50% reduces healing for the duration of the spell.
Dark Form: Increases an ally's or decreases an enemy's armor and magic resist by 10/12/14/16/18%
Cost: 50/55/60/65/70 HP
Cooldown: 18/17/16/15/14 Seconds
E: Soul Sacrifice
Passive: Upon killing an enemy, Shezmu stores their souls, up to 3/3/4/5/5 stacks. Minions killed by this move are not stored as souls; champion kills immediately fill his stacks.
Active: Shezmu releases his stored souls, which are sent out to torment nearby enemies. Each stored soul deals 40/55/55/55/70 (+.25 AP). Souls prioritize enemy champions, and will evenly distribute between available targets.
Dark Form: The souls torment their target, fearing it for .4 seconds per soul.
Cost: 15/20/25/30/35 HP per soul released
Cooldown: 4 Seconds
R: Demonic Form
Shezmu can switch between his dual natures of light and dark. Spells in his dark form have a health cost, but also deal a secondary affect, while spells cast in his light form will restore his health for an amount equal to the spell’s cost (+.15 AP), but will not deal a bonus affect. Upon switching forms, Shezmu gains 5/10/15/20% movement speed for 2 seconds. Available at lvl 1, upgrades at lvl 6, 11, 16.
Cost: 50 HP
Cooldown: 10 seconds
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Posted 20 June 2012 - 02:00 AM
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I make a lot of Champion ideas... My current favorites though are:
Erulian, The Rune Master
Crius, The Aspect of the Sun
Erebus, The Spellsword
My Champion Guides:
Urgot Guide
Cassiopeia Guide
Lee Sin Guide
Fiddlesticks Guide
Erulian, The Rune Master
Crius, The Aspect of the Sun
Erebus, The Spellsword
My Champion Guides:
Urgot Guide
Cassiopeia Guide
Lee Sin Guide
Fiddlesticks Guide
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