The Sap Support

Passive: Jungle plants, ( Blast cone, honeyfruit... vision plant. ) Consumables, ( Health Pots and Elixirs. ) and The River can be used to make brews. Brew will have three charges, with different effects depending on what was used. You do not gain the effects from these items. ( Cannot heal with pots, cannot be knocked back by blast cone, etc. ) This also "uses" the plants / consumable. This is complex, so I'll get to it in a moment. Q: Throw out a jar of sap, breaking and making an area which slows by 20 / 22 / 24 / 26 / 28% for 3 seconds; dealing magic damage ( +AP ) decaying over time. Cooldown is refunded by: - 5% by storing ingredients in your passive. - 5% per each champion hit. ( Max: 25% CDR. ) W: Dash to an area, and move at a fixed speed in a circle; marking the area with a sticky sap for 5 seconds. Enemies who cross through it will be dealt 20 / 25 / 30 / 35 / 40% of their total movement speed ( +AP ) magic damage. **Sticky:** Sticky is a new status condition, where the faster you are; the more you're affected. Sticky slows you by 40% of your total movement speed, capping at 80%. Gaining a movement speed buff within it roots you for the remaining duration. E: Pick up an ingredient. Resets cooldown / adds charge. If not casted on an ingredient, dash a small distance; becoming obscured but visible, for 0.5 seconds. This has 2 charges. Costs a lot of mana. Extremely long cooldown ( 120 / 100 / 80 / 60 / 40 ). R: Give an ally your brew and grant 25 / 50 / 75% bonus movement speed and +50/100/150% attack speed for 5 seconds. This cannot be cast with less than 3 charges. Honeyfruit: Heal 30 / 60 / 90 health per attack. Blast Cone: Your basic attacks pull enemies in by 10 / 20 / 30 units. Vision Plant: Attacks which hit enemies reveal them for 3/5/7 seconds. River water: Attacks increase speed by 5 / 10 / 15%, stacking twice. Health Pot: Burn 2% / 6% / 10% of target's missing health over 5 seconds, stacking 5 times. {{item:2138}}{{item:2139}}{{item:2140}} : Reduces target's resistances by 5% / 15% / 25% and deals bonus (HP/AD/AP based on elixir) magic damage. Other elixirs do not work with this skill. Mix and match to make useful elixirs for your ADC. Ingredients stack. _____ Ideally, this should operate as a supportive jungle who can turn into or turn someone into a whole hog offensive ADC.

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