SMITE god concept – Shango, Orisha of Fire and Lightning

  • Pantheon: African
  • Type: Melee, Hybrid Damage
  • Role: Bruiser
  • Hit progression: Normal
  • Pros: High Crowd Control, Good Clear, High burst
  • Cons: Highly Mechanical in team-fights, Easily shutdown by coordinated teams, Countered by high mobility. Difficulty sustaining in-lane
  • Appearance: As pictured below
  • tumblr_n1d9xrbL8Y1tsuocfo1_400

    Source: Google images

About Shango:

Within the Yoruba religion Shango is god of Fire, Thunder and Lightning. He is often associated with Dancing, drums and many other things. It is said that when lightning strikes, it is because Shango has thrown a stone shaped like his double headed Axe to the ground. Often worshipers go to where lightning has struck to find these stones. Shango is often depicted with a double headed axe, above is one such depiction. His colors are red and white, these are the colors in his clothing as is also visible in the image. Whilst some sites suggest he wields an Axe others suggest he may also often bang his drums, as such both are implemented into this concept.

What is Yoruba?:

Essentially this is a religion which started in Africa and now exist in a few places in various forms. Within the religion exists what are known as Orishas, an Orisha is a spirit/diety which represents a manifestation of god. According to Wikipedia the religion and its variants may have up to 100 million followers worldwide. Within the religion there is a god known as Olorun at the top, below him are a large list of Orishas in which arguably Shango is top of. Learn more here. In the next few weeks I plan on making a few concepts for african gods.


Reasoning behind moveset:

I intend Shango to be a warrior capable of mass disruption, His strong wave clear should make him a viable solo laner although more sustain may be required in his kit to compete with mages. His passive makes him good at providing CC in fights but he can also do devastating damage when proccing his lightning strike from his 2. His gap closer is effective but as it is not a leap he cannot travel through walls like some other warriors, for this reason and its range his mobility is one of his weakest traits. His 3 forces players to stop attacking him or risk giving him a large buff in battle, spotting this and waiting for it to end is essential in shutting him down. His ultimate can turn him briefly into a monster in teamfights, coordinated use of his ult combined with his 2 and passive will ensure an easy clean-up if used properly. The buff his ult gives his team is a bonus if they can find a way to stay with him, difficult if he is in the front line.

Passive: [Thundering blows]
Shango’s Double headed axe is infused with electric energy, auto attacks against enemies build stacks of thundering blows. When an enemy reaches 4 stacks of thundering blows they are stunned. This effect can only occur once every 15s on the same target.
Duration: 1/1.1/1.2/1.3/1.5s
Max Stacks: 4
Lifetime: 5s

1: [Swift Movement]
Shango becomes a cloud and rushes to target location, his next basic attack applies 2 stacks of his passive. Whilst rushing in cloud form he is untargetable.
Ability: Dash
Range: Slightly shorter than Rama range
Cost: 60/65/70/75/80
Cooldown: 12/11/10/9/8 s

2: [Thunderstone Toss]
Shango throws a thunderstone shaped like an axe forward doing damage to all enemies in a line, targets hit by this are marked. At the stones landing position lightning strikes dealing damage to all nearby targets. Marked targets hit by Shangos basics attack are struck by lightning dealing magical damage and removing the mark. The stone stays at its landing location, if this is picked up by Shango or one of his allies they are blessed briefly.

Ability: Line Skillshot
Range: Subject to balance
Buff: [Blessed] – Burst of speed, attack speed increase, HP5 increase. Duration: 5s
Damage: 50/70/100/150/200 (+ 30% of your physical power) Physical Damage.
Damage on Proc: 50/70/100/150/200 (+ 40% of your physical power) Magical Damage
Cost: 70/75/80/85/90
Cooldown: 15/15/14/14/12 s

3: [Infernal Cloak]
Shango sets his body ablaze damaging all nearby enemies and gaining additional protections. The duration of this buff is refreshed if shango takes damage, after the buff has been refreshed 5 times Shango gains another buff increasing his lifesteal and refreshing the buff one final time.
Ability: Offensive Aura
Duration: 5s at all ranks + an additional 2s per hit taken up to 5 hits. The final refresh grants 5 additional seconds.
Protections: 10/20/30/40/50 (+0.5% of physical power)
Damage: 15/20/25/30/40 (+10% of your physical power) Magic Damage
Lifesteal Bonus: 5/10/20/30/35 % (+0.1% of your physical power)
Cost: 40/45/50/55/60
Cooldown: 10/10/9/9/8 s

4: [Ritual: Drum Dance Frenzy]
Shango calls down an ethereal drum circle at his location buffing allies who remain within and slowing enemies inside. During this ability Shango is immune to CC and cannot use his other abilities. Applying the stunning attack in thundering blows whilst within the circle doubles the stun duration. Targets marked by his [Thunderstone Toss] are instantly struck by lightning, this removes the mark.
Ability: Offensive Team Aura
Duration: 10s at all ranks
Allied Buff: Frenzy – 10% Lifesteal, 10% Movement speed, 25% Attack Speed.
Enemy Slow Amount: 15/20/25/30/35 % (+0.1% of Physical power)
Enemy Slow Duration: 1/1.25/1.5/1.75/2 s
Cost: 100


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