Lay-Tze, the Lantern Maker
Overview: a support based on the energy mechanic to further round out the Ninja category of champions.
The problems with an energy support are their endless lane presence: how do you counter someone who can just sit in lane indefinitely without changing the champion so much that they become worthless? This is my proposed solution to the problem.
Passive: Chi Detection: Landing an auto attack against an enemy champion reveals their location for the next 3 seconds.
Q: Stone Skipping: a bouncing projectile similar to
's Crowstorm ability in mechanics. The stone targets the closest champion and will travel the length of the skill shot range before stopping, meaning that longer distance between champions can counter it. When an ally is struck, they get a minor shield and a 20% speed boost for 1 second. When an enemy is struck, the get a 20% slow for 1 second, and a small amount of damage. The stone skips up to X times and can hit any given champion up to 3 times.
W: Lantern Light: Toggle Aura. When this aura is active, nearby allies gain X% movespeed and lifesteal. When the aura is off, nearby allies gain X armor and X tenacity. Changing between the auras causes Lay-Tze to emit a damaging wave of light, dealing X damage to all nearby enemies.
E: Deception Flash: When the chosen champion is next struck, they create a clone that immediately explodes, dealing AoE DoT damage to those nearby and turning the selected champion invisible for 1 second. If they are not struck, the effect automatically triggers in 2 seconds. LONG COOLDOWN.
R: Uniting Tether: Acitvates like
's Ult, and can add more to the tether like
's old Tether effect. While tethered, all allied champions take 30% reduced incoming damage. All damage dealt to any tethered champion is instead equally split amongst all tethered champions. Enemies who are forced into the tether are also tethered, but take no reduced damage, instead taking 20% additional damage from the split. Channeled effect from Lay-Tze, can last up to 5 seconds and has global range once active.
Notes:
Passive: a way for an energy champion to have a relevant auto attack ability that is helpful in lane and in teamfights/chases, while not inherently creating more damage or buffs.
Q: A combo between
's Bounce and
's Crowstorm, it is intended to be used as a minor poke effect during lane or during a massive chase buff when splitting up. The low damage prevents it from becoming a serious problem later in the game, but the slow offers the possibility of adding
to remain relevant, while removing the need for
on Lay-tze.
W: The aura passive is a way to make effective use of the energy regen as a limiting factor, since as a drain effect it both neutralizes energy gain and provides lane sustain passively and actively. The damage effect is to assist when in teamfights as a slight AoE damager.
E: The decoy effect is useful to counteract huge burst effects when allies are stunned, or allow a quick stealth gank through a bush: the tactical possibilities are endless. Granting stealth has never been included since it partially unbalances the game with the changes to sight effects, but the 1 second duration helps remedy that, encouraging occasional periods of high intensity action or escape.
R: The ult is a way to mitigate damage taken by the team and provide a threat to the enemy during a teamfight. Distributed damage lessens the impact of burst effects, but requires that a large number of people be nearby. The reason for being able to damage the enemy is to create a magic and physical equivalent of
that creates a deterrent for assassins to jump into the middle of teamfights.
Please, tell me what you think about this champion in the comments below! Riot balancing opinions are LOVED!
Background: To be added.