[NEW CHAMP IDEA] SERENITY: THE REINFORCER
Serenity: The Reinforcer (Melee/Tank/Support) *-represents Edits
*PASSIVE: Upon receiving damage from Turret, Serenity disables turret for .5 sec + [.0075 sec per stack]. Upon reactivating, Turret must then choose next prioritized enemy. This effect cannot be trigger on the same turret for 6 sec.
*Q: SAVIOR: Active- Places a shroud of light on the ground; healing allies within the shroud (100/150/250/300/350) + [(.6/.7/.8/.9/1.0)Total Armor and Magic Resist] over 4 seconds while remaining in shroud and reduced by 25% if allies in shroud are under attack by champions; slows enemies by (10/20/25/30/40%) which lasts .5 sec upon leaving shroud and damages enemies for 100 + (5/10/10/10/15 x # of stacks) in magic damage over 4 seconds. |600 cast range, 200 unit area-of-effect|
W: REINFORCEMENT: Passive- Upon taking damage (from all sources) receives 1 stack (up to 20). Abilities' Area-of-effects are increased by (10/15/20/25/30 units) x stacks currently on Serenity when cast. [stacks fall off one per sec after being out of combat for 6 sec]
E: RELENTLESS STRUGGLE: Active- Within the next (10/15/20/25/30 seconds) if a Tower/Ally dies [600 units area-of-effect], Serenity gains (20/40/60/80/100) armor no damage is received within the last 5sec.
*R: FOR PILTOVER: Passive- Nearby Turrets/Towers [700 range] gain 5health/5sec + [5 health/5sec per stack]. /// Active- Turrets/Towers within (1250/1750/2250 units) have increased damage and attack speed by (10/20/30%) + [7% x # of allied turrets destroyed] for 10 seconds and Enemy turrets' damage reduced by half the amount within the range.
THE LORE (Dummy Edition):
Serenity is Heimerdingers apprentice, who loves and cherishes all of its citizens. She studies in the arts of defense and by using known techniques is able to protect her fellow citizens from harm.
She has Jinx as an enemy, since Jinx terrorizes Piltover.
WHYS on the ABILITIES:
Passive: allows for turret protection from allies and herself once attacked
Q- Healing based on total armor/mr /slowing enemies makes it a great defensive measure
W- The ability to increase AOE of her supportive spells makes it a great defensive mechanism
E- During team battles and/or enemy turret dives, Tanks are usually focused last and by having the ability increase armor once ally or turret falls makes her even harder to kill once she is left standing. Also by gaining armor, it forces her to build MR to counter balance and to increase her Q effect
R- For total annihilation of her enemies and to defend her team. Scales based off destroyed turrets on her team. So early game not too offensive but if they are in a losing scenario can help push the enemies back.
Feel free to comment and fix;
Thanks, Nick (TSP FEAR) Team Suppression
Josh (TSP TUBIE) Team Suppression
@IRONSTYLUS - Do you think that as for a playstyle like this(such as the manipulation of turrets and supporting in that aspect), would it be likely or unlikely to be something champions in the future would have?