[Champion Kit Concept] Health based Support
So I had this idea for a support that would use their health as their resource, and thematically could be very cool. I haven't added many numbers because they are generally pretty arbitrary until something actually would make it into the game. Most of his abilities were designed with the idea of coordinating with an ally for the most efficiency. If someone artsy wanted to create a design for this they're welcome to do so.
**Passive - ** Whenever this champion casts an ability, he will regenerate the cost of the ability over X seconds (decreasing with level). This effect stacks twice, with the second stack having half the effect.
The idea would be that they would have relatively high health costs, but would be able to gain the health back if they spaced out their abilities. Using their full combo would have a significant health cost, so they hopefully could not bully a lane with no mana costs. The regeneration effect would be quicker the higher their level, so it would not be too restricting, something along the lines of 15 - 20 seconds at level 1 and 3 - 5 seconds at level 18 (of course numbers are subject to change).
**Ultimate - **The soul of this champion would leave its body and attach to a nearby allied champion, leaving his body behind. The ally would receive bonus armor and magic resistance (and health?), this bonus is removed from the user. Any spells cast during this time have no health cost and are cast from the ally's position. The ally will also receive the regeneration effect from his passive. When this effect ends the user receives a short speed boost.
The idea behind the ultimate is it would grant a massive buff to an ally, but at the same time the user's original body would become vulnerable. His core abilities would likely be focused mostly around himself, so that attaching to an ally would feel impactful. This ultimate would be limited by either a tether or a short duration, so that the user could never be completely safe when using it. The speed boost at the end of the ultimate is there so the user could catch up and not be left too far behind his team if he used it in a push scenario.
**Possible Core Abilities - **This champion's core abilities would ideally be about debuffing enemies, since his ultimate would already be a major buff. These skills aren't as important to the character thematically, so are subject to change.
**Q - **A wave of energy erupts from the champion, slowing enemies hit. Additional damage dealt by the user (or ulted ally) to slowed targets increases the slow's duration.
This skill would have interesting interactions with his ultimate.
**W - ** Deals damages and reduces the armor and magic resistance of an enemy.
A pretty simple skill, but would make coordinating with an ally more meaningful. Since this skill is primarily for the resistance shred, allies following up on this would be very important. It would likely be a skill shot, making the positioning of an ulted ally important in landing this attack.
**E - ** This skill could be a spell shield (like Sivir or Noct, not Morg). Whether this could be cast on allies without use of his ultimate is undecided. Even though an allied spell shield could be very powerful, keep in mind this would have a notable health cost.
A notable aspect of this skill would be the risk of using it in lane. Due to the nature of his passive, chaining too many spells would make him waste some of his health. An enemy could use this to their advantage, attacking after he had cast a spell would make his use of the shield sacrifice his own health. Likewise, if he were to use this shield, he might not be able to safely use another ability right away.