Ignatuus, the Spirit Guide

AF 2Explores·10/9/2013, 5:10:49 AM·3 votes·1,458 views

Ignatuus,
the Spirit Guide

Primary: Support

Health: 375(+70)
Health Regen: 9(+0.85)
Mana: 280(+60)
Mana Regen: 7(+0.6)
Range: 525(Ranged)
Attack Damage: 45.45(+4.9)
Attack Speed: 0.67(+2.9%)
Armor: 10.5(+4)
Magic Resistance: 30(+0)
Movement Speed: 340

Passive - Spirit Burst
Upon taking fatal damage, Ignatuus bursts into lingering pieces of spirit at nearby locations equal to the number of nearby allies. Allies can move over these pieces of spirit to absorb them, healing them for 100(+20 per level). If an enemy moves over a piece of spirit, it deals 25(+5 per level) magic damage to them and is destroyed.

Q - Spirit Surge
Active: Ignatuus lets out a burst of spirit, damaging and slowing nearby enemies. Lingering spirits will mimic this ability, briefly revealing themselves before becoming stealthed again.
Range: 450
Cooldown: 14/13/12/11/10
Cost: 50
Magic Damage: 90/130/170/210/250(+40% AP)
Slow: 20/30/40/50/60%

W - Binding of the Spirit
Active: Ignatuus pulls the spirit of target ally or enemy part way into the spirit world, causing that target to become untargetable and invulnerable but unable to take any actions for a few seconds.
Range: 500
Cooldown: 12/12/12/12/12
Cost: 80
Duration: 1.5/1.75/2.0/2.25/2.5

E - Lingering Spirit
Active: Ignatuus leaves behind a piece of himself on a location on the map, granting vision and healing allies who walk nearby once every 8 seconds. It will stealth after 2 seconds and remain stealthed until an ally walks by. Ignatuus can deploy 2 lingering spirits at a time. This increases to 3 at rank 3.
Range: 500
Cooldown: 30
Cost: 80
Sight Range: 550
Heal Range: 500
Heal: 40/50/60/70/80(+25% AP)
Spirit Health: 1
Spirit Duration: 30/45/60/75/90

R - Portal to the Spirit World
Passive: Ignatuus' connection to the spirit world is strengthened, taking reduced physical damage from autoattacks and abilities and ignoring unit collision.
Active: Once activated, Ignatuus turns all lingering spirits into portals to the spirit world. For a short time, allies can right-click any lingering spirits that Ignatuus has left and then left click on another or on Ignatuus and teleport to that target. In addition, all lingering spirits are revealed to all players, temporarily become invulnerable and grant a bonus to nearby allies' armor and magic resistance.
Range: Global
Cooldown: 150/120/90
Cost: 100/90/80
Duration: 5/7/10
Physical Damage Reduction: 5/10/15
Aura Range: 500
Bonus Armor & Magic Resistance: 10/20/30

Lore:
All across Runeterra, the effects of war have been felt, even as far as across the face of the land itself. The constant struggle and fighting has left its mark in the most unfortunate of places. And magic calls out to magic. Thus from these marks left in the world was born Ignatuus. An elemental force of nature, Ignatuus is the was formed from the lingering spirits that cry out. Ignatuus is the amalgamation of these dashed hopes, lingering desires, dreams that will never be fulfilled. The will of the fallen has become Ignatuus' calling. And he comes for all.

8 Comments

JackAqua10/9/2013, 9:18:59 PM1 votes

Seems OP atm, but I really like the concept of the champ. He just seems a little chaotic and I also his W is really weird. What if Miss Fortune is using her Ult and he activates his W on her ?

Bo Z010/10/2013, 12:43:39 AM1 votes

Cool Idea, seems really op, but cool.

7hreshprince10/10/2013, 3:27:23 AM1 votes

Overall the idea seems like it would be very fun to play as a support. Let me say that I I'm assuming anytime someone puts numbers on a theoretical champion that they are prone to either buffs or nerfs so I will be ignoring most of the numbers as far as any ratios go. Also keep in mind this is just my opinion on your champion and I like the effort and direction that it is taking but I am a fan of tough love so sorry if I seem critical of it. Just means that I like your idea enough to spend the time to make a big wall of text. Overall I almost think that I would like to see this champion become more melee based on its abilities, following taric and leona support concept rather then a karma support. Now I'll break down my comments into their abilities.

Passive - Interesting concept, a passive that both heals allies and damages enemies. On the positive side I think that it could lead to some amazingly fun deaths for yourself. I'm just worried about his range. I see a lot of ranged supports off to the side and away from allies in team fights and then if they die its usually surrounded by enemies. While the damage doesn't seems like too much I wonder if it would punish an enemy player too much for doing there job. As far as the healing goes, again the idea is if your ranged you will do what you can to protect your carries from a distance so you might not really get the passive heal off. The ability almost feels like it would go nicer on a off-tank support (taric and leona as examples) then on a range support.

Q - Almost feel like this should mimic zeds shadows more, cast Lingering Spirit on top of an enemy and then Q. Making the Q do the same thing around yourself allowing for you to potentially get two/maybe three people slowed and damaged at the same time. I have more reasons to this but I'll go more in depth about it on the Lingering Spirits ability.

W- This could be either an amazing peel for your carry or a great way to lock down an enemy that is fed. It being ranged is fine with me completely and again while I think numbers would have to be tuned I have no real negatives to say about this pre-tuning.

E- Part of the kit that I love and worry about at the same time. With the way supporting is currently done in league this ability essentially gives you two free wards that not only will spot the enemies but could punish them for using the brush too much. I believe that with the three abilities that I have reviewed so far this champion would be able to provide an extremely safe laning environment with a lot of potential harass and kill potential for your adc, as well as great warding options with your spirits freeing you up to get more damage. This combination at range makes me feel like it would be very fun to play because of how broken you would be as a support but ultimately would be hit by numerous nerf bats since it feels like it has little counter-play options. I know I've said a few times already that making this champion a melee support would help fix that, but it really feels like an amazing way to keep all of your ideas on one champion that could be viable to play against. Then placing the spirits ends up being a major trade-off, do I ward the bush with my spirit since I'm out of wards or do I save it so I can help my adc secure the kill on the enemy. Can I gap-close right now or do I really need vision in case the enemy jungler is near.

R - That global feels a bit much tbh. The ability for an ally to teleport to any lingering spirit or yourself and give them more resists while being invulnerable seems too much. I'd think it would be more interesting if the spirits and you became visible to the enemy team (just the placement of the unit not anyone nearby). Again, it opens up counter play to a potentially broken ability. I can just see this champion running teleport placing 2-3 spirits in the base and your team jumping to your new location for an incredible gank or back door. Also feel that the teleport has to be telegraphed like shens and twisted fates ult. Hope this is helpfull