A Janna rework
Passive: Zephyr
Janna is accompanied by her wind spirit companion, Zephyr. It attaches to her at the start of the game, when she respawns, and when she recalls.
While Zephyr is attached to a champion, that champion is ghosted and granted 8% movement speed.
Allies within 1250 range of Zephyr who are moving towards it gain 8% movement speed.
Q: Howling Gale
- Is now vector targeted.
- The Tornado's origin point can be placed anywhere within 250 units of Janna.
- Tornado properties, cost, CD, unchanged.
[Reworked] W: Zephyr's Flight
variable cost, variable CD
Passive: Increases Zephyr's attached movement speed bonus by 3/4/5/6/7 (+2 per 100 AP)%
Use this ability to issue a command to Zephyr
- Ground Cast: send Zephyr to circle around a target location.
- Zephyr provides unobstructed vision in a 600 AOE around it.
- Has global range, but Zephyr only moves at 150/175/200/225/250% of Janna's movement speed.
- Cannot be cast again until 1 second after Zephyr reaches its destination.
- No cost.
- Ally Cast: send Zephyr to aid a target ally, attaching to them.
- Has global range, but Zephyr only moves at 150/175/200/225/250% of Janna's movement speed.
- Cannot be cast again until 1 second after Zephyr reaches its destination.
- Does not count as a buff for the purposes of Summon: Aery.
- When self cast, travel occurs in 0.75 seconds.
- Enemy Cast: send Zephyr to attack a target enemy, dealing 55/90/125/190/225 (+.5 AP) magic damage and slowing them by 20/25/30/35/40% for 2 seconds.
- Can only be done while Zephyr is attached to an allied champion.
- 550 range from the attached ally.
- After attacking, Zephyr vanishes and puts this ability on a 10/9.5/9/8.5/8 second CD. When the ability is ready to use again, Zephyr returns to Janna.
- This version of the spell costs 50/60/70/80/90 mana.
Zephyr cannot be targeted at any time, but is visible through fog when it is either flying or circling.
When Janna dies, Zephyr goes with her.
[Reworked] E: Eye of the Storm 22/20/18/16/14 second CD, 80/90/100/110/120 mana
Conjure a storm that rages around a targeted ally, moving with them for up to 5 seconds.
At a distance between 250 and 500 units from the target, violent winds cause enemies to take 20/25/30/35/40 (+.1 AP) damage per second and be slowed by 25%. Units within 250 units are not effected.
Damaging effects towards any ally within the storms inner limit (from outside the storm's inner limit) are reduced by 30/35/40/45/50%.
If the storm prevents a total of 80/115/150/185/220 (+.7 AP) damage, it will fade. The storm has an HP bar on its lower side (similar to Yorick's W) to discern how much health it has left.
R: Monsoon
- Unchanged