[Concept] Janna rework; Guardian
Passive: Savior
As more sailors came to believe in Janna and made increasingly elaborate offerings to gain her favor, she grew ever stronger.
Each time Janna saves the life of an ally, she gains a stack of Belief. Each stack of belief empowers her spells. If Janna dies, she loses a third of the belief that she acquired more than three minutes before she died.
Q: Twisting Gale 16/15/14/13/12 second CD, 90/95/100/105/110 mana
Summons a whirlwind, which deals 60/85/110/135/160 (+.35 AP) magic damage to enemies in its path and knocks them into the air for 0.5 seconds.The whirlwind can be charged for up to 3 seconds. For each second it charges, it deals 15/20/25/30/35 (+0.1 AP) bonus damage, knocks up for an additional 0.25 seconds, and travels 35% further. Reactivate to release the whirlwind early.
While the whirlwind travels, you may reactivate this ability to adjust its course by up to 30 degrees, at the cost of 25% its remaining range.
Each stack of belief increases the range and radius of the whirlwind by 5%.
W: Zephyr's Flight 15/14/13/12/11 second CD, 75 mana
Passive: Janna gains 5/7.5/10/12.5/15% (+2% per 100 AP) movement speed so long as Zephyr is with her.
Active: Janna sends her familiar Zephyr to swoop in a target area. (Vector cast) He flies in a curve to the starting location of the cast, shoots 450 units across the vector given by the player, and then circles back to his initial location, revealing the area he flew over for 3.5 seconds. Any enemies hit by this take 45/95/145/195/245 (+.4 AP) magic damage and are slowed by 35/40/45/50/55% (+2% per 100 AP) for two seconds, while allies struck are hasted by 10% plus 2% per stack of Belief.
Zephyr is a free spirit, and will not return to Janna immediately. He will return to the location Janna cast the spell from, and will remain there until Janna retrieves him or until Zephyr comes off CD. Retrieving Zephyr reduces the CD of his flight by 25%.
E: Eye of the Storm 14 second CD, 70/80/90/100/110 mana
Janna summons a storm centered around a targeted ally champion or structure, lasting for 5 seconds (if they die, the storm persists around their corpse). The storm exists at radii between 150 away from the target and 350 away from the target. The ally gains 10 (+5 per stack of belief) movement speed and 10/12.5/15/17.5/20% (+2% per 100 AP) attack speed. Enemies caught in the storm are slowed by 15%, and enemy attacks/spells that pass through the storm deal 10/12.5/15/17.5/20% less damage.
R: Monsoon 150/135/120 second CD, 100 mana
Summons forth the might of the wind to knock surrounding enemies back and restores 80/130/180 (+0.5 AP) (+10 per stack of belief) Health to nearby allies each second for 3 seconds.