An Alternate Reality Janna
DISCLAIMER: This is not an official rework of any kind, this is just a fan project creating a "what-if" scenario. You are entering an alternate dimension, this is different than what you are used to, but the norm over here. You will see Janna as something you are not used to, and that is okay, so calm down and keep a level head because when you leave here you go back to your own dimension, this is just a temporary visit.
One thing I will say before I begin with MY ideas is that shields should require some kind of thought process and skill to them in some fashion, or create some kind of trade-off to them, just anything to make them not mindless to use.
Basic Attack Range: 400 units Base Movement: 330 units per second
Zephyr (Passive): Range: 400 units Janna has a little bird named Zephyr that follows her around everywhere that she goes, Zephyr will attack the closest enemy and Janna can command Zephyr to attack a specific target when he is flying around her, but Janna cannot basic attack normally. Zephyr deals 10 - 60 (+20%AP) bonus magic damage on-hit.
Some of Janna's abilities can cause Zephyr to fly around a target champion temporarily, 3 seconds for enemies and 6 seconds for allies.
~ Allies gain 8%(+8% per 100AP) bonus movement speed while having Zephyr flying around them, this bonus is halved while flying around Janna. ~ Enemies are slowed by 15%(+5% per 100AP) while having Zephyr flying around them, Zephyr attacks the target he flies around, and Zephyr grants a large amount of sight around him.
Zephyr cannot be more than 1000 units from Janna.
Howling Gale (Q): Cooldown: 14/13/12/11/10 seconds; Cost: 70/75/80/85/90 mana; Range: 1200 / 400 units Janna creates a zone of swirling wind counter-clockwise for 4 seconds at the target location, this grants Janna 400% total movement speed while travelling with the wind. If Janna moves in a full circle in this zone then it intensifies, knocking up enemies for 1/1.2/1.4/1.6/1.8 seconds and dealing 100/140/180/220/260(+70%AP) magic damage.
The swirling wind reveals the area.
Eye of the Storm (W): Cooldown: 13/11/9/7/5 seconds; Cost: 50/60/70/80/90 + 10 mana per second; Range: 700 units Toggle: Janna forms a storm around the target ally, enemy, or herself, creating a barrier of thick clouds at the edge of Zephyr's area of attack that prevents all units from the opposite team from seeing inside the storm while outside of it, regardless if an unit of that team is already in the storm, and stopping enemy dashes on contact with the clouds.
Zephyr electrifies all enemies inside of the storm instead of attacking a target directly, dealing 30/45/60/75/90(+20%AP) true damage per zap, frequency of the zaps is based on the target's attack speed. This no longer occurs when Zephyr moves to another target.
Flight Path (E): Cooldown: 12/11/10/9/8 seconds; Cost: 65/70/75/80/85 mana; Range: 700 units Ally Cast: Janna commands Zephyr to fly to the target ally, blocking all enemy projectiles within 0.25 second upon arrival and then granting 40/60/80/100/120(+100%AP) shield for 2 seconds. If the target has more range than Zephyr then Zephyr's area of attack matches that of the target.
Enemy Cast: Janna commands Zephyr to fly to the target enemy, blinding it for 2 seconds and causing Zephyr to deal 15/30/45/60/75(+25%AP) additional bonus magic damage while the target is blinded.
Soothing Winds (R): Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: 400 units Janna creates soothing winds around her for 5 seconds, healing all units, ally and enemy, for 60/90/120(+40%AP) health per second within the area. Janna gains 40%(+10% per 100AP) bonus movement speed while moving towards any champion, allies gain 40%(+10% per 100AP) bonus movement speed while inside these winds and moving towards Janna.