Swain VGU proposal
Inspired by Malicious Metal's latest Swain thread, and cut off from the league of the time's being, I gave a shot at designing Swain's future VGU. Feel free to mock me.
In this rework, Swain is master tactician manipulating flock of ravens, but in a truly Noxian way, he is not afraid to get his own hands dirty if the situation - or his mood - calls for it. Transformation is more powerful, but removes his access to human-form spells, turning it from bread-and-butter to master tactician's big moment of emotion.
His main weakness are resources - Beatrice, ravens and ult cooldown. If he has all his stuff up and lands it, he is a serious threat even to melee champions, but should you dodge his abilities, force him to waveclear or ward a lot and you will leave him vulnerable for a considerable period of time. I got rid of dots - dots are bad - but still his can't deal his damage right away - which is good for a battle mage.
A potential issue is that the rework is a little complex, but it shouldn't be out-of-line when compared to Riot's newer champions and reworks. Also, too many ravens - but is that really bad?
PASSIVE 1: Tactician's familiar
Swain's starts the game with Familiar as his trinket, and can't purchase other trinkets.
Using Familiar will cause Beatrice to scout target area for 60 seconds, on 90-60 seconds cooldown. Additionally, Beatrice will attack the first champion to enter her sight, dealing x(+y% AP)(+z*lvl) damage each second, and slowing them by 50%, decaying over 2 seconds.
Beatrice will be disabled by ward jamming effects, but she will resume her attack if she gets a vision of enemy in her range from another source(i.e. allied champion, TF's ultimate).
Beatrice has 6 health, loses 2 from ranged basic attacks and 3 from melee.
PASSIVE 2: The Flock
Every 10/8/6 second Swain summons a raven to his side. Ravens grant additional effects to his abilities when cast on enemy champions. Swain can have up to 3 ravens.
Q: Noxian Death Curse Swain curses target enemy champion, slowing them by 20-50%, decaying for 4 seconds. When slow expires, the target is dealt x magic damage + 15% of damage Swain dealt to them over curse's duration.
A raven(if any), will torment that champion, healing Swain for a percentage of damage Swain deals during the curse.
W: Nevermove
Swain marks the target area. After a delay, talons grab onto enemy units within, dealing magic damage and rooting them for a short duration.
A raven will strike the area, dealing additional damage to champions in it.
E: Terror bolt Swain bolt of negative energy as a line skillshot, dealing damage to all units hit, with damage decreasing down to 50% for each unit hit. Bolt then lingers at end of its trajectory for 3 seconds. During that time, but after a brief delay, Swain can recast the ability to make bolt take one more trip(think of single-use Orianna ball).
Swain can re-cast Terror bolt while transformed, but not when stunned/silenced.
A raven(if any) will follow the bolt on each cast, striking first enemy champion hit on each cast, dealing minor damage and nearsighting them for a second.
R: Beastly Transformation
Swain turns into monstrous raven form. While transformed, he sends smaller ravens in waves, dealing damage to nearby enemies and healing himself.
Swain's basic attacks become melee for a duration, but deal increased magic damage, doubled if he has a raven to use(with juicy crit-style text).
Swain loses access to his basic abilities, except for the second cast of Terror bolt, but can cast Ominous gust once instead.
Q/W/E: Ominous gust Swain flaps his wings, unleashing a powerfull gust of wind as line skillshot. Enemies hit get damaged and slowed. If Swain has a raven up, it's consumed to empower the gust, causing it linger for a few seconds, granting Swain and his allies movement speed bonus in the area.
Transformation upkeep cost raises with each second, but Ominous gust is free of additional mana cost.