Annie Rework Concept
Annie, the Dark Child
(Passive) Playtime!
Annie loves to play tag but rarely cares whos turn it is. Whenever she affects an enemy champion with a unique ability Annie gains one stack of "Playtime!" which increases her movement by 25 for 2.5 seconds. "Playtime!" can stack up to 3 times. Auto attacks or none unique abilities against an enemy champion refresh the 2.5 seconds but don't increase "Playtime!"'s stacks. Tibbers' movementspeed is also affected by "Playtime!".
(Q) Disintegrate (Mana cost: 40; Cooldown: 5)
Annie hurls a fireball at the target enemy, dealing 70/105/140/175/210 (+65% AP) magic damage. If "Disintegrate" hits a "charred" enemy or kills its target its cooldown is reduced to 1.5 seconds and deals its damage in a small area around the target but the charred debuff disappears in the process. Minions take 25% increased damage from "Disintegrate".
Empowered: "Disintegrate" stuns its target(s) for 1.3/1.4/1.5/1.6/1.7 seconds.
(W) Incinerate (Mana cost: 90/85/80/75/70; Cooldown: 14/13/12/11/10)
Annie releases a constant stream of fire in a narrow cone that grows in size for up to 3 seconds, reaching max range (1000 units) after 1.5 seconds, dealing up to 120/180/240/300/360 (+165% AP) magic damage to all enemies hit and "chars" them for 4 seconds if they took damage for at least 1.5 seconds. The stream's trajectory updates itself slightly over the duration to face the cursor.
Empowered: "Incinerate" additionaly slows the enemies' movement speed by 40%/45%/50%/55%/60%.
(E) Ashes of the Damned (Mana cost: 0; Cooldown: 25/22.5/20/17.5/15)
(Passive) Enemies killed by Annie's abilities or killed while having the "charred"-debuff leave piles of smoldering ashes behind for 5 seconds. Annie can absorb these piles to regenerate 10/20/30/40/50 (+3% max Mana) Mana and gain one stack of "Pyromania" per pile. At at least 5 stacks Annie's next basic ability is empowered, including "Ashes of the Damned", which transforms into "The Stake". The amount of piles she can store increase with this abilities rank starting at 6 and increases by one per rank up to a maximum of 10 stacks.
(Active) Annie absorbs all smoldering ashe piles within 700/800/900/1000/1100 units distance but doesn't restore mana if doing so.
(E) Ashen Playground (Mana cost: 50; Cooldown: 0)
Annie spreads ashes she collected to summon her "Ashen Playground" for 8 seconds which acts as terrain that slows enemies inside it by 35%. The "Ashen Playground" can be ignited by casting "Disintegrate" onto a target inside it or casting "Incinerate" across it, causing it to deal 50/95/140/185/230 (+55% AP) upon ignition plus the same damage over 3 seconds in the area. If an empowered "Disintegrate" is used to ignite "Ashen Playground" it also stuns every other enemy hit. If an empowered "Incinerate" is used to ignite "Ashen Playground" the additional slow from it is spread to all enemies inside the "Ashen Playground".
(R) Go Tibbers! (Mana cost: 100; Cooldown 100/90/80)
Annie summons her teddybear Tibbers, manifesting him in a fiery, savage form at the target location after a 1 second cast time. Enemies in the summoning area are dealt 150/275/400 (+65% AP) magic damage. When summoned, Tibbers sends out an intimidating roar, causing all enemies around him to run away from him in fear for 1.5 seconds. Tibbers' auto attacks deal 50/75/100 (+ 15% AP) normal damage and "chars" enemies hit by it.
Some additional info:
- imagine her W as a smaller version of Vel'Koz' ult in fuctionality. Its main purpose is to help Annie clear her lane quickly since I increased her overall mana costs (or rather reduced her mana regen) but can also deal massive damage if coordinated well with her team or combined with her other abilities.
- I gave more window of opportunity for enemies to escape her atm rediculous flash Tibbers engages by playing around with her current Pyromania Passive. She can still effectively engage against single targets but needs to put some effort into engaging with her ult. Btw her ult is also supposed to have a higher range than her one right now to compensate for it having a delay in my version.
- I also wanted to emphasize her "Little Girl"-persona a bit more by making her more dependant on others (which also includes Tibbers). It's much harder for her to single handedly kill enemies in the blink of an eye but with the interaction between the cooldown reduction of her Q and Tibbers' ability to constanly apply the "charred" debuff I see her as a controll mage similar to Cassiopia in my rework concept.
- with the passive I gave her and the "charred" mechanic I also feel like Tibbers becomes more than just that one hard initiation tool it is currently.
- by "Unique Ability" when it comes to the activation of her passive I mean that for example the constant stream of her W doesn't apply one stack of her passive of every instance of damage it deals. You have to rotate your abilities. But the way I intend it to work also means that a Q followed by damage from Tibbers followed by another Q grants her all 3 stacks.