Gos, the Ghost (Champ Concept)
Gos is a medium-range poke mage or support with really low overall damage and no basic attack. Gos excels at being ever-present everywhere on the battlefield by moving through walls, vanishing and re-appearing in teamfights, and controlling choke points with its powerful area-of-denial ability, Lingering Shadows. Unlike most champions, Gos does not generally interact with other champions. Instead, Gos prefers to dip in and out of combat, first by moving into range for his ability, Haunt, and then by moving out of range to a safe location where it can then launch damage at enemies. A well-played Gos should be nearly impossible to kill, with the counterplay being that Gos really doesn’t interact too much with enemies at all.
Gos, the Ghost
The Ghost (Passive): Gos moves through terrain and all units, and does not basic attack. However, all units on the map can see Gos at all times.
Haunt (Q): Marks a target unit within range for 6 seconds, revealing them and surrounding them with a circle. Re-casting Haunt launches a skillshot originating from the point on the circle where the cursor is closest, moving towards the cursor, dealing magic damage to the first enemy hit. Can be cast three times with a short half-second cooldown in between casts before the mark disappears.
Disappear (W): Gos becomes invisible for 4/6/8/10/12 seconds and gains a massive movement speed boost for the same duration. Champion takedowns reset this ability’s cooldown.
Lingering Shadows (E): An area is embraced by shadow for 10 seconds. The area slows enemy units and automatically executes units below 6/8/10/12/14 % of their maximum health. If at least one unit in the area dies, this ability’s cooldown is reset.
Spectral Travel (R): Gos heals for a portion of its missing health and immediately enters the spirit realm. Gos can re-activate to travel back to the real world early.