New Champion Idea: Lucernam the Bilgewater Sentry
Lore: Each Harrowing is more devastating than the last as the power of the Shadow Isles grew. Concerned about this development, Bilgewater banded together to outfit one great expedition to the Shadow Isles, full of magicians and pirates. They were going to take the fight to the Shadows Isles itself. When they were about to leave, a young boy snuck on board with them. He was a small child with a secret power: the ability to set things on fire. He kept this ability hidden because he feared the great pirate King Gangplank would use it to destroy his enemies completely. The expedition set sail without knowing that the young boy was hidden inside. They were armed to the teeth and were ready to storm the Shadow Isles and destroy their enemies. However, when they reached the shores of the island they were met by an enormous man riding a ghostly horse. This man wielded a sharp blade that cut through every member of the expedition. The young boy heard the noise outside and tried to bring the ship closer to save them. Suddenly ghostly hands grabbed the ship and smashed it against the rocks, destroying it. The boy floated to the shore along with thousands of pieces of wood. The rider noticed this and charged him. In desperation the boy grabbed a piece of nearby wood and set it alight. The rider couldn't come near the light and with a scream he fled from the beach. For the next one hundred years he remained, building a small hut out of the ship and keeping the light going. One day a ship came by from Bilgewater. Noticing the light they went to it and rescued him, bringing back Lucernam, as he now called himself, to Bilgewater. He was treated with surprise and astonishment at his survival on the Shadow Isles, but few believed that he could truly fight against the Black Mist until one day the Harrowing came. As the Black Mist spread across Bilgewater and Hercarim's undead knights rode across the sea, Lucernam lit a torch and went into battle, fighting back against the darkness wherever he could. From that day on he had existed as the sentry of the Bilgewater, driving back the Mist whenever it should cross the oceans.
Lucernam Health: Medium Tanky Armor/MR: low but equal MS: 300 Range: Melee
Passive "Drive Back the Darkness": Lucernam is surrounded by magical light from his torch. (Range 600) Allied units that are within this light are granted Light Blessing. Light Blessing: gain 5/6/7/8/9/10/11/12/13/14/16/18/20/22/24/26/28/30 % attack speed and 1% health regen per second. Allies have true sight over areas affected by Light Blessing
Q "Mark of the Light": Range: 700 CD: 20/18/16/14/12 Lucernam marks one enemy champion. This champion is grounded and slowed by 5/10/15/20/25 %. Each basic attack from allied champions add 5% to this slow up to 50/60/70/80/90. The mark expires after 10 seconds dealing 20/40/60/80/100 +1% for each 1% slow +(50% AP)
W "Power of the Light" : Passive: Enemy units that enter an area affect by Light Blessing are blinded for 1/2/3/4/5 seconds Range: 1000 CD: 15/14/13/12/10 Active: Unleash a bolt of fire in a direction dealing 60/70/80/90/100 (100% of AP) damage and stunning the enemy for 1/1.5/2/2.5/3 seconds
E "Torchbearer" : Range: 500 CD: 1 Recharge 40/35/30/25/20 Can hold up to 4 stacks Lucernam places a torch with a range of 600 that grants Light Blessing to all allied units who are nearby. Multiple torches grant stacking effect. Torches last for 20/25/30/35/40 seconds and cannot be destroyed
R "Purifying Fire": CD: 100/80/60 Range: 500 Effect Radius: 1200 Lucernam lights a Ring of Fire that deals 100/200/300 (25% of AP) to all units that pass through it and grants 2 stacks of Light Blessing to all allied units inside. The Ring lasts for 10/12/15 seconds. While it is active, torches grant 2 stacks of Light Blessing.