[Champion Concept] Ja'Hir and Sand'Ra, the Ruined Heirs
During the Ruination the undead queen bore a single child, born living and dead. The Ruined King, in his madness, divided the child with his accursed blade. Ja'Hir, the dead half of the child wants to be free of the curse and have nothing to do with his father, and Sand'Ra, a living reflection of her mother's former beauty seeks to reclaim her father's long lost thrown. While Ja'Hir has passed to the realm beyond, Sand'Ra can pull his soul from the great beyond with a snap of her fingers.
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Melee - Ja'Hir Ranged - Sand'Ra
Passive - Shared Soul: The two Heirs have a shared health bar and mana pool. When one dies, the other dies with them. While next to an enemy or allied champion for long enough, they will become bonded, tethering to them. Once bonded the next bit of damage the Heirs would receive is shared with their tethered champion. The tether in broken when enough distance is between the Heirs and the bonded champion, or after the Heirs receive damage, placing this passive on cooldown.
Q - The Pull of Passing - Ja'Hir: Ja'Hir calls to Sand'Ra, who fires an arrow from her location in the realm beyond, in a target direction, dealing magic damage and tethering all enemy champions hit to where the arrow landed. Slowing the tethered enemies as they walk away from the arrow for a few seconds, or until the tether snaps, once they have gotten far enough away from the arrow.
- Death Spiral - Sand'Ra: Sand'Ra calls to Ja'Hir, who dashes from the realm beyond, in a target direction, dealing physical damage and knocking aside all enemies in his path by briefly causing them to Flee. Sand'Ra can recast this ability, to have Ja'Hir dash back along the same path, dealing reduced damage to enemies he already damaged, but pulling enemies towards him as he dashes back. Instead of being a direct pull, it Fears the enemies to walk back to Ja'Hir
W - Wails of Life - Ja'Hir: Ja'Hir calls to Sand'Ra, who sings out from her location in the realm beyond, healing Ja'Hir and allied champions around Sand'Ra. Enemies recently under the effect of a Flee or a Fear will be charmed to Sand'Ra's location, until they take damage. Switching to Sand'Ra while she is singing will cause her to be silenced and disarmed but extend the length for her singing, increasing the duration of the heal and charm, but she is allowed to move for the remainder of the duration.
- Throes of Death - Sand'Ra: Sand'Ra calls to Ja'Hir, who rends flesh and spirit alike around him from his location in the realm beyond, dealing physical damage, grounding, and applying grievous wounds to all enemies around him each second they are around him, for a few seconds. The tethers from Sand'Ra's arrow can not break while Ja'Hir is damaging enemies. Switching to Ja'Hir will have him disarmed, and silenced until this ability stops, but he is allowed to move for the remainder of the duration.
E - Between Realms - Passive: A figment of the other Heir is invisible while they are in the other realm, but a noticeable shimmer is in their place for the enemy team. The Heir in the other realm is completely untargetable. Ja'Hir deals bonus physical damage with his auto attacks based on their max AP. Sand'Ra deals bonus magic damage with her auto attacks based on their max AD.
- Active: Casting this ability controls the position of the other Heir while they are in the other realm. While in the other realm, the Heir is not restricted by walls, but they provide little to no vision.
R - Beating of Her Heart - Ja'Hir(1 level at start): Ja'Hir snaps himself out of the physical realm, allowing Sand'Ra to enter the physical realm, gaining a ranged basic attack and new abilities.
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Chill of His Soul - Sand'Ra: Sand'Ra snaps herself out of the physical realm, allowing Ja'Hir to enter the physical realm, gaining a melee attack and new abilities.
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Calling of the Crown: Once every 2 minutes, reduced by cooldown and ultimate coldown reduction, when the Heir's health drops below 20% they briefly become untargetable. For the next 4/6/8 seconds this ability can be cast with a .1 second cooldown.
Respawn Quote: "Wait.... Who snapped us back?" "Being whole can wait a little longer" "Death can not stop what must be done."