[CHAMPION CONCEPT] Dayman, Champion of the Sun (Fighter of the Nightman)
DAYMAN, CHAMPION OF THE SUN http://c.mwp4.me/media/wallpapers_1080x1920/games/1/2/knight-of-the-blazing-sun-warhammer-40-000-game-mobile-wallpaper-1080x1920-14184-2802089768.jpg LOGIN MUSIC https://www.youtube.com/watch?v=qYKIWYIMz7Q
Passive, Master of Karate: Every second basic attack will Mark an enemy with "Sun's Glory" for 5 seconds, causing all incoming damage from Dayman to be increased by 10 (+10% AP, +1 per level) magic damage.
Q, You Don't Belong to Them: Dayman sends out a beam of light in the target direction, grabbing and pulling the first ally hit behind him. The beam of light will remain for 3 seconds, boosting allies movement speed by 10/15/20/25/30%. Cooldown: 14/13/12/11/10 Mana Cost: 50/75/80/95/100 Range: 700
W, Friendship for Everyone: Dayman gains an aura around him that gives allied champions +60/70/80/90/100 Armor and Magic Resistance. While in this Aura, allied champions also deal bonus damage to enemies marked with Sun's Glory. Cooldown: 22/20/18/14/12 Duration: 4 seconds Mana Cost: 60/75/90/105/120 Range: 800
E, For I am the Dayman!: Dayman stabs his sword forward, dealing 100/120/140/160/180 (+80% AP) magic damage to enemies struck, and marking the first enemy hit with Sun's Glory. Cooldown: 10 Mana Cost: 60/80/100/120/140 Range: 300
R, Ah Ah Aaaahhh!: Dayman armors himself in the sun's rays and ascends into the air, becoming invincible for 4 seconds. While ascended, Dayman cannot move, and all his abilities are replaced with Let the Light In. Mana Cost: 300/250/200 Cooldown: 140/120/100 Duration: 4 Seconds
Special, Let the Light In: Dayman fires a beam of light on the target enemy, dealing 100/200/300 (+60% of the target's AP) magic damage to enemies struck, applying Sun's Glory to enemies struck. Mana Cost: None Cooldown: 1
The hell...