Champion Idea: Tendu, The Hidden Light

Billcurme·6/15/2017, 11:00:26 PM·5 votes·989 views

Hello! Billcurme here, with yet another attempt at a champion concept. This champion originally came from these very forums, with one errant summoner proclaiming a desire for a ADC who wielded Kunai. I designed Tendu from there, though I eventually changed his weapons to Needles. Wish me luck, and I hope you enjoy Tendu!

Tendu, The Hidden Light A Billcurme Champion Concept

Statistics: Health: 490 (+73/level) Health Regen: 5.25 (+0.55/level) Energy: 200 Energy Regen: 50 Attack Damage: 45 (+4.5/level) Attack Speed: 0.69 (+4%/lvl) Armor: 18 (+3.3/level) Magic Resist: 30 Move Speed: 340 Range: 525

Abilities: Blinded by the Light (innate): Whenever Tendu causes an enemy to gain the ‘blinded’ debuff, he becomes invisible to that enemy, only being revealed by enemy turrets. Tendu will remain visible to all other enemies.

In addition, whenever Tendu takes damage that brings him below 15% of his max health, he drops a bundle of alchemical flash powder that explodes after a brief delay, blinding nearby enemies for 0.5(lvl 1)/0.75(lvl 9)/1(lvl18) second. This ability has a 180 second cooldown. (Range: 350 radius)

The flash powder will not drop if Tendu is stunned or suppressed, but will still be dropped if he is rooted, knocked up, or otherwise disabled. Once dropped, the powder will always detonate, even if Tendu becomes stunned or suppressed, or if Tendu is slain.

Quick Strike (q): Cooldown: 2s Energy Cost: 70/60/50/40/30
Range: 600 (width 75, speed 3500) Cast Time: 0.15 seconds. Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu regains 35 energy.

If this ability strikes a piece of air-born glass from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the glass, and restore 20 energy.

Catch the Eye (w): Cooldown: 8s Energy Cost: 50 (15 for additional casts)
Range: 500 Cast Time: 0.25 seconds Tendu tosses a piece of reflective glass into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed until the glass lands. The glass shatters upon landing, dealing 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies. (200 units)

Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each piece of glass in the air. Tendu must throw each piece of glass into the air within 1.5 seconds of the last piece being thrown. This ability will go on cooldown after the last piece of glass is thrown, or after Tendu has gone 1.5 seconds without throwing a piece of glass into the air. These additional casts only cost 15 energy.

If Tendu strikes the piece of glass with a Quick Strike, the shot will ricochet off the glass at an angle, going farther, cause the glass to catch the light, blinding enemies beneath it for 1 second, and causing the glass to shatter and land immediately.

Every time Tendu throws a piece of glass in the air, he increases the range of this ability by 600 until the ability goes on cooldown.

Light on his Feet (e): Cooldown: 16/14/12/10/8s Energy Cost: 90/80/70/60/50
Cast Time: Instant Tendu passively gains 5% bonus movespeed when moving towards blinded enemies. This can stack up to 4 times.

Tendu can activate this ability to gain a burst of speed, gaining 35/45/55/65/75% move speed for 1/1.125/1.25/1.375/1.5 seconds. During this time, Tendu reduces all damage dealt to him by auto-attacks by 5/7.5/10/12.5/15%.

This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born piece of glass with Quick Strike or each time Quick Strike kills an enemy.

After Image (r): Cooldown: 150/125/100s
Energy Cost: 100
Cast Time: Instant Tendu moves so quickly that he creates a semi-real duplicate of himself for 8/10/12s. This copy follows behind Tendu, copying Tendu’s actions with a slight delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does. If the After Images target is unavailable do (either from being out of range or dead), then the After Image will attempt to attack the nearest available enemy unit instead. If there are no available enemy units, the attack is cancelled.

The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does.

At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu)

If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with appropriate damage reduction.

Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward energy for Tendu.)

Pros: Great Poke with Catch the Eye and Quick Strike High Wave Clear and Tower taking abilities with After Image and Catch the Eye Decent Kitting with Light on his Feet. Energy Resorce makes it easy to sustain in lane.

Cons: Squishy No Reliable Escape Shut down extra hard by damage (Damage can remove After Images, cutting back power) Requires Ult and a few items for Highest damage potential

Description: Young man dressed in a white gi, with accents of soft yellow and pale orange designed to blend in with bright light. A simple white hood covering his dark-brown hair, and several strips of cloth concealing his mouth. Eyes are a piercing icy blue. Wields several thin needles, throwing knives, and shuriken, concealed throughout his body.

Lore: Long ago, Tendu assumes he had another name. As the baby of an un-married woman, he was always just known as ‘the brat’ or ‘the father-less bastard’. As a child running through the streets of whatever the village he grew up in was called, he was ‘pest’ or ‘guttersnipe.’ But in the dojo of his late Master Kusho, he gained the name he carries with him to this day: Tendu.

Tendu was recruited by his master as an initiate: a young man trained with purpose and precision in the ancient halls of Ionia’s remotest temples. Master Kusho had seen something in the way young Tendu was able to use distraction and reflections to vanish in daylight, blending in with the sunbeams as others would blend with shadow. Though never reaching the level of the master’s son and adopted child, Tendu none-the-less quickly became an excellent warrior, wielding thin needles with terrifying precision and grace. It was even said that Tendu would eventually leave the tutelage of his master to ascended to a seat of the Kinkou Order as the Courser of the Sun. However, though Tendu grew as a warrior, his ideals never changed from that of his wide-eyed youth.

From the youngest of ages, Tendu firmly believed in justice. All his life, he wished to believe that the good were rewarded, and the bad were punished. Law’s upheld, chaos averted. Happiness encouraged, and sorrow cut away. Yet Tendu’s master dismissed his ideals, saying that the one true purpose for warriors like them was balance. For five years Tendu fought with his masters ideals, the clashing of ideas eventually leading to Tendu’s dismissal and banishment, and a dire warning: never use the skills you have developed here, or risk becoming a threat to the balance.

It was however, this very banishment that saved Tendu’s life. It was scarcely a year following his disgrace and ejection from the ancient temples when Zed, the Master of Shadows and Master Kusho’s adopted son, killed his former teacher and took over their ancient home, transforming it into a breeding ground for dark and forbidden techniques. Horrified at the countless innocent deaths, yet likewise freed from the restrictions placed upon him, Tendu set out at once, aiming to be the hero of light that he had always longed to be.

Hidden Light: Really, using sunshine to hide was brilliant in its own way. The guards carefully checked every nook and cranny, shining their torches into the darkest corners of the mansion. However, they paid no attention to the morning window, where the brilliant sunrise blended against Tendu’s white clothing, erasing his presence from all those around him. He wondered sometimes if any of this was actually sound logic, and perhaps he instead had some innate magic that let him hide where others could not. It really didn’t matter. It worked for him, and that’s all he needed.

Tendu made his way through to the ballroom, staying always where the light shone brightest. Tendu waited by an east-facing window for a butler to pass him, pushing a tray of sliverwear. Tossing up a small shard of glass into the air, Tendu watched as the bright light drew the butlers eye as he dashed past him through the open door, using one of his needles to push the air-born distraction into a nearby wall before it gave away his position and presence, now appearing as nothing more than a careless servant having dropped a glass. Tendu leaped atop a near-by chandelier, his feet barely causing the thing to swing as the light it cast once-again allowed him to become nothing more than a ghost. Steadying his breath, Tendu peered past the sweltering candles, watching the scene below.

The servants were still cleaning up the mess from the night before. A formal dance for the posh and pristine members of Ionia. Tendu held back a grimace. He didn’t remember much of life before the temple, so he had always felt in his heart that Ionia was his home. That fact made the corruption of its citizens even more painful to him. Directly below him, in the center of the room, the housekeeper watched with cruel indifference as the people around her cleaned up the dirty plates, soiled handkerchiefs, and discarded food. Tendu had to grimace. Even from this distance, he could see the stain of red on her sleeve. Not everyone who had come to that party had made it out alive.

From what he could tell, she was simply a fanatic. The tales of the Golden Demon had inspired her to try and recreate his master-pieces, though instead of killing four people, she chose to use four means of killing on one person. The last body that had been found had been drowned, burned, stabbed, and cut into four pieces.

Tendu breathed carefully, fighting to not lose himself in the smoke and heat from the nearby candles. He would have his chance shortly. He didn’t want to jump in early, lest he risk harming an innocent bystander.

His chance arrived as the housekeeper yelled at a few nearby servants to take the rest of the trash outside. As the room cleared out, the housekeeper moved over to one of the tables and pushed it aside, revealing a trap-door. That was all he needed.

The evil woman didn’t even have a chance to see him land before three needles pierced her neck and back. Rushing over to her to stop her body from crashing against the floor, Tendu laid her against the tiles as he threw open the trap door, pushing her lifeless body into the opening. He didn’t need to look inside to know what awaited him. The vile stench was enough to make him gag. But he had done what had been needed. Tendu carefully closed the door, marveling as it seamlessly blended in with the floor around it. Likely it would be months, if not years before the secret room was discovered.

Tendu slunk his way back out of the mansion. No one needed to know what had happened her. Justice didn’t need glory, honor, or recognition. All the people around him would know is that a woman had disappeared, and a series of grisly murders had stopped. That’s all they needed to know.

Smiling to himself, he once again vanished into the rising sun.

Quotes:

Selection: Darkness will always fear the light.

Ban: You beckon darkness to you.

First Move: I walk with the light. I am a phantom in daylight. Justice should never be denied. Good must be cherished. Evil must be pruned. I learned much from my master, and have become much in my own right.

Movement: Quick steps Fast as light Quite as a sunbeam With brilliance For justice Do I still count as a ninja?

Attacking: Filled with holes Precise and painful One thousand pricks Stick ‘em with the pointy end Can’t track my shots You’ll never see it coming

Critical Strike: Needle in your eye! Thoat shot! Ouch. I’ll aim higher next-time

Upon Casting Catch the Eye: Look! A distraction! Follow the shiny! Up there! Not down here! Needles! Keep your eye on the birdie.

Killing an enemy unit while benefiting from Catch the Eye: They didn't keep their eye on the birdie.

And here he is! I need more quotes :( I plan on entering the June CCOS, so keep an eye out for that! Also, If you have any comments and ideas, I'm all ears! I really hope you enjoy this concept! Cheers!

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7 Comments

SociopathFriend6/17/2017, 6:05:37 PM2 votes

Pretty well fleshed out but lacking reviews- let's see if I can fix that. Since you put the kit first- kit first it is! Disclaimer- I rarely play Energy champions so I'm not sure how effective this stuff is resource-wise.


Kit

Blinded by the Light (innate): Whenever Tendu causes an enemy to gain the ‘blinded’ debuff, he becomes invisible to that enemy, only being revealed by enemy turrets. Tendu will remain >visible to all other enemies.

In addition, whenever Tendu takes damage that brings him below 15% of his max health, he drops a bundle of alchemical flash powder that explodes after a >brief delay, blinding nearby enemies for 0.5(lvl 1)/0.75(lvl 9)/1(lvl18) second. This ability has a 180 second cooldown. (Range: 350 radius)

The flash powder will not drop if Tendu is stunned or suppressed, but will still be dropped if he is rooted, knocked up, or otherwise disabled. Once dropped, >the powder will always detonate, even if Tendu becomes stunned or suppressed, or if Tendu is slain.

How long does he remain invisible to the enemy? If it's only so long as they're blinded then this comes across as slightly redundant- they already can't see him. Imagine if Graves became invisible to people in his smokescreen- doesn't do much does it? If it lasts longer then it's no longer redundant and seems like a fairly cool innate (though the length of time should be elaborated on). Combined with the secondary part (why will stunning or suppressing stop it? That seems odd and specifically weakening him for little gain- it's not THAT strong) I'd say it's a fairly sweet take on the ninja fantasy.

Quick Strike (q): Cooldown: 2s Energy Cost: 70/60/50/40/30 Range: 600 (width 75, speed 3500) Cast Time: 0.15 seconds. Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu >regains 35 energy.

If this ability strikes a bundle of air-born needles from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the >needles, and restore 20 energy.

While a cool angle (badum tsst) I don't think the bounce is a good idea. Remember how Alistar had to be changed because it's hard to balance around something that latency makes too much of an impact on in terms of who can do it? This sounds way worse in that regard and fairly limited in terms of angles. I think your interaction with the W is cool enough as-is. Slight note for your scaling- Total AD isn't Base AD- I don't know which you're using.

Catch the Eye (w): Cooldown: 8s Energy Cost: 50 (15 for additional casts) Range: 500 Cast Time: 0.25 seconds Tendu tosses a bundle of needles into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed >until the needles lands. The needles deals 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies when it lands. (200 units)

Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each bundle of >needles in the air. Tendu must throw each bundle of needles into the air within 1.5 seconds of the last bundle being thrown. This ability will go on cooldown >after the last bundle of needles is thrown, or after Tendu has gone 1.5 seconds without throwing a bundle of needles into the air. These additional casts only >cost 15 energy.

If Tendu strikes the bundle of needles with a Quick Strike, the shot will ricochet off the needles at an angle, going farther, cause the needles to catch the light, >blinding enemies beneath it for 1 second, and causing the needles to land immediately.

If Tendu would throw a bundle of needles into the air where a bundle already occupies, it will bounce off, going 500 units in a direction at an angle.

I like this ability, I do. You have the potential for serious damage but a drawn-out time period to give the enemy time to react and an interaction with another skill. I have a slight dislike for the bounce mechanic though- Teemo gets away with it because Riot wanted to mess with his shrooms- it doesn't sound quite a viable with bags of needles. Now, stacking the bundles to increase the AoE and refresh the damage? That would be a neat trick if you ask me. Your call since I like it as is but I'm not found of Teemo's bouncing either. It's generally unsatisfying for him to use and I'm not sure it will be any more fun on Tendu.

Light on his Feet (e): Cooldown: 16/14/12/10/8s Energy Cost: 90/80/70/60/50 Cast Time: Instant Tendu passively gains 5% bonus movespeed when moving towards blinded enemies. This can stack up to 4 times.

Tendu can activate this ability to gain a burst of speed, gaining 35/45/55/65/75% move speed for 1/1.125/1.25/1.375/1.5 seconds. During this time, Tendu >reduces all damage dealt to him by auto-attacks by 5/7.5/10/12.5/15%.

This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born bundle of needles with Quick Strike or each time Quick Strike kills an >enemy.

Again I find myself with few issues. You're gonna make me have a bad review because I frankly like where most of this stuff comes from and can't find many ways to improve them! In theory I just dislike the idea of an ADC having DR at all but you've very effectively limited Tendu to only being able to access it when playing well and properly utilizing all aspects of his kit.

After Image (r): Cooldown: 150/125/100s Energy Cost: 100 Cast Time: Instant Tendu moves so quickly that he creates a semi-real duplicate of himself for 8/10/12s. This copy follows behind Tendu, copying Tendu’s actions with a slight >delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does.

The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it >disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does.

At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short >delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its >abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu)

If an After Image would auto-attack a unit that has already died, they will instead attack the nearest living enemy within attack range. If no enemies are within >attack range, the after-images will not attack. If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with >Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with >appropriate damage reduction.

Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward >energy for Tendu.)

As a player of the NES classic, "Demon Sword" I approve. As a League of Legends player I think I hate this ability. It sounds borderline impossible to use/implement. The latter isn't actually a big problem since these are concepts but the former is. How can it copy Tendu's basic attacks? The target will no longer be where they were when Tendu performed the attack. That's why you get movement speed I suppose but it still comes off as really weird. Although it kinda has to be harder because The After Image applies the same on-hit effects as Tendu does. That sounds like super-hardcore-problematic-abuse even worse than Lucian. Think of BotRK for a moment. Even if you're factoring in the decreased damage that's (Tendu)8% + (AI1)4% + (A2)2% + (A3)1% of their current health every AA salvo. 15% of their health for every AA salvo. And if you've played correctly they're blinded and you're invisible to them so they can't fight back unless they're near a tower. Even if they can see you and can hurt you- you've a burst of DR to help nullify them so your After Images can get additional salvo's in.

Currently I'm trying to imagine a Guinsoo + Runaan + Full Afterimages Tendu and my mind literally can't grasp it- not sure if that means this is a resounding success on your part or a failure on mine. Guinsoo + any on-hit item sounds broken on Tendu though- you essentially get to... 4x abuse it? Twice for the Guunsoo and then almost twice again for the after-images? Even with the damage reduction per After-Image at max ranks you might well be unstoppable. What tank besides maybe Rammus could stand against you? What ADC could hope to outduel you? What assassin could hope to burst you? At lower levels this doesn't seem as bad but you might well have the most hyper-carry of all the hyper-carries here. And I frankly worry about the possibility of tank builds because unlike everyone else who's tried it- you actually gain power from building health since your after-images last longer.

It sounds cool but also sounds hopelessly broken in a bad way. Unfortunately I don't know how to fix it while retaining the essence of the skill. In this regard I have failed


Lore

And again I find myself unable to offer much in the way of assistance. The lore is brief but not too short. You get an idea of the character's past and what they're working towards in the future. References to the kit exist and are used fluently. There's a few spelling errors so running it through spell check won't hurt you.

Slight nitpick though

Tendu watched as the bright light drew the butlers eye as he dashed past him through the open door, using one of his needles to shatter the airborn distraction before it gave away his position and presence.

Thematically appropriate as this is- aren't you still revealing your position and presence? Most people are alarmed at small explosions of glass happening above their heads.

Billcurme6/15/2017, 11:01:50 PM1 votes

P.S!

I did some research on the Kinku order before I wrote his lore, but it's still a part of the league I'm less familiar with! If there is any discrepancies, please let me know!

Billcurme7/4/2017, 12:17:01 AM1 votes

CCOS results are in! I... I came in first.

I am absolutely tickled pink that Tendu here was so well received. Thanks to everyone who helped shape this idea into a great concept. I'll still be working on this champ to try and make him a more interesting a flushed out idea. Thank you everyone for your support and everything you've done to allow Tendu to be such a well-received champ idea!

Billcurme7/4/2017, 12:34:21 AM1 votes

Billcurme here!

After taking another look at the Judge's responses for the CCOS, I think I've come up with a few things that will help Tendu become a better champ. Opinions on these will be greatly appreciated!

The main things that seem to be hindering Tendu are: Passive Reliance on Blinds Lack of notable steroid.

Now, the passive is rather important to his character, but I think I've found a work-around: Near-sighted. If I work a Near-sighting mechanic into his w, that frees his Passive to be something more interesting and useful: perhaps an auto-attack based mechanic that implements his use of needles (needles don't hurt that much on their own, but can be used for a 'death of a thousand cuts' approach. Also good for hitting weak-points)

*Edit: I think I have an idea for his new kit worked out. Tell me what you think!

Abilities: Pin-Point Accuracy (innate): Tendu’s accuracy with his needles is unsurpassed, endlessly striking vitals on his targets. Tendu’s basic attacks and Quick Strike attacks against enemy champions and epic monsters apply a stack of ‘Pressure Points’ for 3 seconds, reducing the targets movespeed by 1% and attack speed by 0.5%, stacking up to 100 times. At 100 stacks, the target takes 150% of Tendu’s AD as true damage, is stunned for 2 seconds, and becomes immune to ‘Pressure Points’ for 120/90/60 seconds. Damage against Epic monsters is capped at 1000, and the monsters are not stunned.

Tendu’s critical strikes only deal 70% crit damage, but apply 5/10/15 stacks of Pressure Points. This ability levels up at levels 9 and 18.

Quick Strike (q): Cooldown: 2s Energy Cost: 40 Range: 600 (width 75, speed 3300) Cast Time: 0.15 seconds. Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu regains 35 energy.

If this ability strikes a piece of air-born glass from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the glass, and restore 20 energy.

Catch the Eye (w): Cooldown: 8s Energy Cost: 50 (15 for additional casts) Range: 3000 (Speed 3000) Cast Time: 0.25 seconds Tendu tosses a piece of reflective glass into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed until the glass lands. The glass shatters upon landing, dealing 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies. (200 units)

While a piece of glass is in the air, enemies that are looking towards the glass or are directly beneath the glass become near-sighted, until the glass lands or they look away.

Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each piece of glass in the air. Tendu must throw each piece of glass into the air within 1.5 seconds of the last piece being thrown. This ability will go on cooldown after the last piece of glass is thrown, or after Tendu has gone 1.5 seconds without throwing a piece of glass into the air. These additional casts only cost 15 energy.

If Tendu strikes the piece of glass with a Quick Strike, the shot will ricochet off the glass at an angle, going farther, and causing the glass to shatter and land immediately. Tendu can only strike the glass once it reaches its destination, and not before.

Light on his Feet (e): Cooldown: 16s Energy Cost: 50
Cast Time: Instant Tendu gains a burst of speed, gaining 35/45/55/65/75% move speed for 1 second. If Tendu passes beneath the area of one of his air-born pieces of glass from Catch the Eye while this ability is active, he becomes invisible for 0.5 seconds.

This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born bundle of needles with Quick Strike or each time Quick Strike kills an enemy. Casting this ability while After Image is active will extend the duration of After Image by 2 seconds.

** After Image (r)** Cooldown: 150/125/100s
Cast Time: 0.5 seconds. Tendu moves so quickly that he creates a semi-real duplicate of himself for 8 seconds. This copy follows behind Tendu, copying Tendu’s actions with a slight delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does.

The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does. The duration of this ability is extended by 2 seconds every time Tendu kills an enemy champion or casts 'Light on his Feet'.

At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu)

If an After Image would auto-attack a unit that has already died, they will instead attack the nearest living enemy within attack range. If no enemies are within attack range, the after-images will not attack. If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with appropriate damage reduction.

Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward energy for Tendu.)

TLDR New Passive! Attacks and Crits apply a stacking slow that eventually stuns the target and does crazy true-damage! Death of a Thousand Cuts! Quick Strike costs less energy, and is a little slower! Catch the Eye now nearsights enemies looking towards it, no longer blinds, and now has the projectile speed mentioned! Light on his Feet no longer moves faster towards blinded targets, no longer reduces damage from auto's, costs less, and now makes you invisible under your pieces of glass! After Image no longer costs energy, but now has a slight delay to its cast-time. Also, After Image has an 8 second duration at all ranks, but can be extended by casting Light on his Feet and killing enemy champions!

FlameHalbrdOkido7/5/2017, 11:38:40 PM1 votes

great design!