Ao Shin Kit Concept (just for fun)
Hey there! Thanks for taking an interest! This is just a post about an Ao Shin kit I thought up just to entertain myself. If you have any comments or criticisms feel free to voice your opinions but keep in mind that I just guessed what would be appropriate for damage, scaling, range, cool-downs etc.
Passive: Slipstream After successfully hitting three spells Ao Shin's next spell within 5 seconds raises a stormy barrier in the direction it was cast. The barrier lasts for a short duration, intercepting projectiles, reducing the damage Ao Shin takes from that direction and returning 15% of the blocked damage to him as mana. Cannot receive more than 8% of his maximum mana from any instance of damage. Barrier Duration: 1.75/2/2.25/2.5 at levels 6/11/16 Damage Reduction: 12/14/16/18%
Q: Chain Lightning Cool-down:8 Cost:70/75/80/85/90 Range:800/825/850/875/900 After a 0.33 second delay Ao Shin fires a bolt of electricity that travels in a line, dealing magic damage to enemies. Champions hit are stunned until the bolt hits another enemy champion or reaches the end of its range. Magic Damage: 40/90/140/190/240 (60% AP)
W: Wind Rider Cool-down:5
Passive: Ao Shin ignores unit collision. While moving Ao Shin generates Windborne at a rate of 50/100 units traveled, up to a cap. Ao Shin gains bonus movement speed equal to 8% of his current Windborne. While stationary Ao Shin loses 20% of his maximum Windborne per second. This passive is disabled while Wind Rider is on Cool-down. Windborne Cap: 300/350/400/450/500 Max Movement Speed Bonus: 24/28/32/36/40
Active: Cost:60/75/90/105/120+100% of Windborne Gust Range:450 Ao Shin spends his Windborne to soar a distance in the target direction equal to the amount of Windborne spent. He stops early if he hits an enemy champion, dealing magic damage and knocking it back a short distance. After stopping, a harmless gust of wind continues in the direction of the dash which slowing enemies it passes through for 1.5 seconds. Wind Rider cannot go through terrain. Magic Damage: 60/80/120/160/200 (45% AP) Slow: 30/34/40/45/50% Knock back: 150
E: Divine Deluge Cool-down:22/20/18/16/14 Cost:30/35/40/45/50 Range:900 First Cast: Puffs out a rain cloud that drifts in the target direction, applying Dragon King's Blessing to allies it passes over for a duration. Blessed allies are healed for 20% of the damage dealt by Ao Shin (reduced to 10% with aoe spells and basic attacks).
Second Cast: Cost:40 Can only be cast while the cloud is moving. Ao Shin quickly travels to the cloud's location, damaging and reducing the attack speed of enemies he passes through along the way for 1.5 seconds with their attack speed recovering over the duration. Dashing will dissipate the cloud early and remove Dragon King's Blessing from all marked allies once he arrives. Both casts grant a charge of Slipstream. Dragon King's Blessing Duration: 3/3.25/3.5/3.75/4 seconds Dash Damage: 40/60/80/100/120 (40% AP) Attack Speed Reduction: 24/26/28/30/32%
R: Typhoon Trap Cool-down:120/100/80 Cost:100 Range:500 Radius:450-250 After channelling for 0.4 seconds the target area is surrounded by a raging vortex that slows enemies within and persists for 4 seconds. The size of the vortex decreases to a radius of 250 over the duration while the strength of the slow increases. If an enemy champion leaves the vortex they take magic damage and are knocked up for 0.4 seconds. Enemy champions cannot receive damage or be knocked up more than once while the whirlwind persists. Minimum Slow: 20% Maximum Slow: 60% Exiting Damage: 120/180/240 (50% AP)
TL;DR
Passive: After casting a few spells you gain a directional player based barrier that blocks a percentage of damage from that direction and gives you mana back based in the damage blocked.
Position based defence and mana restoration to aid in retreating after executing your combo.
Q: Linear skill-shot that fires after a short delay. Deals damage and stuns enemy champions until the projectile hits another enemy champion, passing the stun on to them, or until it reaches the end of its range.
A stun that can be used to shut down a single target at melee range or to mini stun the entire enemy team.
W: Passive: Generate a resource as you move that grants you flat movement speed based off of the resource and the ability to ignore unit collision.
Active: Linear dash that consumes the passive resource to travel a distance in a line equal to the amount spent. Damages and knocks back the first champion Ao Shin hits and slows enemies in a line behind them.
Low cool-down mobility only limited my your mana pool. It's up often but if you want to get REAL mobility from it you have to have moved twice the distance you want to travel with it.
E: Slow moving skill-shot that marks allies for a while, causing them to heal for a portion of the damage you deal. Can be recast to dash to the projectile's location, dealing damage and reducing enemies' attack speed along the way but removing the healing mark.
Utility that's meant to be used at the beginning of your combo to heal allies for as much as possible and to escape once you've done your job.
R: AOE slow that shrinks over time, increasing in strength. Enemies that leave the AOE are knocked up for a moment and take damage.
A kind of arena to make it difficult of enemies to dodge your skill-shots. It won't do damage immediately but apply significant pressure to the enemy team in team fights. They can either stay in and be forced into a smaller and smaller area while being slowed more and more...or, they could suck it up and take some damage and hard cc for freedom.
Play Style: This version of Ao Shin would be played as a mobile, all in, CC oriented mage/support that relies on mobility and clever positioning to succeed. Several decisions would also have to be made in the ordinary life of a freaking dragon. For instance, your Q can be used as poke but you won't get a very long stun from it. On the other hand, point blank shot has the potential to stun a single enemy for quite a while. Your E can be used in many different ways but the most important decision to make is, "more healing, or more damage?" Ao Shin's strength comes from his ability to all in your team, locking you down like Leona, reducing your damage and healing his allies in the process. Even after using all of his abilities he can still get out safely with his backside protected by his passive. Ao Shin's weaknesses are his reliance on having his entire combo available, his high mana costs, and his predictability. Being immobilized also cancels two of his damaging abilities.
Thanks for reading!