[Champion Concept} (Support) Rejinn, The Salvager
INTRO
A dauntless spirit-wisp whizzes through a forsaken village. It's destination is unclear as it gorges between the bodies of violent, barbaric soldiers. As they continue to murder, this "thing" seems to hover over the innocent victims who were caught in the crossfire, one or two seconds, then on to the next lifeless body. The combative paratroopers take no interest in the dashing ball of light; Butchery occupies their minds. In the distance, an young adult is seen running for his life, a commander on steed follows. Panic unwilling leads the mans footsteps into a deep alleyway where only him, the solider and death are found. As the horseman raises his weapon, the wisp enters the chest of the innocent young man. The alley is illuminated with a red glow that stands the horse on-end. He stands up firmly as he says in a dualistic voice. **-YOU DONT KNOW WHO YOU EFFin WIT BOY! xD **
DESCRIPTION/LORE
Now that I got your attention lol.... I wanna introduce a concept I thought about while at work. Rejinn is a support Champion who can theoretically be a aid over the map.
Rejinn spent his youth in the school of Arcanum Majoris (the same school Lee Sin went to to learn about Summoners) as a War Priest. Him and his peers gave tribute to The Summoners, and devoted time learning how to tap into their summoner essance. Rejinn's faith was unwavering as he grew into a teenage boy. As he was praising at the alter one day a glowing light appeared during his devotion. It was a direct message from the summoners; who were so pleased with Rejinn's devotion, that they vowed to give celestial aid to Rejinn and every one of his allies. Young Rejinn's fame amongst the school grew stronger by the day because of his higher connection to the Summoners and he soon became known as The Salvager, a great War Priest known for protecting multiple soldiers in battle at once. Unfortunately, unknown forces wanted that power; and attacked Rejinn's home in search of him. He tried his best to save as much as he could through his techniques but in the end only he survived. He now quests the land of Valoran looking for allies to aid him in finding the group of vigilantes responsible for the massacre of his town. STATS HEALTH: 427 (+81) HEALTH REGEN: 7.45 (+1.1) MANA: 290 (+40) MANA REGEN: 7 (0.93) RANGE: 125 (Melee) ATTACK DAMAGE: 42.91 (+2.75) ATTACK SPEED: 0.658 (+1.67%) ARMOR: 17 (+4) MAGIC RES: 30 (+1.25) MOV. SPEED: 350
NOTE: Rejinn fights with a gloves that carry a summoners spiritual energy. Think of him as a mix between EZ and Ahri when using abilities
ABILITIES
(Passive) Exalted Aid- Allies in range have there Summoner Spell's potency and duration increase by 10/15/20/25%
-600 Range, 10% at level one, increases at 6/12/16. Allied Champions level have no effect on the increase.
-Example1: At Level 1 (
Heal) heals for 90 health and grant 30% movement speed for 1 second.
- Exalted Aid would increase this to 99 health, 33% movement speed for 1.1 seconds.
-Example2: At level 1 (
Ignite) Does 70 True damage over 5 seconds, - Exalted Aid would deal 77 True Damage over 5.5 seconds.
(Q) -
After a brief channel, Rejinn will place a spell shield on a friendly ally for 1.5/1.75/2/2.25/2.5 seconds, absorbing any damage and CC from abilities and halving the cooldown. If any spell hits the spell-shield while on Sacred Ground, the ground will light up and explode! And dealing 90/120/150/180/210 (+ 40% AP) Magic Damage. Cost: No cost Cooldown: 18/16/14/12/10 Type: Ally-Cast Range: 650
(W) Sacred Ground-
Rejinn jabs his fist into the ground creating a large AOE that increases the tenacity and movement speed of allies by 15/25/35/45/55%. Allies also gain more experience while standing in the area. -800 Radius. Self-Cast, 15 second cooldown. Last 8 seconds. Cost: 70/75/80/90/100 Cooldown: 20/19/18/17/16/15 Type: Self-AOE Range: 800-Radius
(E) Essence Blast -
Rejinn shoots an inverted cone shaped blast dealing 40/60/80/100/120 (0.6 AP) magic damage. Targets up close are stunned for 0.5 seconds and slowed, while others farther away are only slowed by 20/25/30/35/40% for 3 seconds. Targets hit while on Sacred Ground take double damage. -Opposite of a cone, a wide beginning, with a narrow ending. Cost: 55/55/65/65/75 Cooldown: 11/10/9/8/7 Type: Opposite of a cone, a wide beginning, with a narrow ending. Range: 700
(R) Celestial Grace -
(This move has 2 cast effects to it) The 1st cast of this ability on an Ally causes a spiritual wisp to enter an allied target; the ally will obtain a fading red glow around them granting 15/25/35% (+ 2% for every 50 AP) health back for the damage they deal. Allies healing with this effect count as being healed my Rejinn (so Items like Ardent Censor proc). However, you can cast this move on yourself to heal for 300/400/500 (+ 0.7 AP). You may cast Celestial Grace on another Allies within range of initial allied target back to back. This spiritual wisp also carries Exalted Aid passive. -1000 Cast Range on a ally cast. Ability cools down after self cast.