Concept: Varus
This is a first for me. I tried my best. I don't play Varus, but the guy deserves some love because of how old his kit is. Notes: Anything that I don't put down pretty much just stays the same. So for example I didn't put down his base stats or anything then I believe those are just fine as they are.
Varus no longer uses mana as a resource but instead uses his own HP. Going with the costs of using abilities I tried to make it to where you don't use a large amount, but you use a fair enough amount of HP so you will still have to carefully think about using abilities. Same goes to why I believe his Q and E should have lower cooldowns at earlier levels. You can use the abilities more often, but you still have to carefully think about how often you use them.
Making Varus completely AD focused instead of AP was a thing I felt as though is much better. Sure he is much, much stronger but this makes it so that his kit flows easily and you're not left out of large amounts of good damage that he lacks. Having Varus' have only one good ability (that being his Q) I don't quite like.
Splitting Varus' old W into his passive and just simply changing it to be AD based brings more life to Varus. His old W and Passive were from an older time. Moving his Passive into his Q and giving it a slight buff makes for a better laning phase overall.
Limiting his Passive is something I almost looked over. Would be pretty insane applying full Blight damage over and over with no restrictions. Especially because I had thought of the ability with the older numbers (double that of what I have written down).
The W is broken into 4 different abilities each one still shares the passive. Giving Varus a different W was the hardest part of this because of trying to give him something that was good for his kit and something that was also unique that most other ADC's don't have. Each one is a different ability, so you just have the passive + 1 of the abilities if you were to choose.
The passive of his W is actually not that strong being that the average AD (generally at max) near end game is only 420. With that you'd only bring about 100-150 extra damage per hit. This isn't as crazy as Draven's 85% bonus AD damage. The scaling part of the passive was also to just reduce overall early game damage.
Changing Varus' Ult was just simply to try and make it better. His old Ult, I feel, is too weak because of how slow the secondary effect worked. Simply having it snare all targets with an AOE, similar to that of Sejuani's ult, makes it feel much stronger and more useful. With the slow creeping effect the enemy can potentially just escape making you feel as though your Ult didn't do much.
Passive- Blighted Quiver Varus’ auto attacks apply “Blight” which can stack up to 3 times. Spells consume blight and deal physical damage to the target(s). If blight is consumed it cannot be re-applied to the same target for 5s. Physical damage 1/1.5/2/2.5/3% +.5% per 100 AD of target’s max HP per stack
Q- Piercing Arrow NEW Cost 11/12/13/14/15% max hp
NEW Passive Varus gains atk spd upon killing a unit stacking up to 5 times. Killing a champion grants 5 stacks instantly. 6/7/8/9/10% atk spd per stack
Active Same as old Cool down reduced at early ranks 16/14/12/10/8 to 12/11/10/9/8
W- Living Vengeance NEW Passive Varus’ auto attacks apply bonus physical damage 10/14/18/22/26 +5/10/15/20/25% AD
NEW Active Cost 11/12/13/14/15% max hp Cool down 10s Range 925 1- Varus fires a projectile (point and click) that marks the target (champions/epic monsters). For 5s the marked target takes increased damage from Varus. Target takes 2/3/4/5/6% +2% per 100 AD increased damage.
2- Varus fires a projectile (point and click) that marks the targeted enemy champion for 5s. Varus’ next ability will automatically target the champion marked if he is in range of them.
-Abilities will only fire in the direction of the enemy they will not be like that of Urgot’s Q.
Toggle Cost 10/15/20/25/30 HP per second 1- Varus’ auto attacks pierce all units struck up until the end of his attack range.
2- Varus’ arrows split apart attacking targets next to his initial target. His auto attacks deal reduced damage depending on how many targets are present (3 max). On-hit effects do not apply to additional targets by this effect.
3 targets 1/3 AD damage to each additional target 2 targets 1/2 AD damage to each additional target 1 target 1/4 extra AD damage to target
E- Hail of Arrows NEW Cost 11/12/13/14/15% max hp
Active Same as old Cool down reduced at early ranks 18/16/14/12/10 to 14/13/12/11/10
R- Chains of Corruption NEW No Cost
NEW Passive Varus stores 25% of all damage taken up to a maximum. If Varus takes no damage for 5s or is not in combat the stored damage slowly decays and Varus is healed for 10% of the amount. The passives of this ability are lost while on cooldown.
200/300/400 damage well
NEW Active Varus fires a projectile snaring the first enemy champion hit for 2s and extends to all other enemy champions within a radius snaring them for the same duration.
Physical damage up to 200/300/400 +100% AD (depending on how much damage is stored) to first target hit and 50% to other targets.