Ellie, the Bumbling Healer
Ellie is a killer bee-like champion. Whether pollen or the blood of her victim, turns both into healing nectar and able to aid others, curing what would normally be the incurable. Sometimes sacrifices must be made and why not let it be the blood of her enemies, and Ellie has a lot of what she considers as enemies.
Ellie is an executor dedicated healer, think more squishy Warwick with team healing.
She has the ability to chase down low health targets and finish them off, gaining the goods and aiding her team further. She goes great inside of poke comps, she has no way to whittle down and poke out her target, but her healing helps the pokers to keep poking and then when they get the target low enough she flies on in and finishes off the low health targets.
Attack Range: 250 units (melee attacks for clarity) Movement: 360 units per second Attack Damage: Very High Attack Speed: 0.644 +5% per level Other Stats: Like a ranged healing mage
Sweet Nectar (Passive):
Range to Heal: 250 units
Ellie modifies her movement speed to 125%(+10% per 100AP) to 70%(+5% per 100AP) based on how much Pollen she has, more Pollen the slower she moves, moving the slowest while she has Sweet Nectar.
Moving around collects Pollen, up to 100 Pollen. At 100 Pollen, Ellie turns it into Sweet Nectar and causes her to double her total movement speed towards allied champions within 1400 units. Champion kills or assists grant 100 Pollen.
While Ellie has Sweet Nectar, getting near an allied champion will heal it for 15 - 100 (+100%AP) health and consume the Sweet Nectar. If multiple allied champions are in range, then Ellie heals the most wounded allied champion.
Blood Stinger (Q):
Cooldown: 5/4.5/4/3.5/3 seconds; Range: 800 units
Ellie fires a stinger in the target direction, dealing 6/6.5/7/7.5/8%(+3% per 100AP) of the target's missing health as magic damage. If the target was an enemy champion or epic monster, then Ellie gains 20/25/30/35/40 Pollen.
Healing an allied champion with Sweet Nectar or getting a kill or assist refunds the cooldown.
Sweet Strike (W):
Cooldown: 17/16/15/14/13 seconds; Range: 500 units
Ellie swiftly dashes to either the target allied champion or enemy champion, healing herself for 30/50/70/90/110(+70%AP) health upon arrival. If Sweet Nectar is currently active, then it is delayed until Ellie finishes her dash. While Sweet Strike is on cooldown, Ellie can dash one more time to the opposite team than her first dash, healing herself for the same amount.
The enemy champion is rooted in place and disarmed for 0.8/0.9/1/1.1/1.2 seconds. The allied champion also gains the kill gold for acquiring an assist from Ellie's kills for the next 2/2.5/3/3.5/4 seconds. Same thing applies if this target gains a kill, but Ellie only gains up to 80/85/90/95/100 bonus gold.
The first dash causes the effect to double in duration.
Bonus Gold Granted: X
Weightless (E):
Cooldown: 24/23/22/21/20 seconds
Passive: Ellie's attacks cause her target to bleed for 4 seconds, dealing magic damage over the duration for 4/8/12/16/20(+15%AP), 8/16/24/32/40(+30%AP), 16/32/48/64/80(+60%AP), or 32/64/96/128/160(+120%AP); against targets whose health is either 75%+, 50%+, 25%+, or 0%+ respectively.
Blood Stinger applies this bleed as well, but only at half of the duration.
Active: Ellie ignores the weight of her Pollen and Sweet Nectar for the next 2.5/3/3.5/4/4.5 seconds.
Champion kills or assists refund this cooldown.
Lethal Sting (R):
Cooldown: 130/110/90 seconds; Cost: 60% current health; Range: 700 units
Ellie injects her back stinger into the target enemy champion, suppressing it in place for 2/2.5/3 seconds, but massively damaging herself in the process.
If Ellie gains a kill or assist against the target within 7 seconds, she heals herself for 300/450/600(+250%AP) health and refunds 50% of this cooldown.
UPDATE NOTES:
Weightless: Ratios increased to 15%, 30%, 60%, 120% from 10%, 20%, 40%, 80% respectively Now applies the bleed from Blood Stinger as well, but only at half the duration (meaning half of the total damage)
(This is to add some flat damage to Blood Stinger so it is not all % missing health damage.)
Lethal Sting: Cost lowered to 60% from 65% current health Reward time against the stung target increased to 7 from 3 seconds
(Too restrictive and does not allow for skill expression. I want this to be used both for protecting an ally and help to secure a kill, but with a low duration for the reward would just encourage aggressive use only against a low health target and never use it defensively. Also health cost might have been a little too punishing.)